Expand description
Often-imported symbols.
Re-exports§
pub use super::builtin::math::FloatExt as _;
pub use super::obj::EngineBitfield as _;
pub use super::obj::EngineEnum as _;
pub use super::obj::NewAlloc as _;
pub use super::obj::NewGd as _;
pub use super::obj::WithBaseField as _;
Modules§
- Re-export of
std::f32::consts
orstd::f64::consts
, depending on precision config.
Macros§
- Constructs
Array
literals, similar to Rust’s standardvec!
macro. - Constructs
Dictionary
literals, close to Godot’s own syntax. - Pushes an error message to Godot’s built-in debugger and to the OS terminal.
- Prints to the Godot console.
- Prints to the Godot console. Supports BBCode, color and URL tags.
- Logs a script error to Godot’s built-in debugger and to the OS terminal.
- Pushes a warning message to Godot’s built-in debugger and to the OS terminal.
- A macro to coerce float-literals into the
real
type. - Array of reals.
- Access vector components in different order.
- Constructs
VariantArray
literals, similar to Rust’s standardvec!
macro.
Structs§
- Axis-aligned bounding box in 3D space.
- Godot’s
Array
type. - Godot class
AudioStreamPlayer.
- Restricted version of
Gd
, to hold the base instance inside a user’sGodotClass
. - A 3x3 matrix, typically used as an orthogonal basis for
Transform3D
. - A
Callable
represents a function in Godot. - Godot class
Camera2D.
- Godot class
Camera3D.
- Color built-in type, in floating-point RGBA format.
- HSVA floating-number Color representation.
- Represents errors that can occur when converting values from Godot.
- Godot’s
Dictionary
type. - Open a file for reading or writing.
- Godot’s reference counted string type.
- Smart pointer to objects owned by the Godot engine.
- Mutably/exclusively bound reference guard for a
Gd
smart pointer. - Immutably/shared bound reference guard for a
Gd
smart pointer. - Godot class
Input.
- Represents a non-zero instance ID.
- Error that can occur while using
gdext
IO utilities. - Godot class
Node.
- Godot class
Node2D.
- Godot class
Node3D.
- A pre-parsed scene tree path.
- Godot class
Object.
- Ergonomic late-initialization container with
ready()
support. - Implements Godot’s
PackedByteArray
type, which is a space-efficient array ofu8
s. - Implements Godot’s
PackedColorArray
type, which is a space-efficient array ofColor
s. - Implements Godot’s
PackedFloat32Array
type, which is a space-efficient array off32
s. - Implements Godot’s
PackedFloat64Array
type, which is a space-efficient array off64
s. - Implements Godot’s
PackedInt32Array
type, which is a space-efficient array ofi32
s. - Implements Godot’s
PackedInt64Array
type, which is a space-efficient array ofi64
s. - Godot class
PackedScene.
- Implements Godot’s
PackedStringArray
type, which is a space-efficient array ofGString
s. - Implements Godot’s
PackedVector2Array
type, which is a space-efficient array ofVector2
s. - Implements Godot’s
PackedVector3Array
type, which is a space-efficient array ofVector3
s. - Implements Godot’s
PackedVector4Array
type, which is a space-efficient array ofVector4
s. - 3D plane in Hessian normal form.
- A 4x4 matrix used for 3D projective transformations.
- Unit quaternion to represent 3D rotations.
- 2D axis-aligned bounding box.
- 2D axis-aligned integer bounding box.
- Godot class
RefCounted.
- Godot class
Resource.
- Godot class
SceneTree.
- A
Signal
represents a signal of an Object instance in Godot. - A string optimized for unique names.
- Affine 2D transform (2x3 matrix).
- Affine 3D transform (3x4 matrix).
- Godot variant type, able to store a variety of different types.
- Godot enum name:
Variant.Operator
. - Godot enum name:
Variant.Type
. - Vector used for 2D math using floating point coordinates.
- Vector used for 2D math using integer coordinates.
- Vector used for 3D math using floating point coordinates.
- Vector used for 3D math using integer coordinates.
- Vector used for 4D math using floating point coordinates.
- Vector used for 4D math using integer coordinates.
Enums§
- Defines how individual color channels are laid out in memory.
- This enum is exhaustive; you should not expect future Godot versions to add new enumerators.
- The eye to create a projection for, when creating a projection adjusted for head-mounted displays.
- A projection’s clipping plane.
- A RID (“resource ID”) is an opaque handle that refers to a Godot
Resource
. - This enum is exhaustive; you should not expect future Godot versions to add new enumerators.
- Enumerates the axes in a
Vector2
. - Enumerates the axes in a
Vector3
. - Enumerates the axes in a
Vector4
.
Traits§
- Trait implemented for types that can be used as
#[export]
fields. - Defines the entry point for a GDExtension Rust library.
- Defines the canonical conversion from Godot for a type.
- Makes
T
eligible to be managed by Godot and stored inGd<T>
pointers. - Indicates that a type can be passed to/from Godot, either directly or through an intermediate “via” type.
- Virtual methods for class
AudioStreamPlayer
. - Virtual methods for class
Camera2D
. - Virtual methods for class
Camera3D
. - Virtual methods for class
Node
. - Virtual methods for class
Node2D
. - Virtual methods for class
Node3D
. - Virtual methods for class
Object
. - Virtual methods for class
PackedScene
. - Virtual methods for class
RefCounted
. - Virtual methods for class
Resource
. - Virtual methods for class
SceneTree
. - Non-strict inheritance relationship in the Godot class hierarchy.
- Convenience conversion between
real
andf32
/f64
. - Represents a custom callable object defined in Rust.
- Defines the canonical conversion to Godot for a type.
- Marks types that are registered via “type string hint” in Godot.
- Trait implemented for types that can be used as
#[var]
fields.
Functions§
- ⚠️ Loads a resource from the filesystem located at
path
, panicking on error. - ⚠️ Saves a
Resource
-inheriting object into the file located atpath
. - Loads a resource from the filesystem located at
path
. - Saves a
Resource
-inheriting object into the file located atpath
.
Type Aliases§
- Stage of the Godot initialization process.
- A Godot
Array
without an assigned type. - Floating point type used for many structs and functions in Godot.
Attribute Macros§
- Proc-macro attribute to be used in combination with the
ExtensionLibrary
trait. - Proc-macro attribute to be used with
impl
blocks of#[derive(GodotClass)]
structs.
Derive Macros§
- Derive macro for
Export
on enums. - Derive macro for
GodotClass
on structs. - Derive macro for
GodotConvert
on structs. - Derive macro for
Var
on enums.