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FbxState

Struct FbxState 

pub struct FbxState { /* private fields */ }
Expand description

Godot class FBXState.

Inherits GltfState.

Related symbols:

See also Godot docs for FBXState.

§Construction

This class is reference-counted. You can create a new instance using FbxState::new_gd().

§Godot docs

The FBXState handles the state data imported from FBX files.

Implementations§

Methods from Deref<Target = GltfState>§

pub const HANDLE_BINARY_DISCARD_TEXTURES: i32 = 0i32

pub const HANDLE_BINARY_EXTRACT_TEXTURES: i32 = 1i32

pub const HANDLE_BINARY_EMBED_AS_BASISU: i32 = 2i32

pub const HANDLE_BINARY_EMBED_AS_UNCOMPRESSED: i32 = 3i32

pub fn add_used_extension( &mut self, extension_name: impl AsArg<GString>, required: bool, )

Appends an extension to the list of extensions used by this glTF file during serialization. If required is true, the extension will also be added to the list of required extensions. Do not run this in export_post, as that stage is too late to add extensions. The final list is sorted alphabetically.

pub fn append_data_to_buffers( &mut self, data: &PackedArray<u8>, deduplication: bool, ) -> i32

Appends the given byte array data to the buffers and creates a GLTFBufferView for it. The index of the destination GLTFBufferView is returned. If deduplication is true, the buffers are first searched for duplicate data, otherwise new bytes are always appended.

pub fn append_gltf_node( &mut self, gltf_node: impl AsArg<Option<Gd<GltfNode>>>, godot_scene_node: impl AsArg<Option<Gd<Node>>>, parent_node_index: i32, ) -> i32

Appends the given GLTFNode to the state, and returns its new index. This can be used to export one Godot node as multiple glTF nodes, or inject new glTF nodes at import time. On import, this must be called before generate_scene_node finishes for the parent node. On export, this must be called before export_node runs for the parent node.

The godot_scene_node parameter is the Godot scene node that corresponds to this glTF node. This is highly recommended to be set to a valid node, but may be null if there is no corresponding Godot scene node. One Godot scene node may be used for multiple glTF nodes, so if exporting multiple glTF nodes for one Godot scene node, use the same Godot scene node for each.

The parent_node_index parameter is the index of the parent GLTFNode in the state. If -1, the node will be a root node, otherwise the new node will be added to the parent’s list of children. The index will also be written to the [member GLTFNode.parent] property of the new node.

pub fn get_json(&self) -> Dictionary<Variant, Variant>

pub fn set_json(&mut self, json: &AnyDictionary)

pub fn get_major_version(&self) -> i32

pub fn set_major_version(&mut self, major_version: i32)

pub fn get_minor_version(&self) -> i32

pub fn set_minor_version(&mut self, minor_version: i32)

pub fn get_glb_data(&self) -> PackedArray<u8>

pub fn set_glb_data(&mut self, glb_data: &PackedArray<u8>)

pub fn get_use_named_skin_binds(&self) -> bool

pub fn set_use_named_skin_binds(&mut self, use_named_skin_binds: bool)

pub fn get_nodes(&self) -> Array<Gd<GltfNode>>

Returns an array of all GLTFNodes in the glTF file. These are the nodes that [member GLTFNode.children] and [member root_nodes] refer to. This includes nodes that may not be generated in the Godot scene, or nodes that may generate multiple Godot scene nodes.

pub fn set_nodes(&mut self, nodes: &Array<Gd<GltfNode>>)

Sets the GLTFNodes in the state. These are the nodes that [member GLTFNode.children] and [member root_nodes] refer to. Some of the nodes set here may not be generated in the Godot scene, or may generate multiple Godot scene nodes.

pub fn get_buffers(&self) -> Array<PackedArray<u8>>

pub fn set_buffers(&mut self, buffers: &Array<PackedArray<u8>>)

pub fn get_buffer_views(&self) -> Array<Gd<GltfBufferView>>

pub fn set_buffer_views(&mut self, buffer_views: &Array<Gd<GltfBufferView>>)

pub fn get_accessors(&self) -> Array<Gd<GltfAccessor>>

pub fn set_accessors(&mut self, accessors: &Array<Gd<GltfAccessor>>)

pub fn get_meshes(&self) -> Array<Gd<GltfMesh>>

Returns an array of all GLTFMeshes in the glTF file. These are the meshes that the [member GLTFNode.mesh] index refers to.

pub fn set_meshes(&mut self, meshes: &Array<Gd<GltfMesh>>)

Sets the GLTFMeshes in the state. These are the meshes that the [member GLTFNode.mesh] index refers to.

pub fn get_animation_players_count(&self, anim_player_index: i32) -> i32

Returns the number of AnimationPlayer nodes in this GLTFState. These nodes are only used during the export process when converting Godot AnimationPlayer nodes to glTF animations.

pub fn get_animation_player( &self, anim_player_index: i32, ) -> Option<Gd<AnimationPlayer>>

Returns the AnimationPlayer node with the given index. These nodes are only used during the export process when converting Godot AnimationPlayer nodes to glTF animations.

pub fn get_materials(&self) -> Array<Gd<Material>>

pub fn set_materials(&mut self, materials: &Array<Gd<Material>>)

pub fn get_scene_name(&self) -> GString

pub fn set_scene_name(&mut self, scene_name: impl AsArg<GString>)

pub fn get_base_path(&self) -> GString

pub fn set_base_path(&mut self, base_path: impl AsArg<GString>)

pub fn get_filename(&self) -> GString

pub fn set_filename(&mut self, filename: impl AsArg<GString>)

pub fn get_root_nodes(&self) -> PackedArray<i32>

pub fn set_root_nodes(&mut self, root_nodes: &PackedArray<i32>)

pub fn get_textures(&self) -> Array<Gd<GltfTexture>>

pub fn set_textures(&mut self, textures: &Array<Gd<GltfTexture>>)

pub fn get_texture_samplers(&self) -> Array<Gd<GltfTextureSampler>>

Retrieves the array of texture samplers that are used by the textures contained in the glTF.

pub fn set_texture_samplers( &mut self, texture_samplers: &Array<Gd<GltfTextureSampler>>, )

Sets the array of texture samplers that are used by the textures contained in the glTF.

pub fn get_images(&self) -> Array<Gd<Texture2D>>

Gets the images of the glTF file as an array of Texture2Ds. These are the images that the [member GLTFTexture.src_image] index refers to.

pub fn set_images(&mut self, images: &Array<Gd<Texture2D>>)

Sets the images in the state stored as an array of Texture2Ds. This can be used during export. These are the images that the [member GLTFTexture.src_image] index refers to.

pub fn get_skins(&self) -> Array<Gd<GltfSkin>>

Returns an array of all GLTFSkins in the glTF file. These are the skins that the [member GLTFNode.skin] index refers to.

pub fn set_skins(&mut self, skins: &Array<Gd<GltfSkin>>)

Sets the GLTFSkins in the state. These are the skins that the [member GLTFNode.skin] index refers to.

pub fn get_cameras(&self) -> Array<Gd<GltfCamera>>

Returns an array of all GLTFCameras in the glTF file. These are the cameras that the [member GLTFNode.camera] index refers to.

pub fn set_cameras(&mut self, cameras: &Array<Gd<GltfCamera>>)

Sets the GLTFCameras in the state. These are the cameras that the [member GLTFNode.camera] index refers to.

pub fn get_lights(&self) -> Array<Gd<GltfLight>>

Returns an array of all GLTFLights in the glTF file. These are the lights that the [member GLTFNode.light] index refers to.

pub fn set_lights(&mut self, lights: &Array<Gd<GltfLight>>)

Sets the GLTFLights in the state. These are the lights that the [member GLTFNode.light] index refers to.

pub fn get_unique_names(&self) -> Array<GString>

Returns an array of unique node names. This is used in both the import process and export process.

pub fn set_unique_names(&mut self, unique_names: &Array<GString>)

Sets the unique node names in the state. This is used in both the import process and export process.

pub fn get_unique_animation_names(&self) -> Array<GString>

Returns an array of unique animation names. This is only used during the import process.

pub fn set_unique_animation_names( &mut self, unique_animation_names: &Array<GString>, )

Sets the unique animation names in the state. This is only used during the import process.

pub fn get_skeletons(&self) -> Array<Gd<GltfSkeleton>>

Returns an array of all GLTFSkeletons in the glTF file. These are the skeletons that the [member GLTFNode.skeleton] index refers to.

pub fn set_skeletons(&mut self, skeletons: &Array<Gd<GltfSkeleton>>)

Sets the GLTFSkeletons in the state. These are the skeletons that the [member GLTFNode.skeleton] index refers to.

pub fn get_create_animations(&self) -> bool

pub fn set_create_animations(&mut self, create_animations: bool)

pub fn get_import_as_skeleton_bones(&self) -> bool

pub fn set_import_as_skeleton_bones(&mut self, import_as_skeleton_bones: bool)

pub fn get_animations(&self) -> Array<Gd<GltfAnimation>>

Returns an array of all GLTFAnimations in the glTF file. When importing, these will be generated as animations in an AnimationPlayer node. When exporting, these will be generated from Godot AnimationPlayer nodes.

pub fn set_animations(&mut self, animations: &Array<Gd<GltfAnimation>>)

Sets the GLTFAnimations in the state. When importing, these will be generated as animations in an AnimationPlayer node. When exporting, these will be generated from Godot AnimationPlayer nodes.

pub fn get_scene_node(&self, gltf_node_index: i32) -> Option<Gd<Node>>

Returns the Godot scene node that corresponds to the same index as the GLTFNode it was generated from. This is the inverse of get_node_index. Useful during the import process.

Note: Not every GLTFNode will have a scene node generated, and not every generated scene node will have a corresponding GLTFNode. If there is no scene node for this GLTFNode index, null is returned.

pub fn get_node_index(&self, scene_node: impl AsArg<Option<Gd<Node>>>) -> i32

Returns the index of the GLTFNode corresponding to this Godot scene node. This is the inverse of get_scene_node. Useful during the export process.

Note: Not every Godot scene node will have a corresponding GLTFNode, and not every GLTFNode will have a scene node generated. If there is no GLTFNode index for this scene node, -1 is returned.

pub fn get_additional_data( &self, extension_name: impl AsArg<StringName>, ) -> Variant

Gets additional arbitrary data in this GLTFState instance. This can be used to keep per-file state data in GLTFDocumentExtension classes, which is important because they are stateless.

The argument should be the GLTFDocumentExtension name (does not have to match the extension name in the glTF file), and the return value can be anything you set. If nothing was set, the return value is null.

pub fn set_additional_data( &mut self, extension_name: impl AsArg<StringName>, additional_data: &Variant, )

Sets additional arbitrary data in this GLTFState instance. This can be used to keep per-file state data in GLTFDocumentExtension classes, which is important because they are stateless.

The first argument should be the GLTFDocumentExtension name (does not have to match the extension name in the glTF file), and the second argument can be anything you want.

pub fn get_handle_binary_image_mode(&self) -> HandleBinaryImageMode

pub fn set_handle_binary_image_mode(&mut self, method: HandleBinaryImageMode)

pub fn set_bake_fps(&mut self, value: f64)

pub fn get_bake_fps(&self) -> f64

pub fn get_handle_binary_image(&self) -> i32

Deprecated untyped alias for [member handle_binary_image_mode]. When importing a glTF file with unimported raw binary images embedded inside of binary blob buffers, in data URIs, or separate files not imported by Godot, this controls how the images are handled.

pub fn set_handle_binary_image(&mut self, method: i32)

Deprecated untyped alias for [member handle_binary_image_mode]. When importing a glTF file with unimported raw binary images embedded inside of binary blob buffers, in data URIs, or separate files not imported by Godot, this controls how the images are handled.

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>)

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>)

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

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>>

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)

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)

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>, )

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

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

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)

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().

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:

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().

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:

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().

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().

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

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 get_class(&self) -> GString

Returns the object’s built-in class name, as a String. See also is_class.

Note: This method ignores class_name declarations. If this object’s script has defined a class_name, the base, built-in class name is returned instead.

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 false

Note: This method ignores class_name declarations in the object’s script.

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

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 1.5

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 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

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 -10

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.

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>>

Returns the object’s property list as an Array of dictionaries. Each Dictionary contains the following entries:

  • name is the property’s name, as a String;

  • class_name is an empty StringName, unless the property is VariantType::OBJECT and it inherits from a class;

  • type is the property’s type, as an int (see [enum Variant.Type]);

  • hint is how the property is meant to be edited (see [enum PropertyHint]);

  • hint_string depends on the hint (see [enum PropertyHint]);

  • usage is 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>>

Returns this object’s methods and their signatures as an Array of dictionaries. Each Dictionary contains the following entries:

  • name is the name of the method, as a String;

  • args is an Array of dictionaries representing the arguments;

  • default_args is the default arguments as an Array of variants;

  • flags is a combination of [enum MethodFlags];

  • id is the method’s internal identifier int;

  • return is the returned value, as a Dictionary;

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

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

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)

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>)

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

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>

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

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>

Returns the object’s metadata entry names as an Array of StringNames.

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>

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

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>)

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

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>

§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

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>

§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

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>

§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, )

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 3.0

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 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

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

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

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>>

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>>

Returns an Array of connections for the given signal name. Each connection is represented as a Dictionary that contains three entries:

  • signal is a reference to the Signal;

  • callable is a reference to the connected Callable;

  • flags is a combination of [enum ConnectFlags].

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:

  • signal is a reference to the Signal;

  • callable is a reference to the Callable;

  • flags is a combination of [enum ConnectFlags].

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

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

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)

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

Returns true if the object is blocking its signals from being emitted. See set_block_signals.

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)

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

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

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>

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

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>

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

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>)

Sets the name of the translation domain used by tr and tr_n. See also TranslationServer.

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)

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)

⚠️ 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)

⚠️ 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§

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impl Bounds for FbxState

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type Memory = MemRefCounted

Defines the memory strategy of the static type.
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type Declarer = DeclEngine

Whether this class is a core Godot class provided by the engine, or declared by the user as a Rust struct.
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impl Debug for FbxState

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Deref for FbxState

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type Target = GltfState

The resulting type after dereferencing.
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fn deref(&self) -> &<FbxState as Deref>::Target

Dereferences the value.
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impl DerefMut for FbxState

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fn deref_mut(&mut self) -> &mut <FbxState as Deref>::Target

Mutably dereferences the value.
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impl GodotClass for FbxState

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const INIT_LEVEL: InitLevel = crate::init::InitLevel::Scene

Initialization level, during which this class should be initialized with Godot. Read more
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type Base = GltfState

The immediate superclass of T. This is always a Godot engine class.
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fn class_id() -> ClassId

Globally unique class ID, linked to the name under which the class is registered in Godot. Read more
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fn inherits<Base>() -> bool
where Base: GodotClass,

Returns whether Self inherits from Base. Read more
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impl Inherits<GltfState> for FbxState

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Object> for FbxState

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<RefCounted> for FbxState

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Resource> for FbxState

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl WithSignals for FbxState

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type SignalCollection<'c, C: WithSignals> = SignalsOfResource<'c, C>

The associated struct listing all signals of this class. Read more
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impl GodotDefault for FbxState

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fn from(t: T) -> T

Returns the argument unchanged.

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> NewGd for T
where T: GodotDefault<Memory = MemRefCounted> + Bounds,

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fn new_gd() -> Gd<T>

Return a new, ref-counted Gd containing a default-constructed instance. Read more
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where P: Deref<Target = T> + ?Sized, T: ?Sized,

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🔬This is a nightly-only experimental API. (arbitrary_self_types)
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where U: Into<T>,

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The type returned in the event of a conversion error.
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Performs the conversion.
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Performs the conversion.
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where T: GodotClass<Declarer = DeclEngine>,

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type TargetRef<'a> = Gd<T>

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type TargetMut<'a> = Gd<T>

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