Struct Environment
pub struct Environment { /* private fields */ }Expand description
Godot class Environment.
Inherits Resource.
Related symbols:
environment: sidecar module with related enum/flag typesIEnvironment: virtual methods
See also Godot docs for Environment.
§Construction
This class is reference-counted. You can create a new instance using Environment::new_gd().
§Godot docs
Resource for environment nodes (like WorldEnvironment) that define multiple environment operations (such as background Sky or Color, ambient light, fog, depth-of-field…). These parameters affect the final render of the scene. The order of these operations is:
-
Depth of Field Blur
-
Auto Exposure
-
Glow
-
Tonemap
-
Adjustments
Implementations§
§impl Environment
impl Environment
pub fn set_background(&mut self, mode: BgMode)
pub fn get_background(&self) -> BgMode
pub fn set_sky(&mut self, sky: impl AsArg<Option<Gd<Sky>>>)
pub fn get_sky(&self) -> Option<Gd<Sky>>
pub fn set_sky_custom_fov(&mut self, scale: f32)
pub fn get_sky_custom_fov(&self) -> f32
pub fn set_sky_rotation(&mut self, euler_radians: Vector3)
pub fn get_sky_rotation(&self) -> Vector3
pub fn set_bg_color(&mut self, color: Color)
pub fn get_bg_color(&self) -> Color
pub fn set_bg_energy_multiplier(&mut self, energy: f32)
pub fn get_bg_energy_multiplier(&self) -> f32
pub fn set_bg_intensity(&mut self, energy: f32)
pub fn get_bg_intensity(&self) -> f32
pub fn set_canvas_max_layer(&mut self, layer: i32)
pub fn get_canvas_max_layer(&self) -> i32
pub fn set_camera_feed_id(&mut self, id: i32)
pub fn get_camera_feed_id(&self) -> i32
pub fn set_ambient_light_color(&mut self, color: Color)
pub fn get_ambient_light_color(&self) -> Color
pub fn set_ambient_source(&mut self, source: AmbientSource)
pub fn get_ambient_source(&self) -> AmbientSource
pub fn set_ambient_light_energy(&mut self, energy: f32)
pub fn get_ambient_light_energy(&self) -> f32
pub fn set_ambient_light_sky_contribution(&mut self, ratio: f32)
pub fn get_ambient_light_sky_contribution(&self) -> f32
pub fn set_reflection_source(&mut self, source: ReflectionSource)
pub fn get_reflection_source(&self) -> ReflectionSource
pub fn set_tonemapper(&mut self, mode: ToneMapper)
pub fn get_tonemapper(&self) -> ToneMapper
pub fn set_tonemap_exposure(&mut self, exposure: f32)
pub fn get_tonemap_exposure(&self) -> f32
pub fn set_tonemap_white(&mut self, white: f32)
pub fn get_tonemap_white(&self) -> f32
pub fn set_tonemap_agx_white(&mut self, white: f32)
pub fn get_tonemap_agx_white(&self) -> f32
pub fn set_tonemap_agx_contrast(&mut self, contrast: f32)
pub fn get_tonemap_agx_contrast(&self) -> f32
pub fn set_ssr_enabled(&mut self, enabled: bool)
pub fn is_ssr_enabled(&self) -> bool
pub fn set_ssr_max_steps(&mut self, max_steps: i32)
pub fn get_ssr_max_steps(&self) -> i32
pub fn set_ssr_fade_in(&mut self, fade_in: f32)
pub fn get_ssr_fade_in(&self) -> f32
pub fn set_ssr_fade_out(&mut self, fade_out: f32)
pub fn get_ssr_fade_out(&self) -> f32
pub fn set_ssr_depth_tolerance(&mut self, depth_tolerance: f32)
pub fn get_ssr_depth_tolerance(&self) -> f32
pub fn set_ssao_enabled(&mut self, enabled: bool)
pub fn is_ssao_enabled(&self) -> bool
pub fn set_ssao_radius(&mut self, radius: f32)
pub fn get_ssao_radius(&self) -> f32
pub fn set_ssao_intensity(&mut self, intensity: f32)
pub fn get_ssao_intensity(&self) -> f32
pub fn set_ssao_power(&mut self, power: f32)
pub fn get_ssao_power(&self) -> f32
pub fn set_ssao_detail(&mut self, detail: f32)
pub fn get_ssao_detail(&self) -> f32
pub fn set_ssao_horizon(&mut self, horizon: f32)
pub fn get_ssao_horizon(&self) -> f32
pub fn set_ssao_sharpness(&mut self, sharpness: f32)
pub fn get_ssao_sharpness(&self) -> f32
pub fn set_ssao_direct_light_affect(&mut self, amount: f32)
pub fn get_ssao_direct_light_affect(&self) -> f32
pub fn set_ssao_ao_channel_affect(&mut self, amount: f32)
pub fn get_ssao_ao_channel_affect(&self) -> f32
pub fn set_ssil_enabled(&mut self, enabled: bool)
pub fn is_ssil_enabled(&self) -> bool
pub fn set_ssil_radius(&mut self, radius: f32)
pub fn get_ssil_radius(&self) -> f32
pub fn set_ssil_intensity(&mut self, intensity: f32)
pub fn get_ssil_intensity(&self) -> f32
pub fn set_ssil_sharpness(&mut self, sharpness: f32)
pub fn get_ssil_sharpness(&self) -> f32
pub fn set_ssil_normal_rejection(&mut self, normal_rejection: f32)
pub fn get_ssil_normal_rejection(&self) -> f32
pub fn set_sdfgi_enabled(&mut self, enabled: bool)
pub fn is_sdfgi_enabled(&self) -> bool
pub fn set_sdfgi_cascades(&mut self, amount: i32)
pub fn get_sdfgi_cascades(&self) -> i32
pub fn set_sdfgi_min_cell_size(&mut self, size: f32)
pub fn get_sdfgi_min_cell_size(&self) -> f32
pub fn set_sdfgi_max_distance(&mut self, distance: f32)
pub fn get_sdfgi_max_distance(&self) -> f32
pub fn set_sdfgi_cascade0_distance(&mut self, distance: f32)
pub fn get_sdfgi_cascade0_distance(&self) -> f32
pub fn set_sdfgi_y_scale(&mut self, scale: SdfgiYScale)
pub fn get_sdfgi_y_scale(&self) -> SdfgiYScale
pub fn set_sdfgi_use_occlusion(&mut self, enable: bool)
pub fn is_sdfgi_using_occlusion(&self) -> bool
pub fn set_sdfgi_bounce_feedback(&mut self, amount: f32)
pub fn get_sdfgi_bounce_feedback(&self) -> f32
pub fn set_sdfgi_read_sky_light(&mut self, enable: bool)
pub fn is_sdfgi_reading_sky_light(&self) -> bool
pub fn set_sdfgi_energy(&mut self, amount: f32)
pub fn get_sdfgi_energy(&self) -> f32
pub fn set_sdfgi_normal_bias(&mut self, bias: f32)
pub fn get_sdfgi_normal_bias(&self) -> f32
pub fn set_sdfgi_probe_bias(&mut self, bias: f32)
pub fn get_sdfgi_probe_bias(&self) -> f32
pub fn set_glow_enabled(&mut self, enabled: bool)
pub fn is_glow_enabled(&self) -> bool
pub fn set_glow_level(&mut self, idx: i32, intensity: f32)
pub fn set_glow_level(&mut self, idx: i32, intensity: f32)
Sets the intensity of the glow level idx. A value above 0.0 enables the level. Each level relies on the previous level. This means that enabling higher glow levels will slow down the glow effect rendering, even if previous levels aren’t enabled.
pub fn get_glow_level(&self, idx: i32) -> f32
pub fn get_glow_level(&self, idx: i32) -> f32
Returns the intensity of the glow level idx.
pub fn set_glow_normalized(&mut self, normalize: bool)
pub fn is_glow_normalized(&self) -> bool
pub fn set_glow_intensity(&mut self, intensity: f32)
pub fn get_glow_intensity(&self) -> f32
pub fn set_glow_strength(&mut self, strength: f32)
pub fn get_glow_strength(&self) -> f32
pub fn set_glow_mix(&mut self, mix: f32)
pub fn get_glow_mix(&self) -> f32
pub fn set_glow_bloom(&mut self, amount: f32)
pub fn get_glow_bloom(&self) -> f32
pub fn set_glow_blend_mode(&mut self, mode: GlowBlendMode)
pub fn get_glow_blend_mode(&self) -> GlowBlendMode
pub fn set_glow_hdr_bleed_threshold(&mut self, threshold: f32)
pub fn get_glow_hdr_bleed_threshold(&self) -> f32
pub fn set_glow_hdr_bleed_scale(&mut self, scale: f32)
pub fn get_glow_hdr_bleed_scale(&self) -> f32
pub fn set_glow_hdr_luminance_cap(&mut self, amount: f32)
pub fn get_glow_hdr_luminance_cap(&self) -> f32
pub fn set_glow_map_strength(&mut self, strength: f32)
pub fn get_glow_map_strength(&self) -> f32
pub fn set_glow_map(&mut self, mode: impl AsArg<Option<Gd<Texture>>>)
pub fn get_glow_map(&self) -> Option<Gd<Texture>>
pub fn set_fog_enabled(&mut self, enabled: bool)
pub fn is_fog_enabled(&self) -> bool
pub fn set_fog_mode(&mut self, mode: FogMode)
pub fn get_fog_mode(&self) -> FogMode
pub fn set_fog_light_color(&mut self, light_color: Color)
pub fn get_fog_light_color(&self) -> Color
pub fn set_fog_light_energy(&mut self, light_energy: f32)
pub fn get_fog_light_energy(&self) -> f32
pub fn set_fog_sun_scatter(&mut self, sun_scatter: f32)
pub fn get_fog_sun_scatter(&self) -> f32
pub fn set_fog_density(&mut self, density: f32)
pub fn get_fog_density(&self) -> f32
pub fn set_fog_height(&mut self, height: f32)
pub fn get_fog_height(&self) -> f32
pub fn set_fog_height_density(&mut self, height_density: f32)
pub fn get_fog_height_density(&self) -> f32
pub fn set_fog_aerial_perspective(&mut self, aerial_perspective: f32)
pub fn get_fog_aerial_perspective(&self) -> f32
pub fn set_fog_sky_affect(&mut self, sky_affect: f32)
pub fn get_fog_sky_affect(&self) -> f32
pub fn set_fog_depth_curve(&mut self, curve: f32)
pub fn get_fog_depth_curve(&self) -> f32
pub fn set_fog_depth_begin(&mut self, begin: f32)
pub fn get_fog_depth_begin(&self) -> f32
pub fn set_fog_depth_end(&mut self, end: f32)
pub fn get_fog_depth_end(&self) -> f32
pub fn set_volumetric_fog_enabled(&mut self, enabled: bool)
pub fn is_volumetric_fog_enabled(&self) -> bool
pub fn set_volumetric_fog_emission(&mut self, color: Color)
pub fn get_volumetric_fog_emission(&self) -> Color
pub fn set_volumetric_fog_albedo(&mut self, color: Color)
pub fn get_volumetric_fog_albedo(&self) -> Color
pub fn set_volumetric_fog_density(&mut self, density: f32)
pub fn get_volumetric_fog_density(&self) -> f32
pub fn set_volumetric_fog_emission_energy(&mut self, begin: f32)
pub fn get_volumetric_fog_emission_energy(&self) -> f32
pub fn set_volumetric_fog_anisotropy(&mut self, anisotropy: f32)
pub fn get_volumetric_fog_anisotropy(&self) -> f32
pub fn set_volumetric_fog_length(&mut self, length: f32)
pub fn get_volumetric_fog_length(&self) -> f32
pub fn set_volumetric_fog_detail_spread(&mut self, detail_spread: f32)
pub fn get_volumetric_fog_detail_spread(&self) -> f32
pub fn set_volumetric_fog_gi_inject(&mut self, gi_inject: f32)
pub fn get_volumetric_fog_gi_inject(&self) -> f32
pub fn set_volumetric_fog_ambient_inject(&mut self, enabled: f32)
pub fn get_volumetric_fog_ambient_inject(&self) -> f32
pub fn set_volumetric_fog_sky_affect(&mut self, sky_affect: f32)
pub fn get_volumetric_fog_sky_affect(&self) -> f32
pub fn set_volumetric_fog_temporal_reprojection_enabled( &mut self, enabled: bool, )
pub fn is_volumetric_fog_temporal_reprojection_enabled(&self) -> bool
pub fn set_volumetric_fog_temporal_reprojection_amount( &mut self, temporal_reprojection_amount: f32, )
pub fn get_volumetric_fog_temporal_reprojection_amount(&self) -> f32
pub fn set_adjustment_enabled(&mut self, enabled: bool)
pub fn is_adjustment_enabled(&self) -> bool
pub fn set_adjustment_brightness(&mut self, brightness: f32)
pub fn get_adjustment_brightness(&self) -> f32
pub fn set_adjustment_contrast(&mut self, contrast: f32)
pub fn get_adjustment_contrast(&self) -> f32
pub fn set_adjustment_saturation(&mut self, saturation: f32)
pub fn get_adjustment_saturation(&self) -> f32
pub fn set_adjustment_color_correction( &mut self, color_correction: impl AsArg<Option<Gd<Texture>>>, )
pub fn get_adjustment_color_correction(&self) -> Option<Gd<Texture>>
Methods from Deref<Target = Resource>§
pub fn set_path(&mut self, path: impl AsArg<GString>)
pub fn take_over_path(&mut self, path: impl AsArg<GString>)
pub fn take_over_path(&mut self, path: impl AsArg<GString>)
Sets the [member resource_path] to path, potentially overriding an existing cache entry for this path. Further attempts to load an overridden resource by path will instead return this resource.
pub fn get_path(&self) -> GString
pub fn set_path_cache(&mut self, path: impl AsArg<GString>)
pub fn set_path_cache(&mut self, path: impl AsArg<GString>)
Sets the resource’s path to path without involving the resource cache. Useful for handling [enum ResourceFormatLoader.CacheMode] values when implementing a custom resource format by extending ResourceFormatLoader and ResourceFormatSaver.
pub fn set_name(&mut self, name: impl AsArg<GString>)
pub fn get_name(&self) -> GString
pub fn get_rid(&self) -> Rid
pub fn get_rid(&self) -> Rid
Returns the RID of this resource (or an empty RID). Many resources (such as Texture2D, Mesh, and so on) are high-level abstractions of resources stored in a specialized server (DisplayServer, RenderingServer, etc.), so this function will return the original RID.
pub fn set_local_to_scene(&mut self, enable: bool)
pub fn is_local_to_scene(&self) -> bool
pub fn get_local_scene(&self) -> Option<Gd<Node>>
pub fn get_local_scene(&self) -> Option<Gd<Node>>
If [member resource_local_to_scene] is set to true and the resource has been loaded from a PackedScene instantiation, returns the root Node of the scene where this resource is used. Otherwise, returns null.
pub fn setup_local_to_scene(&mut self)
pub fn setup_local_to_scene(&mut self)
Calls setup_local_to_scene. If [member resource_local_to_scene] is set to true, this method is automatically called from instantiate by the newly duplicated resource within the scene instance.
pub fn reset_state(&mut self)
pub fn reset_state(&mut self)
Makes the resource clear its non-exported properties. See also reset_state. Useful when implementing a custom resource format by extending ResourceFormatLoader and ResourceFormatSaver.
pub fn set_id_for_path(
&mut self,
path: impl AsArg<GString>,
id: impl AsArg<GString>,
)
pub fn set_id_for_path( &mut self, path: impl AsArg<GString>, id: impl AsArg<GString>, )
In the internal cache for scene-unique IDs, sets the ID of this resource to id for the scene at path. If id is empty, the cache entry for path is cleared. Useful to keep scene-unique IDs the same when implementing a VCS-friendly custom resource format by extending ResourceFormatLoader and ResourceFormatSaver.
Note: This method is only implemented when running in an editor context.
pub fn get_id_for_path(&self, path: impl AsArg<GString>) -> GString
pub fn get_id_for_path(&self, path: impl AsArg<GString>) -> GString
From the internal cache for scene-unique IDs, returns the ID of this resource for the scene at path. If there is no entry, an empty string is returned. Useful to keep scene-unique IDs the same when implementing a VCS-friendly custom resource format by extending ResourceFormatLoader and ResourceFormatSaver.
Note: This method is only implemented when running in an editor context. At runtime, it returns an empty string.
pub fn is_built_in(&self) -> bool
pub fn is_built_in(&self) -> bool
Returns true if the resource is saved on disk as a part of another resource’s file.
pub fn set_scene_unique_id(&mut self, id: impl AsArg<GString>)
pub fn get_scene_unique_id(&self) -> GString
pub fn emit_changed(&mut self)
pub fn emit_changed(&mut self)
Emits the changed signal. This method is called automatically for some built-in resources.
Note: For custom resources, it’s recommended to call this method whenever a meaningful change occurs, such as a modified property. This ensures that custom Objects depending on the resource are properly updated.
var damage:
set(new_value):
if damage != new_value:
damage = new_value
emit_changed()pub fn duplicate(&self) -> Option<Gd<Resource>>
👎Deprecated: Use Gd::duplicate_resource() or Gd::duplicate_resource_ex().
pub fn duplicate(&self) -> Option<Gd<Resource>>
Use Gd::duplicate_resource() or Gd::duplicate_resource_ex().
To set the default parameters, use duplicate_ex and its builder methods. See the book for detailed usage instructions.
Duplicates this resource, returning a new resource with its exported or PropertyUsageFlags::STORAGE properties copied from the original.
If deep is false, a shallow copy is returned: nested Array, Dictionary, and Resource properties are not duplicated and are shared with the original resource.
If deep is true, a deep copy is returned: all nested arrays, dictionaries, and packed arrays are also duplicated (recursively). Any Resource found inside will only be duplicated if it’s local, like DeepDuplicateMode::INTERNAL used with duplicate_deep.
The following exceptions apply:
-
Subresource properties with the
PropertyUsageFlags::ALWAYS_DUPLICATEflag are always duplicated (recursively or not, depending ondeep). -
Subresource properties with the
PropertyUsageFlags::NEVER_DUPLICATEflag are never duplicated.
Note: For custom resources, this method will fail if init has been defined with required parameters.
Note: When duplicating with deep set to true, each resource found, including the one on which this method is called, will be only duplicated once and referenced as many times as needed in the duplicate. For instance, if you are duplicating resource A that happens to have resource B referenced twice, you’ll get a new resource A’ referencing a new resource B’ twice.
pub fn duplicate_ex<'ex>(&'ex self) -> ExDuplicate<'ex>
👎Deprecated: Use Gd::duplicate_resource() or Gd::duplicate_resource_ex().
pub fn duplicate_ex<'ex>(&'ex self) -> ExDuplicate<'ex>
Use Gd::duplicate_resource() or Gd::duplicate_resource_ex().
Duplicates this resource, returning a new resource with its exported or PropertyUsageFlags::STORAGE properties copied from the original.
If deep is false, a shallow copy is returned: nested Array, Dictionary, and Resource properties are not duplicated and are shared with the original resource.
If deep is true, a deep copy is returned: all nested arrays, dictionaries, and packed arrays are also duplicated (recursively). Any Resource found inside will only be duplicated if it’s local, like DeepDuplicateMode::INTERNAL used with duplicate_deep.
The following exceptions apply:
-
Subresource properties with the
PropertyUsageFlags::ALWAYS_DUPLICATEflag are always duplicated (recursively or not, depending ondeep). -
Subresource properties with the
PropertyUsageFlags::NEVER_DUPLICATEflag are never duplicated.
Note: For custom resources, this method will fail if init has been defined with required parameters.
Note: When duplicating with deep set to true, each resource found, including the one on which this method is called, will be only duplicated once and referenced as many times as needed in the duplicate. For instance, if you are duplicating resource A that happens to have resource B referenced twice, you’ll get a new resource A’ referencing a new resource B’ twice.
pub fn duplicate_deep(&self) -> Option<Gd<Resource>>
👎Deprecated: Use Gd::duplicate_resource() or Gd::duplicate_resource_ex().
pub fn duplicate_deep(&self) -> Option<Gd<Resource>>
Use Gd::duplicate_resource() or Gd::duplicate_resource_ex().
To set the default parameters, use duplicate_deep_ex and its builder methods. See the book for detailed usage instructions.
Duplicates this resource, deeply, like duplicate when passing true, with extra control over how subresources are handled.
pub fn duplicate_deep_ex<'ex>(&'ex self) -> ExDuplicateDeep<'ex>
👎Deprecated: Use Gd::duplicate_resource() or Gd::duplicate_resource_ex().
pub fn duplicate_deep_ex<'ex>(&'ex self) -> ExDuplicateDeep<'ex>
Use Gd::duplicate_resource() or Gd::duplicate_resource_ex().
Duplicates this resource, deeply, like duplicate when passing true, with extra control over how subresources are handled.
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 Environment
impl Bounds for Environment
§type Memory = MemRefCounted
type Memory = MemRefCounted
§type Declarer = DeclEngine
type Declarer = DeclEngine
§impl Debug for Environment
impl Debug for Environment
§impl Deref for Environment
impl Deref for Environment
§impl DerefMut for Environment
impl DerefMut for Environment
§fn deref_mut(&mut self) -> &mut <Environment as Deref>::Target
fn deref_mut(&mut self) -> &mut <Environment as Deref>::Target
§impl GodotClass for Environment
impl GodotClass for Environment
§const INIT_LEVEL: InitLevel = crate::init::InitLevel::Scene
const INIT_LEVEL: InitLevel = crate::init::InitLevel::Scene
§fn class_id() -> ClassId
fn class_id() -> ClassId
§fn inherits<Base>() -> boolwhere
Base: GodotClass,
fn inherits<Base>() -> boolwhere
Base: GodotClass,
§impl Inherits<Object> for Environment
impl Inherits<Object> for Environment
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<RefCounted> for Environment
impl Inherits<RefCounted> for Environment
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Environment
impl Inherits<Resource> for Environment
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl WithSignals for Environment
impl WithSignals for Environment
§type SignalCollection<'c, C: WithSignals> = SignalsOfResource<'c, C>
type SignalCollection<'c, C: WithSignals> = SignalsOfResource<'c, C>
impl GodotDefault for Environment
Auto Trait Implementations§
impl Freeze for Environment
impl RefUnwindSafe for Environment
impl !Send for Environment
impl !Sync for Environment
impl Unpin for Environment
impl UnsafeUnpin for Environment
impl UnwindSafe for Environment
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