Struct gdnative::BulletPhysicsDirectBodyState
[−]
[src]
pub struct BulletPhysicsDirectBodyState { /* fields omitted */ }
core class BulletPhysicsDirectBodyState : PhysicsDirectBodyState
(manually managed)
Base class
BulletPhysicsDirectBodyState inherits PhysicsDirectBodyState and all of its methods.
Methods
impl BulletPhysicsDirectBodyState
[src]
pub fn as_physics_direct_body_state(&self) -> PhysicsDirectBodyState
[src]
Up-cast.
pub fn cast<T: GodotObject>(&self) -> Option<T>
[src]
Methods from Deref<Target = PhysicsDirectBodyState>
pub fn as_object(&self) -> Object
[src]
Up-cast.
pub fn get_total_gravity(&self) -> Vector3
[src]
pub fn get_total_linear_damp(&self) -> f64
[src]
pub fn get_total_angular_damp(&self) -> f64
[src]
pub fn get_center_of_mass(&self) -> Vector3
[src]
pub fn get_principal_inertia_axes(&self) -> Basis
[src]
pub fn get_inverse_mass(&self) -> f64
[src]
pub fn get_inverse_inertia(&self) -> Vector3
[src]
pub fn set_linear_velocity(&mut self, velocity: Vector3)
[src]
pub fn get_linear_velocity(&self) -> Vector3
[src]
pub fn set_angular_velocity(&mut self, velocity: Vector3)
[src]
pub fn get_angular_velocity(&self) -> Vector3
[src]
pub fn set_transform(&mut self, transform: Transform)
[src]
pub fn get_transform(&self) -> Transform
[src]
pub fn add_force(&mut self, force: Vector3, position: Vector3)
[src]
pub fn apply_impulse(&mut self, position: Vector3, j: Vector3)
[src]
pub fn apply_torqe_impulse(&mut self, j: Vector3)
[src]
pub fn set_sleep_state(&mut self, enabled: bool)
[src]
pub fn is_sleeping(&self) -> bool
[src]
pub fn get_contact_count(&self) -> i64
[src]
pub fn get_contact_local_position(&self, contact_idx: i64) -> Vector3
[src]
pub fn get_contact_local_normal(&self, contact_idx: i64) -> Vector3
[src]
pub fn get_contact_local_shape(&self, contact_idx: i64) -> i64
[src]
pub fn get_contact_collider(&self, contact_idx: i64) -> Rid
[src]
pub fn get_contact_collider_position(&self, contact_idx: i64) -> Vector3
[src]
pub fn get_contact_collider_id(&self, contact_idx: i64) -> i64
[src]
pub fn get_contact_collider_object(&self, contact_idx: i64) -> Option<Object>
[src]
pub fn get_contact_collider_shape(&self, contact_idx: i64) -> i64
[src]
pub fn get_contact_collider_velocity_at_position(
&self,
contact_idx: i64
) -> Vector3
[src]
&self,
contact_idx: i64
) -> Vector3
pub fn get_step(&self) -> f64
[src]
pub fn integrate_forces(&mut self)
[src]
pub fn get_space_state(&mut self) -> Option<PhysicsDirectSpaceState>
[src]
pub fn cast<T: GodotObject>(&self) -> Option<T>
[src]
Trait Implementations
impl GodotObject for BulletPhysicsDirectBodyState
[src]
fn class_name() -> &'static str
[src]
unsafe fn from_sys(obj: *mut godot_object) -> Self
[src]
unsafe fn to_sys(&self) -> *mut godot_object
[src]
impl Deref for BulletPhysicsDirectBodyState
[src]
type Target = PhysicsDirectBodyState
The resulting type after dereferencing.
fn deref(&self) -> &Self::Target
[src]
Dereferences the value.