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CelestialQuadtreeDebug

Struct CelestialQuadtreeDebug 

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

Phase 1 debug node: each frame, select the chunked-quadtree cut on the CPU and draw it as a per-LOD-coloured mesh. Additive — does not touch the clipmap.

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impl CelestialQuadtreeDebug

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pub fn get_radius(&self) -> <f32 as GodotConvert>::Via

👎Deprecated:

Auto-generated Rust getters/setters for #[var] are being phased out until v0.6. If you need them, opt in with #[var(pub)].

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pub fn set_radius(&mut self, radius: <f32 as GodotConvert>::Via)

👎Deprecated:

Auto-generated Rust getters/setters for #[var] are being phased out until v0.6. If you need them, opt in with #[var(pub)].

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pub fn get_screen_error(&self) -> <f32 as GodotConvert>::Via

👎Deprecated:

Auto-generated Rust getters/setters for #[var] are being phased out until v0.6. If you need them, opt in with #[var(pub)].

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pub fn set_screen_error(&mut self, screen_error: <f32 as GodotConvert>::Via)

👎Deprecated:

Auto-generated Rust getters/setters for #[var] are being phased out until v0.6. If you need them, opt in with #[var(pub)].

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pub fn get_chunk_res(&self) -> <i64 as GodotConvert>::Via

👎Deprecated:

Auto-generated Rust getters/setters for #[var] are being phased out until v0.6. If you need them, opt in with #[var(pub)].

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pub fn set_chunk_res(&mut self, chunk_res: <i64 as GodotConvert>::Via)

👎Deprecated:

Auto-generated Rust getters/setters for #[var] are being phased out until v0.6. If you need them, opt in with #[var(pub)].

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pub fn get_max_depth(&self) -> <i64 as GodotConvert>::Via

👎Deprecated:

Auto-generated Rust getters/setters for #[var] are being phased out until v0.6. If you need them, opt in with #[var(pub)].

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pub fn set_max_depth(&mut self, max_depth: <i64 as GodotConvert>::Via)

👎Deprecated:

Auto-generated Rust getters/setters for #[var] are being phased out until v0.6. If you need them, opt in with #[var(pub)].

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pub fn get_wireframe(&self) -> <bool as GodotConvert>::Via

👎Deprecated:

Auto-generated Rust getters/setters for #[var] are being phased out until v0.6. If you need them, opt in with #[var(pub)].

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pub fn set_wireframe(&mut self, wireframe: <bool as GodotConvert>::Via)

👎Deprecated:

Auto-generated Rust getters/setters for #[var] are being phased out until v0.6. If you need them, opt in with #[var(pub)].

Trait Implementations§

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impl Bounds for CelestialQuadtreeDebug

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type Memory = <<CelestialQuadtreeDebug as GodotClass>::Base as Bounds>::Memory

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

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 GodotClass for CelestialQuadtreeDebug

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type Base = Node3D

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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const INIT_LEVEL: InitLevel = <Self::Base as GodotClass>::INIT_LEVEL

Initialization level, during which this class should be initialized with 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 INode3D for CelestialQuadtreeDebug

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fn ready(&mut self)

Called when the node is “ready”, i.e. when both the node and its children have entered the scene tree. If the node has children, their [ready][crate::classes::INode::ready] callbacks get triggered first, and the parent node will receive the ready notification afterwards. Read more
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fn process(&mut self, _delta: f64)

Called on each idle frame, prior to rendering, and after physics ticks have been processed. delta is the time between frames in seconds. Read more
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fn init(base: Base<Self::Base>) -> Self

Godot constructor, accepting an injected base object. Read more
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fn enter_tree(&mut self)

Called when the node enters the [SceneTree][crate::classes::SceneTree] (e.g. upon instantiating, scene changing, or after calling [add_child][crate::classes::Node::add_child] in a script). If the node has children, its [enter_tree][crate::classes::INode::enter_tree] callback will be called first, and then that of the children. Read more
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fn exit_tree(&mut self)

Called when the node is about to leave the [SceneTree][crate::classes::SceneTree] (e.g. upon freeing, scene changing, or after calling [remove_child][crate::classes::Node::remove_child] in a script). If the node has children, its [exit_tree][crate::classes::INode::exit_tree] callback will be called last, after all its children have left the tree. Read more
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fn physics_process(&mut self, delta: f64)

Called once on each physics tick, and allows Nodes to synchronize their logic with physics ticks. delta is the logical time between physics ticks in seconds and is equal to [member Engine.time_scale] / [member Engine.physics_ticks_per_second]. Read more
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fn input(&mut self, event: Gd<InputEvent>)

Called when there is an input event. The input event propagates up through the node tree until a node consumes it. Read more
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fn shortcut_input(&mut self, event: Gd<InputEvent>)

Called when an [InputEventKey][crate::classes::InputEventKey], [InputEventShortcut][crate::classes::InputEventShortcut], or [InputEventJoypadButton][crate::classes::InputEventJoypadButton] hasn’t been consumed by [input][crate::classes::INode::input] or any GUI [Control][crate::classes::Control] item. It is called before [unhandled_key_input][crate::classes::INode::unhandled_key_input] and [unhandled_input][crate::classes::INode::unhandled_input]. The input event propagates up through the node tree until a node consumes it. Read more
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fn unhandled_key_input(&mut self, event: Gd<InputEvent>)

Called when an [InputEventKey][crate::classes::InputEventKey] hasn’t been consumed by [input][crate::classes::INode::input] or any GUI [Control][crate::classes::Control] item. It is called after [shortcut_input][crate::classes::INode::shortcut_input] but before [unhandled_input][crate::classes::INode::unhandled_input]. The input event propagates up through the node tree until a node consumes it. Read more
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fn unhandled_input(&mut self, event: Gd<InputEvent>)

Called when an [InputEvent][crate::classes::InputEvent] hasn’t been consumed by [input][crate::classes::INode::input] or any GUI [Control][crate::classes::Control] item. It is called after [shortcut_input][crate::classes::INode::shortcut_input] and after [unhandled_key_input][crate::classes::INode::unhandled_key_input]. The input event propagates up through the node tree until a node consumes it. Read more
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fn on_notification(&mut self, what: Node3DNotification)

Called when the object receives a Godot notification. Read more
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fn on_get(&self, property: StringName) -> Option<Variant>

Called whenever get() is called or Godot gets the value of a property. Read more
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fn on_set(&mut self, property: StringName, value: Variant) -> bool

Called whenever Godot set() is called or Godot sets the value of a property. Read more
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fn on_validate_property(&self, property: &mut PropertyInfo)

Called whenever Godot retrieves value of property. Allows to customize existing properties. Every property info goes through this method, except properties added with on_get_property_list(). Read more
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fn on_get_property_list(&mut self) -> Vec<PropertyInfo>

Called whenever Godot get_property_list() is called, the returned vector here is appended to the existing list of properties. Read more
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fn on_property_get_revert(&self, property: StringName) -> Option<Variant>

Called by Godot to tell if a property has a custom revert or not. Read more
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fn to_string(&self) -> GString

String representation of the Godot instance. Read more
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fn get_configuration_warnings(&self) -> PackedArray<GString>

The elements in the array returned from this method are displayed as warnings in the Scene dock if the script that overrides it is a tool script. Read more
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fn get_accessibility_configuration_warnings(&self) -> PackedArray<GString>

The elements in the array returned from this method are displayed as warnings in the Scene dock if the script that overrides it is a tool script, and accessibility warnings are enabled in the editor settings. Read more
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fn get_focused_accessibility_element(&self) -> Rid

Called during accessibility information updates to determine the currently focused sub-element, should return a sub-element RID or the value returned by [get_accessibility_element][crate::classes::Node::get_accessibility_element].
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impl Inherits<Node> for CelestialQuadtreeDebug

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node3D> for CelestialQuadtreeDebug

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const IS_SAME_CLASS: bool = false

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

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl WithBaseField for CelestialQuadtreeDebug

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fn to_gd(&self) -> Gd<CelestialQuadtreeDebug>

Returns the Gd pointer containing this object. Read more
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fn base(&self) -> BaseRef<'_, Self>

Returns a shared reference guard, suitable for calling &self engine methods on this object. Read more
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fn base_mut(&mut self) -> BaseMut<'_, Self>

Returns an exclusive reference guard, suitable for calling &self/&mut self engine methods on this object. Read more
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fn run_deferred<F>(&mut self, mut_self_method: F)
where F: FnOnce(&mut Self) + 'static,

Defers the given closure to run during idle time. Read more
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fn run_deferred_gd<F>(&mut self, gd_function: F)
where F: FnOnce(Gd<Self>) + 'static,

Defers the given closure to run during idle time. Read more
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impl WithSignals for CelestialQuadtreeDebug

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

The associated struct listing all signals of this class. Read more
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impl WithUserSignals for CelestialQuadtreeDebug

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fn signals(&mut self) -> Self::SignalCollection<'_, Self>

Access user-defined signals of the current object self. Read more
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impl GodotDefault for CelestialQuadtreeDebug

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impl ImplementsGodotApi for CelestialQuadtreeDebug

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impl ImplementsGodotExports for CelestialQuadtreeDebug

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impl ImplementsGodotVirtual for CelestialQuadtreeDebug

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impl You_forgot_the_attribute__godot_api for CelestialQuadtreeDebug

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> Inherits<T> for T
where T: GodotClass,

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const IS_SAME_CLASS: bool = true

True iff Self == Base. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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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> NewAlloc for T
where T: GodotDefault<Memory = MemManual> + Bounds,

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fn new_alloc() -> Gd<T>

Return a new, manually-managed Gd containing a default-constructed instance. Read more
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impl<C> ObjectToOwned<C> for C
where C: WithBaseField,

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fn object_to_owned(&self) -> Gd<C>

Converts the object reference to an owned Gd<T>.
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> UniformObjectDeref<DeclUser> for T
where T: WithBaseField,

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type TargetRef<'a> = GdRef<'a, T>

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type TargetMut<'a> = GdMut<'a, T>

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fn object_as_ref<'a>( gd: &'a Gd<T>, ) -> <T as UniformObjectDeref<DeclUser>>::TargetRef<'a>

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fn object_as_mut<'a>( gd: &'a mut Gd<T>, ) -> <T as UniformObjectDeref<DeclUser>>::TargetMut<'a>