Struct gdnative_bindings_lily::PhysicsServer[][src]

pub struct PhysicsServer { /* fields omitted */ }
Expand description

core singleton class PhysicsServer inherits Object (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.

Class hierarchy

PhysicsServer 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

Constants

Returns a reference to the singleton instance.

Safety

This singleton server is only safe to access from outside the main thread if thread-safe operations are enabled in the project settings. See the official thread-safety guidelines for more information.

Adds a shape to the area, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.

Default Arguments

  • transform - Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )
  • disabled - false

Assigns the area to a descendant of Object, so it can exist in the node tree.

Removes all shapes from an area. It does not delete the shapes, so they can be reassigned later.

Creates an Area.

Gets the instance ID of the object the area is assigned to.

Returns an area parameter value. A list of available parameters is on the [enum AreaParameter] constants.

Returns the [RID] of the nth shape of an area.

Returns the number of shapes assigned to an area.

Returns the transform matrix of a shape within an area.

Returns the space assigned to the area.

Returns the space override mode for the area.

Returns the transform matrix for an area.

If true, area collides with rays.

Removes a shape from an area. It does not delete the shape, so it can be reassigned later.

Assigns the area to one or many physics layers.

Sets which physics layers the area will monitor.

Sets the function to call when any body/area enters or exits the area. This callback will be called for any object interacting with the area, and takes five parameters: 1: [constant AREA_BODY_ADDED] or [constant AREA_BODY_REMOVED], depending on whether the object entered or exited the area. 2: [RID] of the object that entered/exited the area. 3: Instance ID of the object that entered/exited the area. 4: The shape index of the object that entered/exited the area. 5: The shape index of the area where the object entered/exited.

Sets the value for an area parameter. A list of available parameters is on the [enum AreaParameter] constants.

Sets object pickable with rays.

Substitutes a given area shape by another. The old shape is selected by its index, the new one by its [RID].

Sets the transform matrix for an area shape.

Assigns a space to the area.

Sets the space override mode for the area. The modes are described in the [enum AreaSpaceOverrideMode] constants.

Sets the transform matrix for an area.

Adds a body to the list of bodies exempt from collisions.

Adds a shape to the body, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.

Default Arguments

  • transform - Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )
  • disabled - false

Gives the body a push at a position in the direction of the impulse.

Gives the body a push to rotate it.

Assigns the area to a descendant of Object, so it can exist in the node tree.

Removes all shapes from a body.

Creates a physics body. The first parameter can be any value from [enum BodyMode] constants, for the type of body created. Additionally, the body can be created in sleeping state to save processing time.

Default Arguments

  • mode - 2
  • init_sleeping - false

Returns the physics layer or layers a body belongs to.

Returns the physics layer or layers a body can collide with.

Returns the PhysicsDirectBodyState of the body.

Returns the maximum contacts that can be reported. See [method body_set_max_contacts_reported].

Returns the body mode.

Gets the instance ID of the object the area is assigned to.

Returns the value of a body parameter. A list of available parameters is on the [enum BodyParameter] constants.

Returns the [RID] of the nth shape of a body.

Returns the number of shapes assigned to a body.

Returns the transform matrix of a body shape.

Returns the [RID] of the space assigned to a body.

Returns a body state.

If true, the continuous collision detection mode is enabled.

Returns whether a body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]).

If true, the body can be detected by rays.

Removes a body from the list of bodies exempt from collisions. Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided.

Removes a shape from a body. The shape is not deleted, so it can be reused afterwards.

Sets an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.

Sets the physics layer or layers a body belongs to.

Sets the physics layer or layers a body can collide with.

If true, the continuous collision detection mode is enabled. Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided.

Sets the function used to calculate physics for an object, if that object allows it (see [method body_set_omit_force_integration]).

Default Arguments

  • userdata - null

Sets the maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0.

Sets the body mode, from one of the [enum BodyMode] constants.

Sets whether a body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]).

Sets a body parameter. A list of available parameters is on the [enum BodyParameter] constants.

Sets the body pickable with rays if enabled is set.

Substitutes a given body shape by another. The old shape is selected by its index, the new one by its [RID].

Sets the transform matrix for a body shape.

Assigns a space to the body (see [method space_create]).

Sets a body state (see [enum BodyState] constants).

Gets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants).

Sets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants).

Destroys any of the objects created by PhysicsServer. If the [RID] passed is not one of the objects that can be created by PhysicsServer, an error will be sent to the console.

Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants).

Gets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] constants).

Sets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants).

Sets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] constants).

Returns an Info defined by the [enum ProcessInfo] input given.

Gets a hinge_joint flag (see [enum HingeJointFlag] constants).

Gets a hinge_joint parameter (see [enum HingeJointParam]).

Sets a hinge_joint flag (see [enum HingeJointFlag] constants).

Sets a hinge_joint parameter (see [enum HingeJointParam] constants).

Creates a ConeTwistJoint.

Creates a Generic6DOFJoint.

Creates a HingeJoint.

Creates a PinJoint.

Creates a SliderJoint.

Gets the priority value of the Joint.

Returns the type of the Joint.

Sets the priority value of the Joint.

Returns position of the joint in the local space of body a of the joint.

Returns position of the joint in the local space of body b of the joint.

Gets a pin_joint parameter (see [enum PinJointParam] constants).

Sets position of the joint in the local space of body a of the joint.

Sets position of the joint in the local space of body b of the joint.

Sets a pin_joint parameter (see [enum PinJointParam] constants).

Activates or deactivates the 3D physics engine.

Creates a shape of a type from [enum ShapeType]. Does not assign it to a body or an area. To do so, you must use [method area_set_shape] or [method body_set_shape].

Returns the shape data.

Returns the type of shape (see [enum ShapeType] constants).

Sets the shape data that defines its shape and size. The data to be passed depends on the kind of shape created [method shape_get_type].

Gets a slider_joint parameter (see [enum SliderJointParam] constants).

Gets a slider_joint parameter (see [enum SliderJointParam] constants).

Creates a space. A space is a collection of parameters for the physics engine that can be assigned to an area or a body. It can be assigned to an area with [method area_set_space], or to a body with [method body_set_space].

Returns the state of a space, a PhysicsDirectSpaceState. This object can be used to make collision/intersection queries.

Returns the value of a space parameter.

Returns whether the space is active.

Marks a space as active. It will not have an effect, unless it is assigned to an area or body.

Sets the value for a space parameter. A list of available parameters is on the [enum SpaceParameter] constants.

Methods from Deref<Target = Object>

Adds a user-defined signal. Arguments are optional, but can be added as an [Array] of dictionaries, each containing name: String and type: int (see [enum Variant.Type]) entries.

Default Arguments

  • arguments - [ ]

Sample code is GDScript unless otherwise noted.

Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

call("set", "position", Vector2(42.0, 0.0))

Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

Safety

This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).

Sample code is GDScript unless otherwise noted.

Calls the method on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

call_deferred("set", "position", Vector2(42.0, 0.0))

Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

Safety

This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).

Sample code is GDScript unless otherwise noted.

Calls the method on the object and returns the result. Contrarily to [method call], this method does not support a variable number of arguments but expects all parameters to be via a single [Array].

callv("set", [ "position", Vector2(42.0, 0.0) ])

Safety

This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).

Returns true if the object can translate strings. See [method set_message_translation] and [method tr].

Sample code is GDScript unless otherwise noted.

Connects a signal to a method on a target object. Pass optional binds to the call as an [Array] of parameters. These parameters will be passed to the method after any parameter used in the call to [method emit_signal]. Use flags to set deferred or one-shot connections. See [enum ConnectFlags] constants. A signal can only be connected once to a method. It will throw an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections. If the target is destroyed in the game’s lifecycle, the connection will be lost. Examples:

connect("pressed", self, "_on_Button_pressed") # BaseButton signal
connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal

An example of the relationship between binds passed to [method connect] and parameters used when calling [method emit_signal]:

connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
func _on_Player_hit(hit_by, level, weapon_type, damage):
    print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])

Default Arguments

  • binds - [ ]
  • flags - 0

Disconnects a signal from a method on the given target. If you try to disconnect a connection that does not exist, the method will throw an error. Use [method is_connected] to ensure that the connection exists.

Sample code is GDScript unless otherwise noted.

Emits the given signal. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

emit_signal("hit", weapon_type, damage)
emit_signal("game_over")

Returns the Variant value of the given property. If the property doesn’t exist, this will return null. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

Returns the object’s class as a String.

Returns an [Array] of dictionaries with information about signals that are connected to the object. Each Dictionary contains three String entries:

  • source is a reference to the signal emitter.
  • signal_name is the name of the connected signal.
  • method_name is the name of the method to which the signal is connected.

Gets the object’s property indexed by the given NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Examples: "position:x" or "material:next_pass:blend_mode".

Returns the object’s unique instance ID. This ID can be saved in EncodedObjectAsID, and can be used to retrieve the object instance with [method @GDScript.instance_from_id].

Returns the object’s metadata entry for the given name.

Returns the object’s metadata as a [PoolStringArray].

Returns the object’s methods and their signatures as an [Array].

Returns the object’s property list as an [Array] of dictionaries. Each property’s Dictionary contain at least name: String and type: int (see [enum Variant.Type]) entries. Optionally, it can also include hint: int (see [enum PropertyHint]), hint_string: String, and usage: int (see [enum PropertyUsageFlags]).

Returns the object’s Script instance, or null if none is assigned.

Returns an [Array] of connections for the given signal.

Returns the list of signals as an [Array] of dictionaries.

Returns true if a metadata entry is found with the given name.

Returns true if the object contains the given method.

Returns true if the given signal exists.

Returns true if the given user-defined signal exists. Only signals added using [method add_user_signal] are taken into account.

Returns true if signal emission blocking is enabled.

Returns true if the object inherits from the given class.

Returns true if a connection exists for a given signal, target, and method.

Returns true if the [method Node.queue_free] method was called for the object.

Send a given notification to the object, which will also trigger a call to the [method _notification] method of all classes that the object inherits from. If reversed is true, [method _notification] is called first on the object’s own class, and then up to its successive parent classes. If reversed is false, [method _notification] is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes.

Default Arguments

  • reversed - false

Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.

Removes a given entry from the object’s metadata. See also [method set_meta].

Assigns a new value to the given property. If the property does not exist, nothing will happen. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

If set to true, signal emission is blocked.

Assigns a new value to the given property, after the current frame’s physics step. This is equivalent to calling [method set] via [method call_deferred], i.e. call_deferred("set", property, value). Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

Sample code is GDScript unless otherwise noted.

Assigns a new value to the property identified by the NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Example:

set_indexed("position", Vector2(42, 0))
set_indexed("position:y", -10)
print(position) # (42, -10)

Defines whether the object can translate strings (with calls to [method tr]). Enabled by default.

Adds, changes or removes a given entry in the object’s metadata. Metadata are serialized and can take any Variant value. To remove a given entry from the object’s metadata, use [method remove_meta]. Metadata is also removed if its value is set to null. This means you can also use set_meta("name", null) to remove metadata for "name".

Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality. If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script’s [method _init] method will be called.

Returns a String representing the object. If not overridden, defaults to "[ClassName:RID]". Override the method [method _to_string] to customize the String representation.

Translates a message using translation catalogs configured in the Project Settings. Only works if message translation is enabled (which it is by default), otherwise it returns the message unchanged. See [method set_message_translation].

Trait Implementations

Formats the value using the given formatter. Read more

The resulting type after dereferencing.

Dereferences the value.

Mutably dereferences the value.

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information. Read more

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

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

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive, and panics otherwise. This does NOT guarantee that the resulting reference is safe to use. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Performs the conversion.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.