Struct AStar3D
pub struct AStar3D { /* private fields */ }Expand description
Godot class AStar3D.
Inherits RefCounted.
Related symbols:
See also Godot docs for AStar3D.
§Construction
This class is reference-counted. You can create a new instance using AStar3D::new_gd().
§Godot docs
A* (A star) is a computer algorithm used in pathfinding and graph traversal, the process of plotting short paths among vertices (points), passing through a given set of edges (segments). It enjoys widespread use due to its performance and accuracy. Godot’s A* implementation uses points in 3D space and Euclidean distances by default.
You must add points manually with add_point and create segments manually with connect_points. Once done, you can test if there is a path between two points with the are_points_connected function, get a path containing indices by get_id_path, or one containing actual coordinates with get_point_path.
It is also possible to use non-Euclidean distances. To do so, create a script that extends AStar3D and override the methods compute_cost and estimate_cost. Both should take two point IDs and return the distance between the corresponding points.
Example: Use Manhattan distance instead of Euclidean distance:
class_name MyAStar3D
extends AStar3D
func _compute_cost(u, v):
var u_pos = get_point_position(u)
var v_pos = get_point_position(v)
return abs(u_pos.x - v_pos.x) + abs(u_pos.y - v_pos.y) + abs(u_pos.z - v_pos.z)
func _estimate_cost(u, v):
var u_pos = get_point_position(u)
var v_pos = get_point_position(v)
return abs(u_pos.x - v_pos.x) + abs(u_pos.y - v_pos.y) + abs(u_pos.z - v_pos.z)estimate_cost should return a lower bound of the distance, i.e. _estimate_cost(u, v) <= _compute_cost(u, v). This serves as a hint to the algorithm because the custom compute_cost might be computation-heavy. If this is not the case, make estimate_cost return the same value as compute_cost to provide the algorithm with the most accurate information.
If the default estimate_cost and compute_cost methods are used, or if the supplied estimate_cost method returns a lower bound of the cost, then the paths returned by A* will be the lowest-cost paths. Here, the cost of a path equals the sum of the compute_cost results of all segments in the path multiplied by the weight_scales of the endpoints of the respective segments. If the default methods are used and the weight_scales of all points are set to 1.0, then this equals the sum of Euclidean distances of all segments in the path.
Implementations§
§impl AStar3D
impl AStar3D
pub fn get_available_point_id(&self) -> i64
pub fn get_available_point_id(&self) -> i64
Returns the next available point ID with no point associated to it.
pub fn add_point(&mut self, id: i64, position: Vector3)
pub fn add_point(&mut self, id: i64, position: Vector3)
To set the default parameters, use add_point_ex and its builder methods. See the book for detailed usage instructions.
Adds a new point at the given position with the given identifier. The id must be 0 or larger, and the weight_scale must be 0.0 or greater.
The weight_scale is multiplied by the result of compute_cost when determining the overall cost of traveling across a segment from a neighboring point to this point. Thus, all else being equal, the algorithm prefers points with lower weight_scales to form a path.
var astar = AStar3D.new()
astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with weight_scale 4 and id 1If there already exists a point for the given id, its position and weight scale are updated to the given values.
pub fn add_point_ex<'ex>(
&'ex mut self,
id: i64,
position: Vector3,
) -> ExAddPoint<'ex>
pub fn add_point_ex<'ex>( &'ex mut self, id: i64, position: Vector3, ) -> ExAddPoint<'ex>
Adds a new point at the given position with the given identifier. The id must be 0 or larger, and the weight_scale must be 0.0 or greater.
The weight_scale is multiplied by the result of compute_cost when determining the overall cost of traveling across a segment from a neighboring point to this point. Thus, all else being equal, the algorithm prefers points with lower weight_scales to form a path.
var astar = AStar3D.new()
astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with weight_scale 4 and id 1If there already exists a point for the given id, its position and weight scale are updated to the given values.
pub fn get_point_position(&self, id: i64) -> Vector3
pub fn get_point_position(&self, id: i64) -> Vector3
Returns the position of the point associated with the given id.
pub fn set_point_position(&mut self, id: i64, position: Vector3)
pub fn set_point_position(&mut self, id: i64, position: Vector3)
Sets the position for the point with the given id.
pub fn get_point_weight_scale(&self, id: i64) -> f32
pub fn get_point_weight_scale(&self, id: i64) -> f32
Returns the weight scale of the point associated with the given id.
pub fn set_point_weight_scale(&mut self, id: i64, weight_scale: f32)
pub fn set_point_weight_scale(&mut self, id: i64, weight_scale: f32)
Sets the weight_scale for the point with the given id. The weight_scale is multiplied by the result of compute_cost when determining the overall cost of traveling across a segment from a neighboring point to this point.
pub fn remove_point(&mut self, id: i64)
pub fn remove_point(&mut self, id: i64)
Removes the point associated with the given id from the points pool.
pub fn has_point(&self, id: i64) -> bool
pub fn has_point(&self, id: i64) -> bool
Returns whether a point associated with the given id exists.
pub fn get_point_connections(&self, id: i64) -> PackedArray<i64>
pub fn get_point_connections(&self, id: i64) -> PackedArray<i64>
Returns an array with the IDs of the points that form the connection with the given point.
var astar = AStar3D.new()
astar.add_point(1, Vector3(0, 0, 0))
astar.add_point(2, Vector3(0, 1, 0))
astar.add_point(3, Vector3(1, 1, 0))
astar.add_point(4, Vector3(2, 0, 0))
astar.connect_points(1, 2, true)
astar.connect_points(1, 3, true)
var neighbors = astar.get_point_connections(1) # Returns [2, 3]pub fn get_point_ids(&self) -> PackedArray<i64>
pub fn get_point_ids(&self) -> PackedArray<i64>
Returns an array of all point IDs.
pub fn set_point_disabled(&mut self, id: i64)
pub fn set_point_disabled(&mut self, id: i64)
To set the default parameters, use set_point_disabled_ex and its builder methods. See the book for detailed usage instructions.
Disables or enables the specified point for pathfinding. Useful for making a temporary obstacle.
pub fn set_point_disabled_ex<'ex>(
&'ex mut self,
id: i64,
) -> ExSetPointDisabled<'ex>
pub fn set_point_disabled_ex<'ex>( &'ex mut self, id: i64, ) -> ExSetPointDisabled<'ex>
Disables or enables the specified point for pathfinding. Useful for making a temporary obstacle.
pub fn is_point_disabled(&self, id: i64) -> bool
pub fn is_point_disabled(&self, id: i64) -> bool
Returns whether a point is disabled or not for pathfinding. By default, all points are enabled.
pub fn set_neighbor_filter_enabled(&mut self, enabled: bool)
pub fn is_neighbor_filter_enabled(&self) -> bool
pub fn connect_points(&mut self, id: i64, to_id: i64)
pub fn connect_points(&mut self, id: i64, to_id: i64)
To set the default parameters, use connect_points_ex and its builder methods. See the book for detailed usage instructions.
Creates a segment between the given points. If bidirectional is false, only movement from id to to_id is allowed, not the reverse direction.
var astar = AStar3D.new()
astar.add_point(1, Vector3(1, 1, 0))
astar.add_point(2, Vector3(0, 5, 0))
astar.connect_points(1, 2, false)pub fn connect_points_ex<'ex>(
&'ex mut self,
id: i64,
to_id: i64,
) -> ExConnectPoints<'ex>
pub fn connect_points_ex<'ex>( &'ex mut self, id: i64, to_id: i64, ) -> ExConnectPoints<'ex>
Creates a segment between the given points. If bidirectional is false, only movement from id to to_id is allowed, not the reverse direction.
var astar = AStar3D.new()
astar.add_point(1, Vector3(1, 1, 0))
astar.add_point(2, Vector3(0, 5, 0))
astar.connect_points(1, 2, false)pub fn disconnect_points(&mut self, id: i64, to_id: i64)
pub fn disconnect_points(&mut self, id: i64, to_id: i64)
To set the default parameters, use disconnect_points_ex and its builder methods. See the book for detailed usage instructions.
Deletes the segment between the given points. If bidirectional is false, only movement from id to to_id is prevented, and a unidirectional segment possibly remains.
pub fn disconnect_points_ex<'ex>(
&'ex mut self,
id: i64,
to_id: i64,
) -> ExDisconnectPoints<'ex>
pub fn disconnect_points_ex<'ex>( &'ex mut self, id: i64, to_id: i64, ) -> ExDisconnectPoints<'ex>
Deletes the segment between the given points. If bidirectional is false, only movement from id to to_id is prevented, and a unidirectional segment possibly remains.
pub fn are_points_connected(&self, id: i64, to_id: i64) -> bool
pub fn are_points_connected(&self, id: i64, to_id: i64) -> bool
To set the default parameters, use are_points_connected_ex and its builder methods. See the book for detailed usage instructions.
Returns whether the two given points are directly connected by a segment. If bidirectional is false, returns whether movement from id to to_id is possible through this segment.
pub fn are_points_connected_ex<'ex>(
&'ex self,
id: i64,
to_id: i64,
) -> ExArePointsConnected<'ex>
pub fn are_points_connected_ex<'ex>( &'ex self, id: i64, to_id: i64, ) -> ExArePointsConnected<'ex>
Returns whether the two given points are directly connected by a segment. If bidirectional is false, returns whether movement from id to to_id is possible through this segment.
pub fn get_point_count(&self) -> i64
pub fn get_point_count(&self) -> i64
Returns the number of points currently in the points pool.
pub fn get_point_capacity(&self) -> i64
pub fn get_point_capacity(&self) -> i64
Returns the capacity of the structure backing the points, useful in conjunction with reserve_space.
pub fn reserve_space(&mut self, num_nodes: i64)
pub fn reserve_space(&mut self, num_nodes: i64)
Reserves space internally for num_nodes points. Useful if you’re adding a known large number of points at once, such as points on a grid.
pub fn clear(&mut self)
pub fn clear(&mut self)
Clears all the points and segments.
pub fn get_closest_point(&self, to_position: Vector3) -> i64
pub fn get_closest_point(&self, to_position: Vector3) -> i64
To set the default parameters, use get_closest_point_ex and its builder methods. See the book for detailed usage instructions.
Returns the ID of the closest point to to_position, optionally taking disabled points into account. Returns -1 if there are no points in the points pool.
Note: If several points are the closest to to_position, the one with the smallest ID will be returned, ensuring a deterministic result.
pub fn get_closest_point_ex<'ex>(
&'ex self,
to_position: Vector3,
) -> ExGetClosestPoint<'ex>
pub fn get_closest_point_ex<'ex>( &'ex self, to_position: Vector3, ) -> ExGetClosestPoint<'ex>
Returns the ID of the closest point to to_position, optionally taking disabled points into account. Returns -1 if there are no points in the points pool.
Note: If several points are the closest to to_position, the one with the smallest ID will be returned, ensuring a deterministic result.
pub fn get_closest_position_in_segment(&self, to_position: Vector3) -> Vector3
pub fn get_closest_position_in_segment(&self, to_position: Vector3) -> Vector3
Returns the closest position to to_position that resides inside a segment between two connected points.
var astar = AStar3D.new()
astar.add_point(1, Vector3(0, 0, 0))
astar.add_point(2, Vector3(0, 5, 0))
astar.connect_points(1, 2)
var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Returns (0, 3, 0)The result is in the segment that goes from y = 0 to y = 5. It’s the closest position in the segment to the given point.
pub fn get_point_path(&self, from_id: i64, to_id: i64) -> PackedArray<Vector3>
pub fn get_point_path(&self, from_id: i64, to_id: i64) -> PackedArray<Vector3>
To set the default parameters, use get_point_path_ex and its builder methods. See the book for detailed usage instructions.
Returns an array with the points that are in the path found by AStar3D between the given points. The array is ordered from the starting point to the ending point of the path.
If from_id point is disabled, returns an empty array (even if from_id == to_id).
If from_id point is not disabled, there is no valid path to the target, and allow_partial_path is true, returns a path to the point closest to the target that can be reached.
Note: This method is not thread-safe; it can only be used from a single Thread at a given time. Consider using Mutex to ensure exclusive access to one thread to avoid race conditions.
Additionally, when allow_partial_path is true and to_id is disabled the search may take an unusually long time to finish.
pub fn get_point_path_ex<'ex>(
&'ex self,
from_id: i64,
to_id: i64,
) -> ExGetPointPath<'ex>
pub fn get_point_path_ex<'ex>( &'ex self, from_id: i64, to_id: i64, ) -> ExGetPointPath<'ex>
Returns an array with the points that are in the path found by AStar3D between the given points. The array is ordered from the starting point to the ending point of the path.
If from_id point is disabled, returns an empty array (even if from_id == to_id).
If from_id point is not disabled, there is no valid path to the target, and allow_partial_path is true, returns a path to the point closest to the target that can be reached.
Note: This method is not thread-safe; it can only be used from a single Thread at a given time. Consider using Mutex to ensure exclusive access to one thread to avoid race conditions.
Additionally, when allow_partial_path is true and to_id is disabled the search may take an unusually long time to finish.
pub fn get_id_path(&self, from_id: i64, to_id: i64) -> PackedArray<i64>
pub fn get_id_path(&self, from_id: i64, to_id: i64) -> PackedArray<i64>
To set the default parameters, use get_id_path_ex and its builder methods. See the book for detailed usage instructions.
Returns an array with the IDs of the points that form the path found by AStar3D between the given points. The array is ordered from the starting point to the ending point of the path.
If from_id point is disabled, returns an empty array (even if from_id == to_id).
If from_id point is not disabled, there is no valid path to the target, and allow_partial_path is true, returns a path to the point closest to the target that can be reached.
Note: When allow_partial_path is true and to_id is disabled the search may take an unusually long time to finish.
var astar = AStar3D.new()
astar.add_point(1, Vector3(0, 0, 0))
astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1
astar.add_point(3, Vector3(1, 1, 0))
astar.add_point(4, Vector3(2, 0, 0))
astar.connect_points(1, 2, false)
astar.connect_points(2, 3, false)
astar.connect_points(4, 3, false)
astar.connect_points(1, 4, false)
var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]If you change the 2nd point’s weight to 3, then the result will be [1, 4, 3] instead, because now even though the distance is longer, it’s “easier” to get through point 4 than through point 2.
pub fn get_id_path_ex<'ex>(
&'ex self,
from_id: i64,
to_id: i64,
) -> ExGetIdPath<'ex>
pub fn get_id_path_ex<'ex>( &'ex self, from_id: i64, to_id: i64, ) -> ExGetIdPath<'ex>
Returns an array with the IDs of the points that form the path found by AStar3D between the given points. The array is ordered from the starting point to the ending point of the path.
If from_id point is disabled, returns an empty array (even if from_id == to_id).
If from_id point is not disabled, there is no valid path to the target, and allow_partial_path is true, returns a path to the point closest to the target that can be reached.
Note: When allow_partial_path is true and to_id is disabled the search may take an unusually long time to finish.
var astar = AStar3D.new()
astar.add_point(1, Vector3(0, 0, 0))
astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1
astar.add_point(3, Vector3(1, 1, 0))
astar.add_point(4, Vector3(2, 0, 0))
astar.connect_points(1, 2, false)
astar.connect_points(2, 3, false)
astar.connect_points(4, 3, false)
astar.connect_points(1, 4, false)
var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]If you change the 2nd point’s weight to 3, then the result will be [1, 4, 3] instead, because now even though the distance is longer, it’s “easier” to get through point 4 than through point 2.
Methods from Deref<Target = RefCounted>§
pub fn get_reference_count(&self) -> i32
pub fn get_reference_count(&self) -> i32
Returns the current reference count.
Methods from Deref<Target = Object>§
pub fn get_script(&self) -> Option<Gd<Script>>
pub fn set_script(&mut self, script: impl AsArg<Option<Gd<Script>>>)
pub fn connect( &mut self, signal: impl AsArg<StringName>, callable: &Callable, ) -> Error
pub fn connect_flags( &mut self, signal: impl AsArg<StringName>, callable: &Callable, flags: ConnectFlags, ) -> Error
pub fn is_class(&self, class: impl AsArg<GString>) -> bool
pub fn is_class(&self, class: impl AsArg<GString>) -> bool
Returns true if the object inherits from the given class. See also get_class.
var sprite2d = Sprite2D.new()
sprite2d.is_class("Sprite2D") # Returns true
sprite2d.is_class("Node") # Returns true
sprite2d.is_class("Node3D") # Returns falseNote: This method ignores class_name declarations in the object’s script.
pub fn set(&mut self, property: impl AsArg<StringName>, value: &Variant)
pub fn set(&mut self, property: impl AsArg<StringName>, value: &Variant)
Assigns value to the given property. If the property does not exist or the given value’s type doesn’t match, nothing happens.
var node = Node2D.new()
node.set("global_scale", Vector2(8, 2.5))
print(node.global_scale) # Prints (8.0, 2.5)Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
pub fn get(&self, property: impl AsArg<StringName>) -> Variant
pub fn get(&self, property: impl AsArg<StringName>) -> Variant
Returns the Variant value of the given property. If the property does not exist, this method returns null.
var node = Node2D.new()
node.rotation = 1.5
var a = node.get("rotation") # a is 1.5Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
pub fn set_indexed(
&mut self,
property_path: impl AsArg<NodePath>,
value: &Variant,
)
pub fn set_indexed( &mut self, property_path: impl AsArg<NodePath>, value: &Variant, )
Assigns a new value to the property identified by the property_path. The path should be a NodePath relative to this object, and can use the colon character (:) to access nested properties.
var node = Node2D.new()
node.set_indexed("position", Vector2(42, 0))
node.set_indexed("position:y", -10)
print(node.position) # Prints (42.0, -10.0)Note: In C#, property_path must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
pub fn get_indexed(&self, property_path: impl AsArg<NodePath>) -> Variant
pub fn get_indexed(&self, property_path: impl AsArg<NodePath>) -> Variant
Gets the object’s property indexed by the given property_path. The path should be a NodePath relative to the current object and can use the colon character (:) to access nested properties.
Examples: "position:x" or "material:next_pass:blend_mode".
var node = Node2D.new()
node.position = Vector2(5, -10)
var a = node.get_indexed("position") # a is Vector2(5, -10)
var b = node.get_indexed("position:y") # b is -10Note: In C#, property_path must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
Note: This method does not support actual paths to nodes in the SceneTree, only sub-property paths. In the context of nodes, use get_node_and_resource instead.
pub fn get_property_list(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_property_list(&self) -> Array<Dictionary<Variant, Variant>>
Returns the object’s property list as an Array of dictionaries. Each Dictionary contains the following entries:
-
nameis the property’s name, as aString; -
class_nameis an emptyStringName, unless the property isVariantType::OBJECTand it inherits from a class; -
typeis the property’s type, as anint(see [enum Variant.Type]); -
hintis how the property is meant to be edited (see [enum PropertyHint]); -
hint_stringdepends on the hint (see [enum PropertyHint]); -
usageis a combination of [enum PropertyUsageFlags].
Note: In GDScript, all class members are treated as properties. In C# and GDExtension, it may be necessary to explicitly mark class members as Godot properties using decorators or attributes.
pub fn get_method_list(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_method_list(&self) -> Array<Dictionary<Variant, Variant>>
Returns this object’s methods and their signatures as an Array of dictionaries. Each Dictionary contains the following entries:
-
nameis the name of the method, as aString; -
argsis anArrayof dictionaries representing the arguments; -
default_argsis the default arguments as anArrayof variants; -
flagsis a combination of [enum MethodFlags]; -
idis the method’s internal identifierint; -
returnis the returned value, as aDictionary;
Note: The dictionaries of args and return are formatted identically to the results of get_property_list, although not all entries are used.
pub fn property_can_revert(&self, property: impl AsArg<StringName>) -> bool
pub fn property_can_revert(&self, property: impl AsArg<StringName>) -> bool
Returns true if the given property has a custom default value. Use property_get_revert to get the property’s default value.
Note: This method is used by the Inspector dock to display a revert icon. The object must implement [method _property_can_revert] to customize the default value. If [method _property_can_revert] is not implemented, this method returns false.
pub fn property_get_revert(&self, property: impl AsArg<StringName>) -> Variant
pub fn property_get_revert(&self, property: impl AsArg<StringName>) -> Variant
Returns the custom default value of the given property. Use property_can_revert to check if the property has a custom default value.
Note: This method is used by the Inspector dock to display a revert icon. The object must implement [method _property_get_revert] to customize the default value. If [method _property_get_revert] is not implemented, this method returns null.
pub fn set_meta(&mut self, name: impl AsArg<StringName>, value: &Variant)
pub fn set_meta(&mut self, name: impl AsArg<StringName>, value: &Variant)
Adds or changes the entry name inside the object’s metadata. The metadata value can be any Variant, although some types cannot be serialized correctly.
If value is null, the entry is removed. This is the equivalent of using remove_meta. See also has_meta and get_meta.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn remove_meta(&mut self, name: impl AsArg<StringName>)
pub fn remove_meta(&mut self, name: impl AsArg<StringName>)
Removes the given entry name from the object’s metadata. See also has_meta, get_meta and set_meta.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn get_meta(&self, name: impl AsArg<StringName>) -> Variant
pub fn get_meta(&self, name: impl AsArg<StringName>) -> Variant
To set the default parameters, use get_meta_ex and its builder methods. See the book for detailed usage instructions.
Returns the object’s metadata value for the given entry name. If the entry does not exist, returns default. If default is null, an error is also generated.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn get_meta_ex<'ex>(
&'ex self,
name: impl AsArg<StringName> + 'ex,
) -> ExGetMeta<'ex>
pub fn get_meta_ex<'ex>( &'ex self, name: impl AsArg<StringName> + 'ex, ) -> ExGetMeta<'ex>
Returns the object’s metadata value for the given entry name. If the entry does not exist, returns default. If default is null, an error is also generated.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn has_meta(&self, name: impl AsArg<StringName>) -> bool
pub fn has_meta(&self, name: impl AsArg<StringName>) -> bool
Returns true if a metadata entry is found with the given name. See also get_meta, set_meta and remove_meta.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn get_meta_list(&self) -> Array<StringName>
pub fn get_meta_list(&self) -> Array<StringName>
Returns the object’s metadata entry names as an Array of StringNames.
pub fn add_user_signal(&mut self, signal: impl AsArg<GString>)
pub fn add_user_signal(&mut self, signal: impl AsArg<GString>)
To set the default parameters, use add_user_signal_ex and its builder methods. See the book for detailed usage instructions.
Adds a user-defined signal named signal. Optional arguments for the signal can be added as an Array of dictionaries, each defining a name String and a type int (see [enum Variant.Type]). See also has_user_signal and remove_user_signal.
add_user_signal("hurt", [
{ "name": "damage", "type": TYPE_INT },
{ "name": "source", "type": TYPE_OBJECT }
])pub fn add_user_signal_ex<'ex>(
&'ex mut self,
signal: impl AsArg<GString> + 'ex,
) -> ExAddUserSignal<'ex>
pub fn add_user_signal_ex<'ex>( &'ex mut self, signal: impl AsArg<GString> + 'ex, ) -> ExAddUserSignal<'ex>
Adds a user-defined signal named signal. Optional arguments for the signal can be added as an Array of dictionaries, each defining a name String and a type int (see [enum Variant.Type]). See also has_user_signal and remove_user_signal.
add_user_signal("hurt", [
{ "name": "damage", "type": TYPE_INT },
{ "name": "source", "type": TYPE_OBJECT }
])pub fn has_user_signal(&self, signal: impl AsArg<StringName>) -> bool
pub fn has_user_signal(&self, signal: impl AsArg<StringName>) -> bool
Returns true if the given user-defined signal name exists. Only signals added with add_user_signal are included. See also remove_user_signal.
pub fn remove_user_signal(&mut self, signal: impl AsArg<StringName>)
pub fn remove_user_signal(&mut self, signal: impl AsArg<StringName>)
Removes the given user signal signal from the object. See also add_user_signal and has_user_signal.
pub fn emit_signal(
&mut self,
signal: impl AsArg<StringName>,
varargs: &[Variant],
) -> Error
pub fn emit_signal( &mut self, signal: impl AsArg<StringName>, varargs: &[Variant], ) -> Error
Emits the given signal by name. The signal must exist, so it should be a built-in signal of this class or one of its inherited classes, or a user-defined signal (see add_user_signal). This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
Returns Error::ERR_UNAVAILABLE if signal does not exist or the parameters are invalid.
emit_signal("hit", "sword", 100)
emit_signal("game_over")Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.
§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
pub fn try_emit_signal(
&mut self,
signal: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<Error, CallError>
pub fn try_emit_signal( &mut self, signal: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Error, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
pub fn call(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Variant
pub fn call( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Variant
Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
var node = Node3D.new()
node.call("rotate", Vector3(1.0, 0.0, 0.0), 1.571)Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
pub fn try_call(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<Variant, CallError>
pub fn try_call( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Variant, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
pub fn call_deferred(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Variant
pub fn call_deferred( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Variant
Calls the method on the object during idle time. Always returns null, not the method’s result.
Idle time happens mainly at the end of process and physics frames. In it, deferred calls will be run until there are none left, which means you can defer calls from other deferred calls and they’ll still be run in the current idle time cycle. This means you should not call a method deferred from itself (or from a method called by it), as this causes infinite recursion the same way as if you had called the method directly.
This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
var node = Node3D.new()
node.call_deferred("rotate", Vector3(1.0, 0.0, 0.0), 1.571)For methods that are deferred from the same thread, the order of execution at idle time is identical to the order in which call_deferred was called.
See also call_deferred.
Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
Note: If you’re looking to delay the function call by a frame, refer to the SceneTree.process_frame and SceneTree.physics_frame signals.
var node = Node3D.new()
# Make a Callable and bind the arguments to the node's rotate() call.
var callable = node.rotate.bind(Vector3(1.0, 0.0, 0.0), 1.571)
# Connect the callable to the process_frame signal, so it gets called in the next process frame.
# CONNECT_ONE_SHOT makes sure it only gets called once instead of every frame.
get_tree().process_frame.connect(callable, CONNECT_ONE_SHOT)§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
pub fn try_call_deferred(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<Variant, CallError>
pub fn try_call_deferred( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Variant, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
pub fn set_deferred(
&mut self,
property: impl AsArg<StringName>,
value: &Variant,
)
pub fn set_deferred( &mut self, property: impl AsArg<StringName>, value: &Variant, )
Assigns value to the given property, at the end of the current frame. This is equivalent to calling set through call_deferred.
var node = Node2D.new()
add_child(node)
node.rotation = 1.5
node.set_deferred("rotation", 3.0)
print(node.rotation) # Prints 1.5
await get_tree().process_frame
print(node.rotation) # Prints 3.0Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
pub fn callv(
&mut self,
method: impl AsArg<StringName>,
arg_array: &AnyArray,
) -> Variant
pub fn callv( &mut self, method: impl AsArg<StringName>, arg_array: &AnyArray, ) -> Variant
Calls the method on the object and returns the result. Unlike call, this method expects all parameters to be contained inside arg_array.
var node = Node3D.new()
node.callv("rotate", [Vector3(1.0, 0.0, 0.0), 1.571])Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
pub fn has_method(&self, method: impl AsArg<StringName>) -> bool
pub fn has_method(&self, method: impl AsArg<StringName>) -> bool
Returns true if the given method name exists in the object.
Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
pub fn get_method_argument_count(&self, method: impl AsArg<StringName>) -> i32
pub fn get_method_argument_count(&self, method: impl AsArg<StringName>) -> i32
Returns the number of arguments of the given method by name.
Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
pub fn has_signal(&self, signal: impl AsArg<StringName>) -> bool
pub fn has_signal(&self, signal: impl AsArg<StringName>) -> bool
Returns true if the given signal name exists in the object.
Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.
pub fn get_signal_list(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_signal_list(&self) -> Array<Dictionary<Variant, Variant>>
Returns the list of existing signals as an Array of dictionaries.
Note: Due to the implementation, each Dictionary is formatted very similarly to the returned values of get_method_list.
pub fn get_signal_connection_list(
&self,
signal: impl AsArg<StringName>,
) -> Array<Dictionary<Variant, Variant>>
pub fn get_signal_connection_list( &self, signal: impl AsArg<StringName>, ) -> Array<Dictionary<Variant, Variant>>
Returns an Array of connections for the given signal name. Each connection is represented as a Dictionary that contains three entries:
pub fn get_incoming_connections(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_incoming_connections(&self) -> Array<Dictionary<Variant, Variant>>
Returns an Array of signal connections received by this object. Each connection is represented as a Dictionary that contains three entries:
pub fn disconnect(
&mut self,
signal: impl AsArg<StringName>,
callable: &Callable,
)
pub fn disconnect( &mut self, signal: impl AsArg<StringName>, callable: &Callable, )
Disconnects a signal by name from a given callable. If the connection does not exist, generates an error. Use is_connected to make sure that the connection exists.
pub fn is_connected(
&self,
signal: impl AsArg<StringName>,
callable: &Callable,
) -> bool
pub fn is_connected( &self, signal: impl AsArg<StringName>, callable: &Callable, ) -> bool
Returns true if a connection exists between the given signal name and callable.
Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.
pub fn has_connections(&self, signal: impl AsArg<StringName>) -> bool
pub fn has_connections(&self, signal: impl AsArg<StringName>) -> bool
Returns true if any connection exists on the given signal name.
Note: In C#, signal must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.
pub fn set_block_signals(&mut self, enable: bool)
pub fn set_block_signals(&mut self, enable: bool)
If set to true, the object becomes unable to emit signals. As such, emit_signal and signal connections will not work, until it is set to false.
pub fn is_blocking_signals(&self) -> bool
pub fn is_blocking_signals(&self) -> bool
Returns true if the object is blocking its signals from being emitted. See set_block_signals.
pub fn notify_property_list_changed(&mut self)
pub fn notify_property_list_changed(&mut self)
Emits the property_list_changed signal. This is mainly used to refresh the editor, so that the Inspector and editor plugins are properly updated.
pub fn set_message_translation(&mut self, enable: bool)
pub fn set_message_translation(&mut self, enable: bool)
If set to true, allows the object to translate messages with tr and tr_n. Enabled by default. See also can_translate_messages.
pub fn can_translate_messages(&self) -> bool
pub fn can_translate_messages(&self) -> bool
Returns true if the object is allowed to translate messages with tr and tr_n. See also set_message_translation.
pub fn tr(&self, message: impl AsArg<StringName>) -> GString
pub fn tr(&self, message: impl AsArg<StringName>) -> GString
To set the default parameters, use tr_ex and its builder methods. See the book for detailed usage instructions.
Translates a message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation. Note that most Control nodes automatically translate their strings, so this method is mostly useful for formatted strings or custom drawn text.
If can_translate_messages is false, or no translation is available, this method returns the message without changes. See set_message_translation.
For detailed examples, see Internationalizing games.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate.
pub fn tr_ex<'ex>(&'ex self, message: impl AsArg<StringName> + 'ex) -> ExTr<'ex>
pub fn tr_ex<'ex>(&'ex self, message: impl AsArg<StringName> + 'ex) -> ExTr<'ex>
Translates a message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation. Note that most Control nodes automatically translate their strings, so this method is mostly useful for formatted strings or custom drawn text.
If can_translate_messages is false, or no translation is available, this method returns the message without changes. See set_message_translation.
For detailed examples, see Internationalizing games.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate.
pub fn tr_n(
&self,
message: impl AsArg<StringName>,
plural_message: impl AsArg<StringName>,
n: i32,
) -> GString
pub fn tr_n( &self, message: impl AsArg<StringName>, plural_message: impl AsArg<StringName>, n: i32, ) -> GString
To set the default parameters, use tr_n_ex and its builder methods. See the book for detailed usage instructions.
Translates a message or plural_message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation.
If can_translate_messages is false, or no translation is available, this method returns message or plural_message, without changes. See set_message_translation.
The n is the number, or amount, of the message’s subject. It is used by the translation system to fetch the correct plural form for the current language.
For detailed examples, see Localization using gettext.
Note: Negative and float numbers may not properly apply to some countable subjects. It’s recommended to handle these cases with tr.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate_plural.
pub fn tr_n_ex<'ex>(
&'ex self,
message: impl AsArg<StringName> + 'ex,
plural_message: impl AsArg<StringName> + 'ex,
n: i32,
) -> ExTrN<'ex>
pub fn tr_n_ex<'ex>( &'ex self, message: impl AsArg<StringName> + 'ex, plural_message: impl AsArg<StringName> + 'ex, n: i32, ) -> ExTrN<'ex>
Translates a message or plural_message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation.
If can_translate_messages is false, or no translation is available, this method returns message or plural_message, without changes. See set_message_translation.
The n is the number, or amount, of the message’s subject. It is used by the translation system to fetch the correct plural form for the current language.
For detailed examples, see Localization using gettext.
Note: Negative and float numbers may not properly apply to some countable subjects. It’s recommended to handle these cases with tr.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate_plural.
pub fn get_translation_domain(&self) -> StringName
pub fn get_translation_domain(&self) -> StringName
Returns the name of the translation domain used by tr and tr_n. See also TranslationServer.
pub fn set_translation_domain(&mut self, domain: impl AsArg<StringName>)
pub fn set_translation_domain(&mut self, domain: impl AsArg<StringName>)
Sets the name of the translation domain used by tr and tr_n. See also TranslationServer.
pub fn is_queued_for_deletion(&self) -> bool
pub fn is_queued_for_deletion(&self) -> bool
Returns true if the queue_free method was called for the object.
pub fn cancel_free(&mut self)
pub fn cancel_free(&mut self)
If this method is called during ObjectNotification::PREDELETE, this object will reject being freed and will remain allocated. This is mostly an internal function used for error handling to avoid the user from freeing objects when they are not intended to.
pub fn notify(&mut self, what: ObjectNotification)
pub fn notify(&mut self, what: ObjectNotification)
⚠️ Sends a Godot notification to all classes inherited by the object.
Triggers calls to on_notification(), and depending on the notification, also to Godot’s lifecycle callbacks such as ready().
Starts from the highest ancestor (the Object class) and goes down the hierarchy.
See also Godot docs for Object::notification().
§Panics
If you call this method on a user-defined object while holding a GdRef or GdMut guard on the instance, you will encounter
a panic. The reason is that the receiving virtual method on_notification() acquires a GdMut lock dynamically, which must
be exclusive.
pub fn notify_reversed(&mut self, what: ObjectNotification)
pub fn notify_reversed(&mut self, what: ObjectNotification)
⚠️ Like Self::notify(), but starts at the most-derived class and goes up the hierarchy.
See docs of that method, including the panics.
Trait Implementations§
§impl Bounds for AStar3D
impl Bounds for AStar3D
§type Memory = MemRefCounted
type Memory = MemRefCounted
§type Declarer = DeclEngine
type Declarer = DeclEngine
§impl GodotClass for AStar3D
impl GodotClass for AStar3D
§const INIT_LEVEL: InitLevel = crate::init::InitLevel::Scene
const INIT_LEVEL: InitLevel = crate::init::InitLevel::Scene
§type Base = RefCounted
type Base = RefCounted
T. This is always a Godot engine class.§fn class_id() -> ClassId
fn class_id() -> ClassId
§fn inherits<Base>() -> boolwhere
Base: GodotClass,
fn inherits<Base>() -> boolwhere
Base: GodotClass,
§impl Inherits<Object> for AStar3D
impl Inherits<Object> for AStar3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<RefCounted> for AStar3D
impl Inherits<RefCounted> for AStar3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl WithSignals for AStar3D
impl WithSignals for AStar3D
§type SignalCollection<'c, C: WithSignals> = SignalsOfObject<'c, C>
type SignalCollection<'c, C: WithSignals> = SignalsOfObject<'c, C>
impl GodotDefault for AStar3D
Auto Trait Implementations§
impl Freeze for AStar3D
impl RefUnwindSafe for AStar3D
impl !Send for AStar3D
impl !Sync for AStar3D
impl Unpin for AStar3D
impl UnsafeUnpin for AStar3D
impl UnwindSafe for AStar3D
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
§impl<T> Inherits<T> for Twhere
T: GodotClass,
impl<T> Inherits<T> for Twhere
T: GodotClass,
§const IS_SAME_CLASS: bool = true
const IS_SAME_CLASS: bool = true
Self == Base. Read more