Struct gdnative_bindings_lily::DampedSpringJoint2D [−][src]
pub struct DampedSpringJoint2D { /* fields omitted */ }
Expand description
core class DampedSpringJoint2D
inherits Joint2D
(unsafe).
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
Non reference counted objects such as the ones of this type are usually owned by the engine.
DampedSpringJoint2D
is a reference-only type. Persistent references can
only exist in the unsafe Ref<DampedSpringJoint2D>
form.
In the cases where Rust code owns an object of this type, for example if the object was just
created on the Rust side and not passed to the engine yet, ownership should be either given
to the engine or the object must be manually destroyed using Ref::free
, or Ref::queue_free
if it is a Node
.
Class hierarchy
DampedSpringJoint2D 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.
Because this type is not reference counted, the lifetime of the returned object is not automatically managed.
Immediately after creation, the object is owned by the caller, and can be
passed to the engine (in which case the engine will be responsible for
destroying the object) or destroyed manually using Ref::free
, or preferably
Ref::queue_free
if it is a Node
.
The spring joint’s damping ratio. A value between 0
and 1
. When the two bodies move into different directions the system tries to align them to the spring axis again. A high damping
value forces the attached bodies to align faster.
The spring joint’s maximum length. The two attached bodies cannot stretch it past this value.
When the bodies attached to the spring joint move they stretch or squash it. The joint always tries to resize towards this length.
The higher the value, the less the bodies attached to the joint will deform it. The joint applies an opposing force to the bodies, the product of the stiffness multiplied by the size difference from its resting length.
The spring joint’s damping ratio. A value between 0
and 1
. When the two bodies move into different directions the system tries to align them to the spring axis again. A high damping
value forces the attached bodies to align faster.
The spring joint’s maximum length. The two attached bodies cannot stretch it past this value.
When the bodies attached to the spring joint move they stretch or squash it. The joint always tries to resize towards this length.
The higher the value, the less the bodies attached to the joint will deform it. The joint applies an opposing force to the bodies, the product of the stiffness multiplied by the size difference from its resting length.
Methods from Deref<Target = Joint2D>
When [member node_a] and [member node_b] move in different directions the bias
controls how fast the joint pulls them back to their original position. The lower the bias
the more the two bodies can pull on the joint.
If true
, [member node_a] and [member node_b] can not collide.
The first body attached to the joint. Must derive from PhysicsBody2D.
The second body attached to the joint. Must derive from PhysicsBody2D.
When [member node_a] and [member node_b] move in different directions the bias
controls how fast the joint pulls them back to their original position. The lower the bias
the more the two bodies can pull on the joint.
If true
, [member node_a] and [member node_b] can not collide.
The first body attached to the joint. Must derive from PhysicsBody2D.
The second body attached to the joint. Must derive from PhysicsBody2D.
Trait Implementations
type RefKind = ManuallyManaged
type RefKind = ManuallyManaged
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 DampedSpringJoint2D
impl !Send for DampedSpringJoint2D
impl !Sync for DampedSpringJoint2D
impl Unpin for DampedSpringJoint2D
impl UnwindSafe for DampedSpringJoint2D