[−][src]Struct gdnative_bindings::CollisionShape2D
core class CollisionShape2D
inherits Node2D
(unsafe).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Memory management
Non reference counted objects such as the ones of this type are usually owned by the engine.
CollisionShape2D
is an unsafe pointer, and all of its methods are unsafe.
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 CollisionShape2D::free
.
Class hierarchy
CollisionShape2D inherits methods from:
Methods
impl CollisionShape2D
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pub fn new() -> Self
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Constructor.
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 CollisionShape2D::free
.
pub unsafe fn free(self)
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Manually deallocate the object.
pub unsafe fn _shape_changed(&mut self)
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pub unsafe fn get_one_way_collision_margin(&self) -> f64
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pub unsafe fn get_shape(&self) -> Option<Shape2D>
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pub unsafe fn is_disabled(&self) -> bool
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pub unsafe fn is_one_way_collision_enabled(&self) -> bool
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pub unsafe fn set_disabled(&mut self, disabled: bool)
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pub unsafe fn set_one_way_collision(&mut self, enabled: bool)
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pub unsafe fn set_one_way_collision_margin(&mut self, margin: f64)
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pub unsafe fn set_shape(&mut self, shape: Option<Shape2D>)
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pub unsafe fn to_node_2d(&self) -> Node2D
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Up-cast.
pub unsafe fn to_canvas_item(&self) -> CanvasItem
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Up-cast.
pub unsafe fn to_node(&self) -> Node
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Up-cast.
pub unsafe fn to_object(&self) -> Object
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Up-cast.
pub unsafe fn cast<T: GodotObject>(&self) -> Option<T>
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Generic dynamic cast.
Methods from Deref<Target = Node2D>
pub unsafe fn apply_scale(&mut self, ratio: Vector2)
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pub unsafe fn get_angle_to(&self, point: Vector2) -> f64
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pub unsafe fn get_global_position(&self) -> Vector2
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pub unsafe fn get_global_rotation(&self) -> f64
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pub unsafe fn get_global_rotation_degrees(&self) -> f64
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pub unsafe fn get_global_scale(&self) -> Vector2
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pub unsafe fn get_position(&self) -> Vector2
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pub unsafe fn get_relative_transform_to_parent(
&self,
parent: Option<Node>
) -> Transform2D
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&self,
parent: Option<Node>
) -> Transform2D
pub unsafe fn get_rotation(&self) -> f64
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pub unsafe fn get_rotation_degrees(&self) -> f64
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pub unsafe fn get_scale(&self) -> Vector2
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pub unsafe fn get_z_index(&self) -> i64
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pub unsafe fn global_translate(&mut self, offset: Vector2)
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pub unsafe fn is_z_relative(&self) -> bool
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pub unsafe fn look_at(&mut self, point: Vector2)
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pub unsafe fn move_local_x(&mut self, delta: f64, scaled: bool)
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pub unsafe fn move_local_y(&mut self, delta: f64, scaled: bool)
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pub unsafe fn rotate(&mut self, radians: f64)
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pub unsafe fn set_global_position(&mut self, position: Vector2)
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pub unsafe fn set_global_rotation(&mut self, radians: f64)
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pub unsafe fn set_global_rotation_degrees(&mut self, degrees: f64)
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pub unsafe fn set_global_scale(&mut self, scale: Vector2)
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pub unsafe fn set_global_transform(&mut self, xform: Transform2D)
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pub unsafe fn set_position(&mut self, position: Vector2)
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pub unsafe fn set_rotation(&mut self, radians: f64)
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pub unsafe fn set_rotation_degrees(&mut self, degrees: f64)
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pub unsafe fn set_scale(&mut self, scale: Vector2)
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pub unsafe fn set_transform(&mut self, xform: Transform2D)
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pub unsafe fn set_z_as_relative(&mut self, enable: bool)
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pub unsafe fn set_z_index(&mut self, z_index: i64)
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pub unsafe fn to_global(&self, local_point: Vector2) -> Vector2
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pub unsafe fn to_local(&self, global_point: Vector2) -> Vector2
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pub unsafe fn translate(&mut self, offset: Vector2)
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pub unsafe fn to_canvas_item(&self) -> CanvasItem
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Up-cast.
pub unsafe fn to_node(&self) -> Node
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Up-cast.
pub unsafe fn to_object(&self) -> Object
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Up-cast.
pub unsafe fn cast<T: GodotObject>(&self) -> Option<T>
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Generic dynamic cast.
Trait Implementations
impl Clone for CollisionShape2D
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fn clone(&self) -> CollisionShape2D
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fn clone_from(&mut self, source: &Self)
1.0.0[src]
impl Copy for CollisionShape2D
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impl Debug for CollisionShape2D
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impl Deref for CollisionShape2D
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impl DerefMut for CollisionShape2D
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impl Free for CollisionShape2D
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unsafe fn godot_free(self)
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impl FromVariant for CollisionShape2D
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fn from_variant(variant: &Variant) -> Option<Self>
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impl GodotObject for CollisionShape2D
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut godot_object) -> Self
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unsafe fn to_sys(&self) -> *mut godot_object
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impl Instanciable for CollisionShape2D
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impl QueueFree for CollisionShape2D
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unsafe fn godot_queue_free(&mut self)
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impl ToVariant for CollisionShape2D
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for CollisionShape2D
impl !Send for CollisionShape2D
impl !Sync for CollisionShape2D
impl Unpin for CollisionShape2D
impl UnwindSafe for CollisionShape2D
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
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fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,