Documentation
¶
Overview ¶
Package VisualShaderNodeClamp provides methods for working with VisualShaderNodeClamp object instances.
Index ¶
- type Advanced
- type Any
- type Extension
- type ID
- type Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) AsVisualShaderNode() VisualShaderNode.Instance
- func (self Instance) AsVisualShaderNodeClamp() Instance
- func (self Instance) ID() ID
- func (self Instance) OpType() OpType
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) SetOpType(value OpType)
- func (self Instance) Virtual(name string) reflect.Value
- type OpType
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Extension ¶
Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension
func (*Extension[T]) AsRefCounted ¶
func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
func (*Extension[T]) AsResource ¶
func (*Extension[T]) AsVisualShaderNode ¶
func (self *Extension[T]) AsVisualShaderNode() VisualShaderNode.Instance
func (*Extension[T]) AsVisualShaderNodeClamp ¶
type ID ¶
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.
type Instance ¶
type Instance [1]gdclass.VisualShaderNodeClamp
Constrains a value to lie between [code]min[/code] and [code]max[/code] values.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) AsVisualShaderNode ¶
func (self Instance) AsVisualShaderNode() VisualShaderNode.Instance
func (Instance) AsVisualShaderNodeClamp ¶
type OpType ¶
type OpType int //gd:VisualShaderNodeClamp.OpType
const ( /*A floating-point scalar.*/ OpTypeFloat OpType = 0 /*An integer scalar.*/ OpTypeInt OpType = 1 /*An unsigned integer scalar.*/ OpTypeUint OpType = 2 /*A 2D vector type.*/ OpTypeVector2d OpType = 3 /*A 3D vector type.*/ OpTypeVector3d OpType = 4 /*A 4D vector type.*/ OpTypeVector4d OpType = 5 /*Represents the size of the [enum OpType] enum.*/ OpTypeMax OpType = 6 )