Struct gdnative_bindings_lily::line_shape_2d::LineShape2D [−][src]
pub struct LineShape2D { /* fields omitted */ }
Expand description
core class LineShape2D
inherits Shape2D
(reference counted).
Official documentation
See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.
Memory management
The lifetime of this object is automatically managed through reference counting.
Class hierarchy
LineShape2D inherits methods from:
Safety
All types in the Godot API have “interior mutability” in Rust parlance.
To enforce that the official thread-safety guidelines are
followed, the typestate pattern is used in the Ref
and TRef
smart pointers,
and the Instance
API. The typestate Access
in these types tracks whether the
access is unique, shared, or exclusive to the current thread. For more information,
see the type-level documentation on Ref
.
Implementations
Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
The line’s normal.
Methods from Deref<Target = Shape2D>
pub fn collide(
&self,
local_xform: Transform2D,
with_shape: impl AsArg<Shape2D>,
shape_xform: Transform2D
) -> bool
pub fn collide(
&self,
local_xform: Transform2D,
with_shape: impl AsArg<Shape2D>,
shape_xform: Transform2D
) -> bool
Returns true
if this shape is colliding with another.
This method needs the transformation matrix for this shape (local_xform
), the shape to check collisions with (with_shape
), and the transformation matrix of that shape (shape_xform
).
pub fn collide_and_get_contacts(
&self,
local_xform: Transform2D,
with_shape: impl AsArg<Shape2D>,
shape_xform: Transform2D
) -> VariantArray
pub fn collide_and_get_contacts(
&self,
local_xform: Transform2D,
with_shape: impl AsArg<Shape2D>,
shape_xform: Transform2D
) -> VariantArray
Returns a list of the points where this shape touches another. If there are no collisions the list is empty.
This method needs the transformation matrix for this shape (local_xform
), the shape to check collisions with (with_shape
), and the transformation matrix of that shape (shape_xform
).
pub fn collide_with_motion(
&self,
local_xform: Transform2D,
local_motion: Vector2,
with_shape: impl AsArg<Shape2D>,
shape_xform: Transform2D,
shape_motion: Vector2
) -> bool
pub fn collide_with_motion(
&self,
local_xform: Transform2D,
local_motion: Vector2,
with_shape: impl AsArg<Shape2D>,
shape_xform: Transform2D,
shape_motion: Vector2
) -> bool
Returns whether this shape would collide with another, if a given movement was applied.
This method needs the transformation matrix for this shape (local_xform
), the movement to test on this shape (local_motion
), the shape to check collisions with (with_shape
), the transformation matrix of that shape (shape_xform
), and the movement to test onto the other object (shape_motion
).
pub fn collide_with_motion_and_get_contacts(
&self,
local_xform: Transform2D,
local_motion: Vector2,
with_shape: impl AsArg<Shape2D>,
shape_xform: Transform2D,
shape_motion: Vector2
) -> VariantArray
pub fn collide_with_motion_and_get_contacts(
&self,
local_xform: Transform2D,
local_motion: Vector2,
with_shape: impl AsArg<Shape2D>,
shape_xform: Transform2D,
shape_motion: Vector2
) -> VariantArray
Returns a list of the points where this shape would touch another, if a given movement was applied. If there are no collisions the list is empty.
This method needs the transformation matrix for this shape (local_xform
), the movement to test on this shape (local_motion
), the shape to check collisions with (with_shape
), the transformation matrix of that shape (shape_xform
), and the movement to test onto the other object (shape_motion
).
Draws a solid shape onto a CanvasItem with the VisualServer API filled with the specified color
. The exact drawing method is specific for each shape and cannot be configured.
The shape’s custom solver bias.
The shape’s custom solver bias.
Trait Implementations
type RefKind = RefCounted
type RefKind = RefCounted
Creates an explicitly null reference of Self
as a method argument. This makes type
inference easier for the compiler compared to Option
. Read more
Creates a new instance of Self
using a zero-argument constructor, as a Unique
reference. Read more
Performs a dynamic reference downcast to target type. Read more
Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more
Creates a persistent reference to the same Godot object with shared thread access. Read more
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
Creates a persistent reference to the same Godot object with thread-local thread access. Read more
Creates a persistent reference to the same Godot object with unique access. Read more
Recovers a instance ID previously returned by Object::get_instance_id
if the object is
still alive. See also TRef::try_from_instance_id
. Read more
Auto Trait Implementations
impl RefUnwindSafe for LineShape2D
impl !Send for LineShape2D
impl !Sync for LineShape2D
impl Unpin for LineShape2D
impl UnwindSafe for LineShape2D