Struct gdnative::RigidBody2D
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pub struct RigidBody2D { /* fields omitted */ }
core class RigidBody2D : PhysicsBody2D
(manually managed)
Base class
RigidBody2D inherits PhysicsBody2D and all of its methods.
Memory management
Non reference counted objects such as the ones of this type are usually owned by the engine.
In the cases where Rust code owns an object of this type, ownership should be either passed
to the engine or the object must be manually destroyed using RigidBody2D::free
.
Methods
impl RigidBody2D
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pub fn as_physics_body_2d(&self) -> PhysicsBody2D
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Up-cast.
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 RigidBody2D::free
.
pub unsafe fn free(self)
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Manually deallocate the object.
pub fn _integrate_forces(&mut self, state: Option<Physics2DDirectBodyState>)
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pub fn set_mode(&mut self, mode: i64)
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pub fn set_mass(&mut 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(&mut self, inertia: f64)
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pub fn set_weight(&mut self, weight: f64)
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pub fn get_weight(&self) -> f64
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pub fn set_friction(&mut self, friction: f64)
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pub fn get_friction(&self) -> f64
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pub fn set_bounce(&mut self, bounce: f64)
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pub fn get_bounce(&self) -> f64
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pub fn set_gravity_scale(&mut self, gravity_scale: f64)
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pub fn get_gravity_scale(&self) -> f64
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pub fn set_linear_damp(&mut self, linear_damp: f64)
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pub fn get_linear_damp(&self) -> f64
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pub fn set_angular_damp(&mut self, angular_damp: f64)
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pub fn get_angular_damp(&self) -> f64
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pub fn set_linear_velocity(&mut self, linear_velocity: Vector2)
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pub fn get_linear_velocity(&self) -> Vector2
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pub fn set_angular_velocity(&mut 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(&mut 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(&mut self, enable: bool)
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pub fn is_using_custom_integrator(&mut self) -> bool
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pub fn set_contact_monitor(&mut 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(&mut self, mode: i64)
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pub fn set_axis_velocity(&mut self, axis_velocity: Vector2)
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pub fn apply_impulse(&mut self, offset: Vector2, impulse: Vector2)
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pub fn set_applied_force(&mut self, force: Vector2)
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pub fn get_applied_force(&self) -> Vector2
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pub fn set_applied_torque(&mut self, torque: f64)
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pub fn get_applied_torque(&self) -> f64
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pub fn add_force(&mut self, offset: Vector2, force: Vector2)
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pub fn set_sleeping(&mut self, sleeping: bool)
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pub fn is_sleeping(&self) -> bool
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pub fn set_can_sleep(&mut 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(
&mut self,
motion: Vector2,
margin: f64,
result: Option<Physics2DTestMotionResult>
) -> bool
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&mut self,
motion: Vector2,
margin: f64,
result: Option<Physics2DTestMotionResult>
) -> bool
pub fn _direct_state_changed(&mut self, arg0: Option<Object>)
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pub fn _body_enter_tree(&mut self, arg0: i64)
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pub fn _body_exit_tree(&mut self, arg0: i64)
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pub fn get_colliding_bodies(&self) -> VariantArray
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pub fn cast<T: GodotObject>(&self) -> Option<T>
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Methods from Deref<Target = PhysicsBody2D>
pub fn as_collision_object_2d(&self) -> CollisionObject2D
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Up-cast.
pub fn set_collision_layer(&mut self, layer: i64)
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pub fn get_collision_layer(&self) -> i64
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pub fn set_collision_mask(&mut self, mask: i64)
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pub fn get_collision_mask(&self) -> i64
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pub fn set_collision_mask_bit(&mut 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(&mut 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(&mut self, mask: i64)
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pub fn _get_layers(&self) -> i64
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pub fn add_collision_exception_with(&mut self, body: Option<Object>)
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pub fn remove_collision_exception_with(&mut self, body: Option<Object>)
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pub fn cast<T: GodotObject>(&self) -> Option<T>
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Trait Implementations
impl GodotObject for RigidBody2D
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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 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.