Struct gdnative::RigidBody2D
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pub struct RigidBody2D { /* fields omitted */ }
Methods
impl RigidBody2D
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pub fn _integrate_forces(
&self,
state: Option<GodotRef<Physics2DDirectBodyState>>
)
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&self,
state: Option<GodotRef<Physics2DDirectBodyState>>
)
pub fn set_mode(&self, mode: i64)
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pub fn set_mass(&self, mass: f64)
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pub fn get_mass(&self) -> f64
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pub fn get_inertia(&self) -> f64
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pub fn set_inertia(&self, inertia: f64)
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pub fn set_weight(&self, weight: f64)
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pub fn get_weight(&self) -> f64
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pub fn set_friction(&self, friction: f64)
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pub fn get_friction(&self) -> f64
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pub fn set_bounce(&self, bounce: f64)
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pub fn get_bounce(&self) -> f64
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pub fn set_gravity_scale(&self, gravity_scale: f64)
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pub fn get_gravity_scale(&self) -> f64
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pub fn set_linear_damp(&self, linear_damp: f64)
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pub fn get_linear_damp(&self) -> f64
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pub fn set_angular_damp(&self, angular_damp: f64)
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pub fn get_angular_damp(&self) -> f64
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pub fn set_linear_velocity(&self, linear_velocity: Vector2)
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pub fn get_linear_velocity(&self) -> Vector2
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pub fn set_angular_velocity(&self, angular_velocity: f64)
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pub fn get_angular_velocity(&self) -> f64
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pub fn set_max_contacts_reported(&self, amount: i64)
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pub fn get_max_contacts_reported(&self) -> i64
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pub fn set_use_custom_integrator(&self, enable: bool)
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pub fn is_using_custom_integrator(&self) -> bool
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pub fn set_contact_monitor(&self, enabled: bool)
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pub fn is_contact_monitor_enabled(&self) -> bool
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pub fn set_continuous_collision_detection_mode(&self, mode: i64)
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pub fn set_axis_velocity(&self, axis_velocity: Vector2)
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pub fn apply_impulse(&self, offset: Vector2, impulse: Vector2)
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pub fn set_applied_force(&self, force: Vector2)
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pub fn get_applied_force(&self) -> Vector2
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pub fn set_applied_torque(&self, torque: f64)
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pub fn get_applied_torque(&self) -> f64
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pub fn add_force(&self, offset: Vector2, force: Vector2)
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pub fn set_sleeping(&self, sleeping: bool)
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pub fn is_sleeping(&self) -> bool
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pub fn set_can_sleep(&self, able_to_sleep: bool)
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pub fn is_able_to_sleep(&self) -> bool
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pub fn test_motion(
&self,
motion: Vector2,
margin: f64,
result: Option<GodotRef<Physics2DTestMotionResult>>
) -> bool
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&self,
motion: Vector2,
margin: f64,
result: Option<GodotRef<Physics2DTestMotionResult>>
) -> bool
pub fn _direct_state_changed(&self, arg0: Option<GodotRef<Object>>)
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pub fn _body_enter_tree(&self, arg0: i64)
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pub fn _body_exit_tree(&self, arg0: i64)
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pub fn get_colliding_bodies(&self) -> VariantArray
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Methods from Deref<Target = PhysicsBody2D>
pub fn set_collision_layer(&self, layer: i64)
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pub fn get_collision_layer(&self) -> i64
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pub fn set_collision_mask(&self, mask: i64)
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pub fn get_collision_mask(&self) -> i64
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pub fn set_collision_mask_bit(&self, bit: i64, value: bool)
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pub fn get_collision_mask_bit(&self, bit: i64) -> bool
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pub fn set_collision_layer_bit(&self, bit: i64, value: bool)
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pub fn get_collision_layer_bit(&self, bit: i64) -> bool
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pub fn _set_layers(&self, mask: i64)
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pub fn _get_layers(&self) -> i64
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pub fn add_collision_exception_with(&self, body: Option<GodotRef<Object>>)
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pub fn remove_collision_exception_with(&self, body: Option<GodotRef<Object>>)
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Trait Implementations
impl GodotClass for RigidBody2D
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type ClassData = RigidBody2D
type Reference = RigidBody2D
fn godot_name() -> &'static str
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unsafe fn register_class(_desc: *mut c_void)
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fn godot_info(&self) -> &GodotClassInfo
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unsafe fn reference(
_this: *mut godot_object,
data: &Self::ClassData
) -> &Self::Reference
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_this: *mut godot_object,
data: &Self::ClassData
) -> &Self::Reference
unsafe fn from_object(obj: *mut godot_object) -> Self
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impl Deref for RigidBody2D
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type Target = PhysicsBody2D
The resulting type after dereferencing.
fn deref(&self) -> &Self::Target
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Dereferences the value.