Struct gdnative::Physics2DServer [−][src]
pub struct Physics2DServer { /* fields omitted */ }
core singleton class Physics2DServer : Object
(manually managed)
Base class
Physics2DServer inherits Object and all of its methods.
Methods
impl Physics2DServer
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impl Physics2DServer
pub fn as_object(&self) -> Object
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pub fn as_object(&self) -> Object
Up-cast.
pub fn godot_singleton() -> Self
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pub fn godot_singleton() -> Self
pub fn line_shape_create(&mut self) -> Rid
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pub fn line_shape_create(&mut self) -> Rid
pub fn ray_shape_create(&mut self) -> Rid
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pub fn ray_shape_create(&mut self) -> Rid
pub fn segment_shape_create(&mut self) -> Rid
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pub fn segment_shape_create(&mut self) -> Rid
pub fn circle_shape_create(&mut self) -> Rid
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pub fn circle_shape_create(&mut self) -> Rid
pub fn rectangle_shape_create(&mut self) -> Rid
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pub fn rectangle_shape_create(&mut self) -> Rid
pub fn capsule_shape_create(&mut self) -> Rid
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pub fn capsule_shape_create(&mut self) -> Rid
pub fn convex_polygon_shape_create(&mut self) -> Rid
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pub fn convex_polygon_shape_create(&mut self) -> Rid
pub fn concave_polygon_shape_create(&mut self) -> Rid
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pub fn concave_polygon_shape_create(&mut self) -> Rid
pub fn shape_set_data(&mut self, shape: Rid, data: Variant)
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pub fn shape_set_data(&mut self, shape: Rid, data: Variant)
pub fn shape_get_data(&self, shape: Rid) -> Variant
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pub fn shape_get_data(&self, shape: Rid) -> Variant
pub fn space_create(&mut self) -> Rid
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pub fn space_create(&mut self) -> Rid
pub fn space_set_active(&mut self, space: Rid, active: bool)
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pub fn space_set_active(&mut self, space: Rid, active: bool)
pub fn space_is_active(&self, space: Rid) -> bool
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pub fn space_is_active(&self, space: Rid) -> bool
pub fn space_set_param(&mut self, space: Rid, param: i64, value: f64)
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pub fn space_set_param(&mut self, space: Rid, param: i64, value: f64)
pub fn space_get_param(&self, space: Rid, param: i64) -> f64
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pub fn space_get_param(&self, space: Rid, param: i64) -> f64
pub fn space_get_direct_state(
&mut self,
space: Rid
) -> Option<Physics2DDirectSpaceState>
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pub fn space_get_direct_state(
&mut self,
space: Rid
) -> Option<Physics2DDirectSpaceState>
pub fn area_create(&mut self) -> Rid
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pub fn area_create(&mut self) -> Rid
pub fn area_set_space(&mut self, area: Rid, space: Rid)
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pub fn area_set_space(&mut self, area: Rid, space: Rid)
pub fn area_get_space(&self, area: Rid) -> Rid
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pub fn area_get_space(&self, area: Rid) -> Rid
pub fn area_set_space_override_mode(&mut self, area: Rid, mode: i64)
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pub fn area_set_space_override_mode(&mut self, area: Rid, mode: i64)
pub fn area_add_shape(&mut self, area: Rid, shape: Rid, transform: Transform2D)
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pub fn area_add_shape(&mut self, area: Rid, shape: Rid, transform: Transform2D)
pub fn area_set_shape(&mut self, area: Rid, shape_idx: i64, shape: Rid)
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pub fn area_set_shape(&mut self, area: Rid, shape_idx: i64, shape: Rid)
pub fn area_set_shape_transform(
&mut self,
area: Rid,
shape_idx: i64,
transform: Transform2D
)
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pub fn area_set_shape_transform(
&mut self,
area: Rid,
shape_idx: i64,
transform: Transform2D
)
pub fn area_set_shape_disabled(
&mut self,
area: Rid,
shape_idx: i64,
disable: bool
)
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pub fn area_set_shape_disabled(
&mut self,
area: Rid,
shape_idx: i64,
disable: bool
)
pub fn area_get_shape_count(&self, area: Rid) -> i64
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pub fn area_get_shape_count(&self, area: Rid) -> i64
pub fn area_get_shape(&self, area: Rid, shape_idx: i64) -> Rid
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pub fn area_get_shape(&self, area: Rid, shape_idx: i64) -> Rid
pub fn area_get_shape_transform(&self, area: Rid, shape_idx: i64) -> Transform2D
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pub fn area_get_shape_transform(&self, area: Rid, shape_idx: i64) -> Transform2D
pub fn area_remove_shape(&mut self, area: Rid, shape_idx: i64)
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pub fn area_remove_shape(&mut self, area: Rid, shape_idx: i64)
pub fn area_clear_shapes(&mut self, area: Rid)
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pub fn area_clear_shapes(&mut self, area: Rid)
pub fn area_set_collision_layer(&mut self, area: Rid, layer: i64)
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pub fn area_set_collision_layer(&mut self, area: Rid, layer: i64)
pub fn area_set_collision_mask(&mut self, area: Rid, mask: i64)
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pub fn area_set_collision_mask(&mut self, area: Rid, mask: i64)
pub fn area_set_param(&mut self, area: Rid, param: i64, value: Variant)
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pub fn area_set_param(&mut self, area: Rid, param: i64, value: Variant)
pub fn area_set_transform(&mut self, area: Rid, transform: Transform2D)
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pub fn area_set_transform(&mut self, area: Rid, transform: Transform2D)
pub fn area_get_param(&self, area: Rid, param: i64) -> Variant
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pub fn area_get_param(&self, area: Rid, param: i64) -> Variant
pub fn area_get_transform(&self, area: Rid) -> Transform2D
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pub fn area_get_transform(&self, area: Rid) -> Transform2D
pub fn area_attach_object_instance_id(&mut self, area: Rid, id: i64)
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pub fn area_attach_object_instance_id(&mut self, area: Rid, id: i64)
pub fn area_get_object_instance_id(&self, area: Rid) -> i64
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pub fn area_get_object_instance_id(&self, area: Rid) -> i64
pub fn area_set_monitor_callback(
&mut self,
area: Rid,
receiver: Option<Object>,
method: GodotString
)
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pub fn area_set_monitor_callback(
&mut self,
area: Rid,
receiver: Option<Object>,
method: GodotString
)
pub fn body_create(&mut self) -> Rid
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pub fn body_create(&mut self) -> Rid
pub fn body_set_space(&mut self, body: Rid, space: Rid)
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pub fn body_set_space(&mut self, body: Rid, space: Rid)
pub fn body_get_space(&self, body: Rid) -> Rid
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pub fn body_get_space(&self, body: Rid) -> Rid
pub fn body_set_mode(&mut self, body: Rid, mode: i64)
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pub fn body_set_mode(&mut self, body: Rid, mode: i64)
pub fn body_add_shape(&mut self, body: Rid, shape: Rid, transform: Transform2D)
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pub fn body_add_shape(&mut self, body: Rid, shape: Rid, transform: Transform2D)
pub fn body_set_shape(&mut self, body: Rid, shape_idx: i64, shape: Rid)
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pub fn body_set_shape(&mut self, body: Rid, shape_idx: i64, shape: Rid)
pub fn body_set_shape_transform(
&mut self,
body: Rid,
shape_idx: i64,
transform: Transform2D
)
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pub fn body_set_shape_transform(
&mut self,
body: Rid,
shape_idx: i64,
transform: Transform2D
)
pub fn body_set_shape_metadata(
&mut self,
body: Rid,
shape_idx: i64,
metadata: Variant
)
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pub fn body_set_shape_metadata(
&mut self,
body: Rid,
shape_idx: i64,
metadata: Variant
)
pub fn body_get_shape_count(&self, body: Rid) -> i64
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pub fn body_get_shape_count(&self, body: Rid) -> i64
pub fn body_get_shape(&self, body: Rid, shape_idx: i64) -> Rid
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pub fn body_get_shape(&self, body: Rid, shape_idx: i64) -> Rid
pub fn body_get_shape_transform(&self, body: Rid, shape_idx: i64) -> Transform2D
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pub fn body_get_shape_transform(&self, body: Rid, shape_idx: i64) -> Transform2D
pub fn body_get_shape_metadata(&self, body: Rid, shape_idx: i64) -> Variant
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pub fn body_get_shape_metadata(&self, body: Rid, shape_idx: i64) -> Variant
pub fn body_remove_shape(&mut self, body: Rid, shape_idx: i64)
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pub fn body_remove_shape(&mut self, body: Rid, shape_idx: i64)
pub fn body_clear_shapes(&mut self, body: Rid)
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pub fn body_clear_shapes(&mut self, body: Rid)
pub fn body_set_shape_disabled(
&mut self,
body: Rid,
shape_idx: i64,
disable: bool
)
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pub fn body_set_shape_disabled(
&mut self,
body: Rid,
shape_idx: i64,
disable: bool
)
pub fn body_set_shape_as_one_way_collision(
&mut self,
body: Rid,
shape_idx: i64,
enable: bool
)
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pub fn body_set_shape_as_one_way_collision(
&mut self,
body: Rid,
shape_idx: i64,
enable: bool
)
pub fn body_attach_object_instance_id(&mut self, body: Rid, id: i64)
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pub fn body_attach_object_instance_id(&mut self, body: Rid, id: i64)
pub fn body_get_object_instance_id(&self, body: Rid) -> i64
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pub fn body_get_object_instance_id(&self, body: Rid) -> i64
pub fn body_set_continuous_collision_detection_mode(
&mut self,
body: Rid,
mode: i64
)
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pub fn body_set_continuous_collision_detection_mode(
&mut self,
body: Rid,
mode: i64
)
pub fn body_set_collision_layer(&mut self, body: Rid, layer: i64)
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pub fn body_set_collision_layer(&mut self, body: Rid, layer: i64)
pub fn body_get_collision_layer(&self, body: Rid) -> i64
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pub fn body_get_collision_layer(&self, body: Rid) -> i64
pub fn body_set_collision_mask(&mut self, body: Rid, mask: i64)
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pub fn body_set_collision_mask(&mut self, body: Rid, mask: i64)
pub fn body_get_collision_mask(&self, body: Rid) -> i64
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pub fn body_get_collision_mask(&self, body: Rid) -> i64
pub fn body_set_param(&mut self, body: Rid, param: i64, value: f64)
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pub fn body_set_param(&mut self, body: Rid, param: i64, value: f64)
pub fn body_get_param(&self, body: Rid, param: i64) -> f64
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pub fn body_get_param(&self, body: Rid, param: i64) -> f64
pub fn body_set_state(&mut self, body: Rid, state: i64, value: Variant)
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pub fn body_set_state(&mut self, body: Rid, state: i64, value: Variant)
pub fn body_get_state(&self, body: Rid, state: i64) -> Variant
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pub fn body_get_state(&self, body: Rid, state: i64) -> Variant
pub fn body_apply_impulse(
&mut self,
body: Rid,
position: Vector2,
impulse: Vector2
)
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pub fn body_apply_impulse(
&mut self,
body: Rid,
position: Vector2,
impulse: Vector2
)
pub fn body_add_force(&mut self, body: Rid, offset: Vector2, force: Vector2)
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pub fn body_add_force(&mut self, body: Rid, offset: Vector2, force: Vector2)
pub fn body_set_axis_velocity(&mut self, body: Rid, axis_velocity: Vector2)
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pub fn body_set_axis_velocity(&mut self, body: Rid, axis_velocity: Vector2)
pub fn body_add_collision_exception(&mut self, body: Rid, excepted_body: Rid)
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pub fn body_add_collision_exception(&mut self, body: Rid, excepted_body: Rid)
pub fn body_remove_collision_exception(&mut self, body: Rid, excepted_body: Rid)
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pub fn body_remove_collision_exception(&mut self, body: Rid, excepted_body: Rid)
pub fn body_set_max_contacts_reported(&mut self, body: Rid, amount: i64)
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pub fn body_set_max_contacts_reported(&mut self, body: Rid, amount: i64)
pub fn body_get_max_contacts_reported(&self, body: Rid) -> i64
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pub fn body_get_max_contacts_reported(&self, body: Rid) -> i64
pub fn body_set_omit_force_integration(&mut self, body: Rid, enable: bool)
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pub fn body_set_omit_force_integration(&mut self, body: Rid, enable: bool)
pub fn body_is_omitting_force_integration(&self, body: Rid) -> bool
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pub fn body_is_omitting_force_integration(&self, body: Rid) -> bool
pub fn body_set_force_integration_callback(
&mut self,
body: Rid,
receiver: Option<Object>,
method: GodotString,
userdata: Variant
)
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pub fn body_set_force_integration_callback(
&mut self,
body: Rid,
receiver: Option<Object>,
method: GodotString,
userdata: Variant
)
pub fn body_test_motion(
&mut self,
body: Rid,
from: Transform2D,
motion: Vector2,
margin: f64,
result: Option<Physics2DTestMotionResult>
) -> bool
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pub fn body_test_motion(
&mut self,
body: Rid,
from: Transform2D,
motion: Vector2,
margin: f64,
result: Option<Physics2DTestMotionResult>
) -> bool
pub fn body_get_direct_state(
&mut self,
body: Rid
) -> Option<Physics2DDirectBodyState>
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pub fn body_get_direct_state(
&mut self,
body: Rid
) -> Option<Physics2DDirectBodyState>
pub fn joint_set_param(&mut self, joint: Rid, param: i64, value: f64)
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pub fn joint_set_param(&mut self, joint: Rid, param: i64, value: f64)
pub fn joint_get_param(&self, joint: Rid, param: i64) -> f64
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pub fn joint_get_param(&self, joint: Rid, param: i64) -> f64
pub fn pin_joint_create(
&mut self,
anchor: Vector2,
body_a: Rid,
body_b: Rid
) -> Rid
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pub fn pin_joint_create(
&mut self,
anchor: Vector2,
body_a: Rid,
body_b: Rid
) -> Rid
pub fn groove_joint_create(
&mut self,
groove1_a: Vector2,
groove2_a: Vector2,
anchor_b: Vector2,
body_a: Rid,
body_b: Rid
) -> Rid
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pub fn groove_joint_create(
&mut self,
groove1_a: Vector2,
groove2_a: Vector2,
anchor_b: Vector2,
body_a: Rid,
body_b: Rid
) -> Rid
pub fn damped_spring_joint_create(
&mut self,
anchor_a: Vector2,
anchor_b: Vector2,
body_a: Rid,
body_b: Rid
) -> Rid
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pub fn damped_spring_joint_create(
&mut self,
anchor_a: Vector2,
anchor_b: Vector2,
body_a: Rid,
body_b: Rid
) -> Rid
pub fn damped_string_joint_set_param(
&mut self,
joint: Rid,
param: i64,
value: f64
)
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pub fn damped_string_joint_set_param(
&mut self,
joint: Rid,
param: i64,
value: f64
)
pub fn damped_string_joint_get_param(&self, joint: Rid, param: i64) -> f64
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pub fn damped_string_joint_get_param(&self, joint: Rid, param: i64) -> f64
pub fn free_rid(&mut self, rid: Rid)
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pub fn free_rid(&mut self, rid: Rid)
pub fn set_active(&mut self, active: bool)
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pub fn set_active(&mut self, active: bool)
pub fn get_process_info(&mut self, process_info: i64) -> i64
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pub fn get_process_info(&mut self, process_info: i64) -> i64
pub fn cast<T: GodotObject>(&self) -> Option<T>
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pub fn cast<T: GodotObject>(&self) -> Option<T>
Methods from Deref<Target = Object>
pub fn _notification(&mut self, what: i64)
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pub fn _notification(&mut self, what: i64)
pub fn _set(&mut self, property: GodotString, value: Variant) -> bool
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pub fn _set(&mut self, property: GodotString, value: Variant) -> bool
pub fn _get(&mut self, property: GodotString)
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pub fn _get(&mut self, property: GodotString)
pub fn _get_property_list(&mut self) -> VariantArray
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pub fn _get_property_list(&mut self) -> VariantArray
pub fn _init(&mut self)
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pub fn _init(&mut self)
pub fn get_class(&self) -> GodotString
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pub fn get_class(&self) -> GodotString
pub fn is_class(&self, _type: GodotString) -> bool
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pub fn is_class(&self, _type: GodotString) -> bool
pub fn set(&mut self, property: GodotString, value: Variant)
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pub fn set(&mut self, property: GodotString, value: Variant)
pub fn get(&self, property: GodotString) -> Variant
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pub fn get(&self, property: GodotString) -> Variant
pub fn set_indexed(&mut self, property: NodePath, value: Variant)
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pub fn set_indexed(&mut self, property: NodePath, value: Variant)
pub fn get_indexed(&self, property: NodePath) -> Variant
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pub fn get_indexed(&self, property: NodePath) -> Variant
pub fn get_property_list(&self) -> VariantArray
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pub fn get_property_list(&self) -> VariantArray
pub fn get_method_list(&self) -> VariantArray
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pub fn get_method_list(&self) -> VariantArray
pub fn notification(&mut self, what: i64, reversed: bool)
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pub fn notification(&mut self, what: i64, reversed: bool)
pub fn get_instance_id(&self) -> i64
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pub fn get_instance_id(&self) -> i64
pub fn set_script(&mut self, script: Option<Reference>)
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pub fn set_script(&mut self, script: Option<Reference>)
pub fn get_script(&self) -> Option<Reference>
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pub fn get_script(&self) -> Option<Reference>
pub fn set_meta(&mut self, name: GodotString, value: Variant)
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pub fn set_meta(&mut self, name: GodotString, value: Variant)
pub fn get_meta(&self, name: GodotString) -> Variant
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pub fn get_meta(&self, name: GodotString) -> Variant
pub fn has_meta(&self, name: GodotString) -> bool
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pub fn has_meta(&self, name: GodotString) -> bool
pub fn get_meta_list(&self) -> StringArray
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pub fn get_meta_list(&self) -> StringArray
pub fn add_user_signal(&mut self, signal: GodotString, arguments: VariantArray)
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pub fn add_user_signal(&mut self, signal: GodotString, arguments: VariantArray)
pub fn has_user_signal(&self, signal: GodotString) -> bool
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pub fn has_user_signal(&self, signal: GodotString) -> bool
pub fn emit_signal(
&mut self,
signal: GodotString,
varargs: &[Variant]
) -> Variant
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pub fn emit_signal(
&mut self,
signal: GodotString,
varargs: &[Variant]
) -> Variant
pub fn call(&mut self, method: GodotString, varargs: &[Variant]) -> Variant
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pub fn call(&mut self, method: GodotString, varargs: &[Variant]) -> Variant
pub fn call_deferred(
&mut self,
method: GodotString,
varargs: &[Variant]
) -> Variant
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pub fn call_deferred(
&mut self,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub fn callv(&mut self, method: GodotString, arg_array: VariantArray) -> Variant
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pub fn callv(&mut self, method: GodotString, arg_array: VariantArray) -> Variant
pub fn has_method(&self, method: GodotString) -> bool
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pub fn has_method(&self, method: GodotString) -> bool
pub fn get_signal_list(&self) -> VariantArray
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pub fn get_signal_list(&self) -> VariantArray
pub fn get_signal_connection_list(&self, signal: GodotString) -> VariantArray
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pub fn get_signal_connection_list(&self, signal: GodotString) -> VariantArray
pub fn get_incoming_connections(&self) -> VariantArray
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pub fn get_incoming_connections(&self) -> VariantArray
pub fn connect(
&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString,
binds: VariantArray,
flags: i64
) -> GodotResult
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pub fn connect(
&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString,
binds: VariantArray,
flags: i64
) -> GodotResult
pub fn disconnect(
&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString
)
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pub fn disconnect(
&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString
)
pub fn is_connected(
&self,
signal: GodotString,
target: Option<Object>,
method: GodotString
) -> bool
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pub fn is_connected(
&self,
signal: GodotString,
target: Option<Object>,
method: GodotString
) -> bool
pub fn set_block_signals(&mut self, enable: bool)
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pub fn set_block_signals(&mut self, enable: bool)
pub fn is_blocking_signals(&self) -> bool
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pub fn is_blocking_signals(&self) -> bool
pub fn property_list_changed_notify(&mut self)
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pub fn property_list_changed_notify(&mut self)
pub fn set_message_translation(&mut self, enable: bool)
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pub fn set_message_translation(&mut self, enable: bool)
pub fn can_translate_messages(&self) -> bool
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pub fn can_translate_messages(&self) -> bool
pub fn tr(&self, message: GodotString) -> GodotString
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pub fn tr(&self, message: GodotString) -> GodotString
pub fn is_queued_for_deletion(&self) -> bool
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pub fn is_queued_for_deletion(&self) -> bool
pub fn cast<T: GodotObject>(&self) -> Option<T>
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pub fn cast<T: GodotObject>(&self) -> Option<T>
Trait Implementations
impl GodotObject for Physics2DServer
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impl GodotObject for Physics2DServer
fn class_name() -> &'static str
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fn class_name() -> &'static str
unsafe fn from_sys(obj: *mut godot_object) -> Self
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unsafe fn from_sys(obj: *mut godot_object) -> Self
unsafe fn to_sys(&self) -> *mut godot_object
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unsafe fn to_sys(&self) -> *mut godot_object
impl Deref for Physics2DServer
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impl Deref for Physics2DServer
type Target = Object
The resulting type after dereferencing.
fn deref(&self) -> &Self::Target
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fn deref(&self) -> &Self::Target
Dereferences the value.
impl DerefMut for Physics2DServer
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impl DerefMut for Physics2DServer
Auto Trait Implementations
impl !Send for Physics2DServer
impl !Send for Physics2DServer
impl !Sync for Physics2DServer
impl !Sync for Physics2DServer