Struct godot::classes::VisibleOnScreenNotifier3D
#[repr(C)]pub struct VisibleOnScreenNotifier3D { /* private fields */ }
Expand description
Godot class VisibleOnScreenNotifier3D.
Inherits VisualInstance3D
.
Related symbols:
IVisibleOnScreenNotifier3D
: virtual methods
See also Godot docs for VisibleOnScreenNotifier3D
.
§Construction
This class is manually managed. You can create a new instance using VisibleOnScreenNotifier3D::new_alloc()
.
Do not forget to call free()
or hand over ownership to Godot.
Implementations§
§impl VisibleOnScreenNotifier3D
impl VisibleOnScreenNotifier3D
pub fn set_aabb(&mut self, rect: Aabb)
pub fn is_on_screen(&self) -> bool
Methods from Deref<Target = VisualInstance3D>§
pub fn set_base(&mut self, base: Rid)
pub fn get_base(&self) -> Rid
pub fn get_instance(&self) -> Rid
pub fn set_layer_mask(&mut self, mask: u32)
pub fn get_layer_mask(&self) -> u32
pub fn set_layer_mask_value(&mut self, layer_number: i32, value: bool)
pub fn get_layer_mask_value(&self, layer_number: i32) -> bool
pub fn set_sorting_offset(&mut self, offset: f32)
pub fn get_sorting_offset(&self) -> f32
pub fn set_sorting_use_aabb_center(&mut self, enabled: bool)
pub fn is_sorting_use_aabb_center(&self) -> bool
pub fn get_aabb(&self) -> Aabb
Methods from Deref<Target = Node3D>§
pub fn set_transform(&mut self, local: Transform3D)
pub fn get_transform(&self) -> Transform3D
pub fn set_position(&mut self, position: Vector3)
pub fn get_position(&self) -> Vector3
pub fn set_rotation(&mut self, euler_radians: Vector3)
pub fn get_rotation(&self) -> Vector3
pub fn set_rotation_degrees(&mut self, euler_degrees: Vector3)
pub fn get_rotation_degrees(&self) -> Vector3
pub fn set_rotation_order(&mut self, order: EulerOrder)
pub fn get_rotation_order(&self) -> EulerOrder
pub fn set_rotation_edit_mode(&mut self, edit_mode: RotationEditMode)
pub fn get_rotation_edit_mode(&self) -> RotationEditMode
pub fn set_scale(&mut self, scale: Vector3)
pub fn get_scale(&self) -> Vector3
pub fn set_quaternion(&mut self, quaternion: Quaternion)
pub fn get_quaternion(&self) -> Quaternion
pub fn set_basis(&mut self, basis: Basis)
pub fn get_basis(&self) -> Basis
pub fn set_global_transform(&mut self, global: Transform3D)
pub fn get_global_transform(&self) -> Transform3D
pub fn set_global_position(&mut self, position: Vector3)
pub fn get_global_position(&self) -> Vector3
pub fn set_global_basis(&mut self, basis: Basis)
pub fn get_global_basis(&self) -> Basis
pub fn set_global_rotation(&mut self, euler_radians: Vector3)
pub fn get_global_rotation(&self) -> Vector3
pub fn set_global_rotation_degrees(&mut self, euler_degrees: Vector3)
pub fn get_global_rotation_degrees(&self) -> Vector3
pub fn get_parent_node_3d(&self) -> Option<Gd<Node3D>>
pub fn set_ignore_transform_notification(&mut self, enabled: bool)
pub fn set_as_top_level(&mut self, enable: bool)
pub fn is_set_as_top_level(&self) -> bool
pub fn set_disable_scale(&mut self, disable: bool)
pub fn is_scale_disabled(&self) -> bool
pub fn get_world_3d(&self) -> Option<Gd<World3D>>
pub fn force_update_transform(&mut self)
pub fn set_visibility_parent(&mut self, path: NodePath)
pub fn get_visibility_parent(&self) -> NodePath
pub fn update_gizmos(&mut self)
pub fn add_gizmo(&mut self, gizmo: Gd<Node3DGizmo>)
pub fn get_gizmos(&self) -> Array<Gd<Node3DGizmo>>
pub fn clear_gizmos(&mut self)
pub fn set_subgizmo_selection( &mut self, gizmo: Gd<Node3DGizmo>, id: i32, transform: Transform3D, )
pub fn clear_subgizmo_selection(&mut self)
pub fn set_visible(&mut self, visible: bool)
pub fn is_visible(&self) -> bool
pub fn is_visible_in_tree(&self) -> bool
pub fn show(&mut self)
pub fn hide(&mut self)
pub fn set_notify_local_transform(&mut self, enable: bool)
pub fn is_local_transform_notification_enabled(&self) -> bool
pub fn set_notify_transform(&mut self, enable: bool)
pub fn is_transform_notification_enabled(&self) -> bool
pub fn rotate(&mut self, axis: Vector3, angle: f32)
pub fn global_rotate(&mut self, axis: Vector3, angle: f32)
pub fn global_scale(&mut self, scale: Vector3)
pub fn global_translate(&mut self, offset: Vector3)
pub fn rotate_object_local(&mut self, axis: Vector3, angle: f32)
pub fn scale_object_local(&mut self, scale: Vector3)
pub fn translate_object_local(&mut self, offset: Vector3)
pub fn rotate_x(&mut self, angle: f32)
pub fn rotate_y(&mut self, angle: f32)
pub fn rotate_z(&mut self, angle: f32)
pub fn translate(&mut self, offset: Vector3)
pub fn orthonormalize(&mut self)
pub fn set_identity(&mut self)
pub fn look_at(&mut self, target: Vector3)
pub fn look_at_ex(&mut self, target: Vector3) -> ExLookAt<'_>
pub fn look_at_from_position(&mut self, position: Vector3, target: Vector3)
pub fn look_at_from_position_ex( &mut self, position: Vector3, target: Vector3, ) -> ExLookAtFromPosition<'_>
pub fn to_local(&self, global_point: Vector3) -> Vector3
pub fn to_global(&self, local_point: Vector3) -> Vector3
pub fn notify(&mut self, what: Node3DNotification)
pub fn notify(&mut self, what: Node3DNotification)
⚠️ 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: Node3DNotification)
pub fn notify_reversed(&mut self, what: Node3DNotification)
⚠️ Like Self::notify()
, but starts at the most-derived class and goes up the hierarchy.
See docs of that method, including the panics.
Methods from Deref<Target = Node>§
pub fn get_node_as<T>(&self, path: impl Into<NodePath>) -> Gd<T>
pub fn get_node_as<T>(&self, path: impl Into<NodePath>) -> Gd<T>
⚠️ Retrieves the node at path path
, panicking if not found or bad type.
§Panics
If the node is not found, or if it does not have type T
or inherited.
pub fn try_get_node_as<T>(&self, path: impl Into<NodePath>) -> Option<Gd<T>>
pub fn try_get_node_as<T>(&self, path: impl Into<NodePath>) -> Option<Gd<T>>
Retrieves the node at path path
(fallible).
If the node is not found, or if it does not have type T
or inherited,
None
will be returned.
pub fn add_sibling(&mut self, sibling: Gd<Node>)
pub fn add_sibling_ex(&mut self, sibling: Gd<Node>) -> ExAddSibling<'_>
pub fn set_name(&mut self, name: GString)
pub fn get_name(&self) -> StringName
pub fn add_child(&mut self, node: Gd<Node>)
pub fn add_child_ex(&mut self, node: Gd<Node>) -> ExAddChild<'_>
pub fn remove_child(&mut self, node: Gd<Node>)
pub fn reparent(&mut self, new_parent: Gd<Node>)
pub fn reparent_ex(&mut self, new_parent: Gd<Node>) -> ExReparent<'_>
pub fn get_child_count(&self) -> i32
pub fn get_child_count_ex(&self) -> ExGetChildCount<'_>
pub fn get_children(&self) -> Array<Gd<Node>>
pub fn get_children_ex(&self) -> ExGetChildren<'_>
pub fn get_child(&self, idx: i32) -> Option<Gd<Node>>
pub fn get_child_ex(&self, idx: i32) -> ExGetChild<'_>
pub fn has_node(&self, path: NodePath) -> bool
pub fn get_node_or_null(&self, path: NodePath) -> Option<Gd<Node>>
pub fn get_parent(&self) -> Option<Gd<Node>>
pub fn find_child(&self, pattern: GString) -> Option<Gd<Node>>
pub fn find_child_ex(&self, pattern: GString) -> ExFindChild<'_>
pub fn find_children(&self, pattern: GString) -> Array<Gd<Node>>
pub fn find_children_ex(&self, pattern: GString) -> ExFindChildren<'_>
pub fn find_parent(&self, pattern: GString) -> Option<Gd<Node>>
pub fn has_node_and_resource(&self, path: NodePath) -> bool
pub fn get_node_and_resource(&mut self, path: NodePath) -> OutArray
pub fn is_inside_tree(&self) -> bool
pub fn is_part_of_edited_scene(&self) -> bool
pub fn is_ancestor_of(&self, node: Gd<Node>) -> bool
pub fn is_greater_than(&self, node: Gd<Node>) -> bool
pub fn get_path(&self) -> NodePath
pub fn get_path_to(&self, node: Gd<Node>) -> NodePath
pub fn get_path_to_ex(&self, node: Gd<Node>) -> ExGetPathTo<'_>
pub fn add_to_group(&mut self, group: StringName)
pub fn add_to_group_ex(&mut self, group: StringName) -> ExAddToGroup<'_>
pub fn remove_from_group(&mut self, group: StringName)
pub fn is_in_group(&self, group: StringName) -> bool
pub fn move_child(&mut self, child_node: Gd<Node>, to_index: i32)
pub fn get_groups(&self) -> Array<StringName>
pub fn set_owner(&mut self, owner: Gd<Node>)
pub fn get_owner(&self) -> Option<Gd<Node>>
pub fn get_index(&self) -> i32
pub fn get_index_ex(&self) -> ExGetIndex<'_>
pub fn print_tree(&mut self)
pub fn print_tree_pretty(&mut self)
pub fn get_tree_string(&mut self) -> GString
pub fn get_tree_string_pretty(&mut self) -> GString
pub fn set_scene_file_path(&mut self, scene_file_path: GString)
pub fn get_scene_file_path(&self) -> GString
pub fn propagate_notification(&mut self, what: i32)
pub fn propagate_call(&mut self, method: StringName)
pub fn propagate_call_ex(&mut self, method: StringName) -> ExPropagateCall<'_>
pub fn set_physics_process(&mut self, enable: bool)
pub fn get_physics_process_delta_time(&self) -> f64
pub fn is_physics_processing(&self) -> bool
pub fn get_process_delta_time(&self) -> f64
pub fn set_process(&mut self, enable: bool)
pub fn set_process_priority(&mut self, priority: i32)
pub fn get_process_priority(&self) -> i32
pub fn set_physics_process_priority(&mut self, priority: i32)
pub fn get_physics_process_priority(&self) -> i32
pub fn is_processing(&self) -> bool
pub fn set_process_input(&mut self, enable: bool)
pub fn is_processing_input(&self) -> bool
pub fn set_process_shortcut_input(&mut self, enable: bool)
pub fn is_processing_shortcut_input(&self) -> bool
pub fn set_process_unhandled_input(&mut self, enable: bool)
pub fn is_processing_unhandled_input(&self) -> bool
pub fn set_process_unhandled_key_input(&mut self, enable: bool)
pub fn is_processing_unhandled_key_input(&self) -> bool
pub fn set_process_mode(&mut self, mode: ProcessMode)
pub fn get_process_mode(&self) -> ProcessMode
pub fn can_process(&self) -> bool
pub fn set_process_thread_group(&mut self, mode: ProcessThreadGroup)
pub fn get_process_thread_group(&self) -> ProcessThreadGroup
pub fn set_process_thread_messages(&mut self, flags: ProcessThreadMessages)
pub fn get_process_thread_messages(&self) -> ProcessThreadMessages
pub fn set_process_thread_group_order(&mut self, order: i32)
pub fn get_process_thread_group_order(&self) -> i32
pub fn set_display_folded(&mut self, fold: bool)
pub fn is_displayed_folded(&self) -> bool
pub fn set_process_internal(&mut self, enable: bool)
pub fn is_processing_internal(&self) -> bool
pub fn set_physics_process_internal(&mut self, enable: bool)
pub fn is_physics_processing_internal(&self) -> bool
pub fn set_physics_interpolation_mode(&mut self, mode: PhysicsInterpolationMode)
pub fn get_physics_interpolation_mode(&self) -> PhysicsInterpolationMode
pub fn is_physics_interpolated(&self) -> bool
pub fn is_physics_interpolated_and_enabled(&self) -> bool
pub fn reset_physics_interpolation(&mut self)
pub fn set_auto_translate_mode(&mut self, mode: AutoTranslateMode)
pub fn get_auto_translate_mode(&self) -> AutoTranslateMode
pub fn get_window(&self) -> Option<Gd<Window>>
pub fn get_last_exclusive_window(&self) -> Option<Gd<Window>>
pub fn get_tree(&self) -> Option<Gd<SceneTree>>
pub fn create_tween(&mut self) -> Option<Gd<Tween>>
pub fn duplicate(&self) -> Option<Gd<Node>>
pub fn duplicate_ex(&self) -> ExDuplicate<'_>
pub fn replace_by(&mut self, node: Gd<Node>)
pub fn replace_by_ex(&mut self, node: Gd<Node>) -> ExReplaceBy<'_>
pub fn set_scene_instance_load_placeholder(&mut self, load_placeholder: bool)
pub fn get_scene_instance_load_placeholder(&self) -> bool
pub fn set_editable_instance(&mut self, node: Gd<Node>, is_editable: bool)
pub fn is_editable_instance(&self, node: Gd<Node>) -> bool
pub fn get_viewport(&self) -> Option<Gd<Viewport>>
pub fn queue_free(&mut self)
pub fn request_ready(&mut self)
pub fn is_node_ready(&self) -> bool
pub fn get_multiplayer(&self) -> Option<Gd<MultiplayerApi>>
pub fn rpc_config(&mut self, method: StringName, config: Variant)
pub fn set_editor_description(&mut self, editor_description: GString)
pub fn get_editor_description(&self) -> GString
pub fn set_unique_name_in_owner(&mut self, enable: bool)
pub fn is_unique_name_in_owner(&self) -> bool
pub fn atr(&self, message: GString) -> GString
pub fn atr_ex(&self, message: GString) -> ExAtr<'_>
pub fn atr_n( &self, message: GString, plural_message: StringName, n: i32, ) -> GString
pub fn atr_n_ex( &self, message: GString, plural_message: StringName, n: i32, ) -> ExAtrN<'_>
pub fn rpc(&mut self, method: StringName, varargs: &[Variant]) -> Error
pub fn rpc(&mut self, method: StringName, varargs: &[Variant]) -> Error
§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_rpc(
&mut self,
method: StringName,
varargs: &[Variant],
) -> Result<Error, CallError>
pub fn try_rpc( &mut self, method: 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 rpc_id(
&mut self,
peer_id: i64,
method: StringName,
varargs: &[Variant],
) -> Error
pub fn rpc_id( &mut self, peer_id: i64, method: StringName, varargs: &[Variant], ) -> Error
§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_rpc_id(
&mut self,
peer_id: i64,
method: StringName,
varargs: &[Variant],
) -> Result<Error, CallError>
pub fn try_rpc_id( &mut self, peer_id: i64, method: 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 update_configuration_warnings(&mut self)
pub fn call_deferred_thread_group(
&mut self,
method: StringName,
varargs: &[Variant],
) -> Variant
pub fn call_deferred_thread_group( &mut self, method: StringName, varargs: &[Variant], ) -> Variant
§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_thread_group(
&mut self,
method: StringName,
varargs: &[Variant],
) -> Result<Variant, CallError>
pub fn try_call_deferred_thread_group( &mut self, method: 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_thread_group( &mut self, property: StringName, value: Variant, )
pub fn notify_deferred_thread_group(&mut self, what: i32)
pub fn call_thread_safe(
&mut self,
method: StringName,
varargs: &[Variant],
) -> Variant
pub fn call_thread_safe( &mut self, method: StringName, varargs: &[Variant], ) -> Variant
§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_thread_safe(
&mut self,
method: StringName,
varargs: &[Variant],
) -> Result<Variant, CallError>
pub fn try_call_thread_safe( &mut self, method: 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_thread_safe(&mut self, property: StringName, value: Variant)
pub fn notify_thread_safe(&mut self, what: i32)
pub fn notify(&mut self, what: NodeNotification)
pub fn notify(&mut self, what: NodeNotification)
⚠️ 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: NodeNotification)
pub fn notify_reversed(&mut self, what: NodeNotification)
⚠️ Like Self::notify()
, but starts at the most-derived class and goes up the hierarchy.
See docs of that method, including the panics.
Methods from Deref<Target = Object>§
pub fn get_class(&self) -> GString
pub fn is_class(&self, class: GString) -> bool
pub fn set(&mut self, property: StringName, value: Variant)
pub fn get(&self, property: StringName) -> Variant
pub fn set_indexed(&mut self, property_path: NodePath, value: Variant)
pub fn get_indexed(&self, property_path: NodePath) -> Variant
pub fn get_property_list(&self) -> Array<Dictionary>
pub fn get_method_list(&self) -> Array<Dictionary>
pub fn property_can_revert(&self, property: StringName) -> bool
pub fn property_get_revert(&self, property: StringName) -> Variant
pub fn set_script(&mut self, script: Variant)
pub fn get_script(&self) -> Variant
pub fn set_meta(&mut self, name: StringName, value: Variant)
pub fn remove_meta(&mut self, name: StringName)
pub fn get_meta(&self, name: StringName) -> Variant
pub fn get_meta_ex(&self, name: StringName) -> ExGetMeta<'_>
pub fn has_meta(&self, name: StringName) -> bool
pub fn get_meta_list(&self) -> Array<StringName>
pub fn add_user_signal(&mut self, signal: GString)
pub fn add_user_signal_ex(&mut self, signal: GString) -> ExAddUserSignal<'_>
pub fn has_user_signal(&self, signal: StringName) -> bool
pub fn remove_user_signal(&mut self, signal: StringName)
pub fn emit_signal(&mut self, signal: StringName, varargs: &[Variant]) -> Error
pub fn emit_signal(&mut self, signal: StringName, varargs: &[Variant]) -> Error
§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: StringName,
varargs: &[Variant],
) -> Result<Error, CallError>
pub fn try_emit_signal( &mut self, signal: 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: StringName, varargs: &[Variant]) -> Variant
pub fn call(&mut self, method: StringName, varargs: &[Variant]) -> Variant
§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: StringName,
varargs: &[Variant],
) -> Result<Variant, CallError>
pub fn try_call( &mut self, method: 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: StringName,
varargs: &[Variant],
) -> Variant
pub fn call_deferred( &mut self, method: StringName, varargs: &[Variant], ) -> Variant
§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: StringName,
varargs: &[Variant],
) -> Result<Variant, CallError>
pub fn try_call_deferred( &mut self, method: 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: StringName, value: Variant)
pub fn callv(&mut self, method: StringName, arg_array: OutArray) -> Variant
pub fn has_method(&self, method: StringName) -> bool
pub fn get_method_argument_count(&self, method: StringName) -> i32
pub fn has_signal(&self, signal: StringName) -> bool
pub fn get_signal_list(&self) -> Array<Dictionary>
pub fn get_signal_connection_list( &self, signal: StringName, ) -> Array<Dictionary>
pub fn get_incoming_connections(&self) -> Array<Dictionary>
pub fn connect(&mut self, signal: StringName, callable: Callable) -> Error
pub fn connect_ex( &mut self, signal: StringName, callable: Callable, ) -> ExConnect<'_>
pub fn disconnect(&mut self, signal: StringName, callable: Callable)
pub fn is_connected(&self, signal: StringName, callable: Callable) -> bool
pub fn set_block_signals(&mut self, enable: bool)
pub fn is_blocking_signals(&self) -> bool
pub fn notify_property_list_changed(&mut self)
pub fn set_message_translation(&mut self, enable: bool)
pub fn can_translate_messages(&self) -> bool
pub fn tr(&self, message: StringName) -> GString
pub fn tr_ex(&self, message: StringName) -> ExTr<'_>
pub fn tr_n( &self, message: StringName, plural_message: StringName, n: i32, ) -> GString
pub fn tr_n_ex( &self, message: StringName, plural_message: StringName, n: i32, ) -> ExTrN<'_>
pub fn is_queued_for_deletion(&self) -> bool
pub fn cancel_free(&mut self)
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 VisibleOnScreenNotifier3D
impl Bounds for VisibleOnScreenNotifier3D
§impl Debug for VisibleOnScreenNotifier3D
impl Debug for VisibleOnScreenNotifier3D
§impl Deref for VisibleOnScreenNotifier3D
impl Deref for VisibleOnScreenNotifier3D
§type Target = VisualInstance3D
type Target = VisualInstance3D
§fn deref(&self) -> &<VisibleOnScreenNotifier3D as Deref>::Target
fn deref(&self) -> &<VisibleOnScreenNotifier3D as Deref>::Target
§impl DerefMut for VisibleOnScreenNotifier3D
impl DerefMut for VisibleOnScreenNotifier3D
§fn deref_mut(&mut self) -> &mut <VisibleOnScreenNotifier3D as Deref>::Target
fn deref_mut(&mut self) -> &mut <VisibleOnScreenNotifier3D as Deref>::Target
§impl GodotClass for VisibleOnScreenNotifier3D
impl GodotClass for VisibleOnScreenNotifier3D
§type Base = VisualInstance3D
type Base = VisualInstance3D
T
. This is always a Godot engine class.