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.
Implementations§
Source§impl CelestialQuadtreeDebug
impl CelestialQuadtreeDebug
pub fn get_radius(&self) -> <f32 as GodotConvert>::Via
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pub fn set_radius(&mut self, radius: <f32 as GodotConvert>::Via)
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pub fn get_screen_error(&self) -> <f32 as GodotConvert>::Via
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pub fn set_screen_error(&mut self, screen_error: <f32 as GodotConvert>::Via)
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pub fn get_chunk_res(&self) -> <i64 as GodotConvert>::Via
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pub fn set_chunk_res(&mut self, chunk_res: <i64 as GodotConvert>::Via)
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pub fn get_max_depth(&self) -> <i64 as GodotConvert>::Via
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pub fn set_max_depth(&mut self, max_depth: <i64 as GodotConvert>::Via)
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pub fn get_wireframe(&self) -> <bool as GodotConvert>::Via
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pub fn set_wireframe(&mut self, wireframe: <bool as GodotConvert>::Via)
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Trait Implementations§
Source§impl Bounds for CelestialQuadtreeDebug
impl Bounds for CelestialQuadtreeDebug
Source§impl GodotClass for CelestialQuadtreeDebug
impl GodotClass for CelestialQuadtreeDebug
Source§impl INode3D for CelestialQuadtreeDebug
impl INode3D for CelestialQuadtreeDebug
Source§fn ready(&mut self)
fn ready(&mut self)
ready][crate::classes::INode::ready] callbacks get triggered first, and the parent node will receive the ready notification afterwards. Read moreSource§fn process(&mut self, _delta: f64)
fn process(&mut self, _delta: f64)
delta is the time between frames in seconds. Read more§fn init(base: Base<Self::Base>) -> Self
fn init(base: Base<Self::Base>) -> Self
base object. Read more§fn enter_tree(&mut self)
fn enter_tree(&mut self)
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§fn exit_tree(&mut self)
fn exit_tree(&mut self)
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§fn physics_process(&mut self, delta: f64)
fn physics_process(&mut self, delta: f64)
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§fn input(&mut self, event: Gd<InputEvent>)
fn input(&mut self, event: Gd<InputEvent>)
§fn shortcut_input(&mut self, event: Gd<InputEvent>)
fn shortcut_input(&mut self, event: Gd<InputEvent>)
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§fn unhandled_key_input(&mut self, event: Gd<InputEvent>)
fn unhandled_key_input(&mut self, event: Gd<InputEvent>)
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§fn unhandled_input(&mut self, event: Gd<InputEvent>)
fn unhandled_input(&mut self, event: Gd<InputEvent>)
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§fn on_notification(&mut self, what: Node3DNotification)
fn on_notification(&mut self, what: Node3DNotification)
§fn on_validate_property(&self, property: &mut PropertyInfo)
fn on_validate_property(&self, property: &mut PropertyInfo)
on_get_property_list(). Read more§fn on_get_property_list(&mut self) -> Vec<PropertyInfo>
fn on_get_property_list(&mut self) -> Vec<PropertyInfo>
get_property_list() is called, the returned vector here is
appended to the existing list of properties. Read more§fn on_property_get_revert(&self, property: StringName) -> Option<Variant>
fn on_property_get_revert(&self, property: StringName) -> Option<Variant>
§fn get_configuration_warnings(&self) -> PackedArray<GString>
fn get_configuration_warnings(&self) -> PackedArray<GString>
tool script. Read more§fn get_accessibility_configuration_warnings(&self) -> PackedArray<GString>
fn get_accessibility_configuration_warnings(&self) -> PackedArray<GString>
tool script, and accessibility warnings are enabled in the editor settings. Read more§fn get_focused_accessibility_element(&self) -> Rid
fn get_focused_accessibility_element(&self) -> Rid
get_accessibility_element][crate::classes::Node::get_accessibility_element].Source§impl Inherits<Node> for CelestialQuadtreeDebug
impl Inherits<Node> for CelestialQuadtreeDebug
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read moreSource§impl Inherits<Node3D> for CelestialQuadtreeDebug
impl Inherits<Node3D> for CelestialQuadtreeDebug
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read moreSource§impl Inherits<Object> for CelestialQuadtreeDebug
impl Inherits<Object> for CelestialQuadtreeDebug
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read moreSource§impl WithBaseField for CelestialQuadtreeDebug
impl WithBaseField for CelestialQuadtreeDebug
Source§fn to_gd(&self) -> Gd<CelestialQuadtreeDebug>
fn to_gd(&self) -> Gd<CelestialQuadtreeDebug>
Gd pointer containing this object. Read more§fn base(&self) -> BaseRef<'_, Self>
fn base(&self) -> BaseRef<'_, Self>
&self engine methods on this object. Read more§fn base_mut(&mut self) -> BaseMut<'_, Self>
fn base_mut(&mut self) -> BaseMut<'_, Self>
&self/&mut self engine methods on this object. Read more§fn run_deferred<F>(&mut self, mut_self_method: F)where
F: FnOnce(&mut Self) + 'static,
fn run_deferred<F>(&mut self, mut_self_method: F)where
F: FnOnce(&mut Self) + 'static,
§fn run_deferred_gd<F>(&mut self, gd_function: F)where
F: FnOnce(Gd<Self>) + 'static,
fn run_deferred_gd<F>(&mut self, gd_function: F)where
F: FnOnce(Gd<Self>) + 'static,
Source§impl WithSignals for CelestialQuadtreeDebug
impl WithSignals for CelestialQuadtreeDebug
Source§type SignalCollection<'c, C: WithSignals> = __godot_Signals_CelestialQuadtreeDebug<'c, C>
type SignalCollection<'c, C: WithSignals> = __godot_Signals_CelestialQuadtreeDebug<'c, C>
Source§impl WithUserSignals for CelestialQuadtreeDebug
impl WithUserSignals for CelestialQuadtreeDebug
impl GodotDefault for CelestialQuadtreeDebug
impl ImplementsGodotApi for CelestialQuadtreeDebug
impl ImplementsGodotExports for CelestialQuadtreeDebug
impl ImplementsGodotVirtual for CelestialQuadtreeDebug
impl You_forgot_the_attribute__godot_api for CelestialQuadtreeDebug
Auto Trait Implementations§
impl Freeze for CelestialQuadtreeDebug
impl !RefUnwindSafe for CelestialQuadtreeDebug
impl !Send for CelestialQuadtreeDebug
impl !Sync for CelestialQuadtreeDebug
impl Unpin for CelestialQuadtreeDebug
impl UnsafeUnpin for CelestialQuadtreeDebug
impl !UnwindSafe for CelestialQuadtreeDebug
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
§impl<T> Inherits<T> for Twhere
T: GodotClass,
impl<T> Inherits<T> for Twhere
T: GodotClass,
§const IS_SAME_CLASS: bool = true
const IS_SAME_CLASS: bool = true
Self == Base. Read more§impl<T> NewAlloc for Twhere
T: GodotDefault<Memory = MemManual> + Bounds,
impl<T> NewAlloc for Twhere
T: GodotDefault<Memory = MemManual> + Bounds,
§impl<C> ObjectToOwned<C> for Cwhere
C: WithBaseField,
impl<C> ObjectToOwned<C> for Cwhere
C: WithBaseField,
§fn object_to_owned(&self) -> Gd<C>
fn object_to_owned(&self) -> Gd<C>
Gd<T>.