[−][src]Struct gdnative::BulletPhysicsDirectBodyState
core class BulletPhysicsDirectBodyState
inherits PhysicsDirectBodyState
(unsafe).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Class hierarchy
BulletPhysicsDirectBodyState inherits methods from:
Methods
impl BulletPhysicsDirectBodyState
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pub unsafe fn to_physics_direct_body_state(&self) -> PhysicsDirectBodyState
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Up-cast.
pub unsafe fn to_object(&self) -> Object
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Up-cast.
pub unsafe fn cast<T>(&self) -> Option<T> where
T: GodotObject,
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T: GodotObject,
Generic dynamic cast.
Methods from Deref<Target = PhysicsDirectBodyState>
pub unsafe fn add_central_force(&mut self, force: Vector3D<f32, UnknownUnit>)
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pub unsafe fn add_force(
&mut self,
force: Vector3D<f32, UnknownUnit>,
position: Vector3D<f32, UnknownUnit>
)
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&mut self,
force: Vector3D<f32, UnknownUnit>,
position: Vector3D<f32, UnknownUnit>
)
pub unsafe fn add_torque(&mut self, torque: Vector3D<f32, UnknownUnit>)
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pub unsafe fn apply_central_impulse(&mut self, j: Vector3D<f32, UnknownUnit>)
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pub unsafe fn apply_impulse(
&mut self,
position: Vector3D<f32, UnknownUnit>,
j: Vector3D<f32, UnknownUnit>
)
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&mut self,
position: Vector3D<f32, UnknownUnit>,
j: Vector3D<f32, UnknownUnit>
)
pub unsafe fn apply_torque_impulse(&mut self, j: Vector3D<f32, UnknownUnit>)
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pub unsafe fn get_angular_velocity(&self) -> Vector3D<f32, UnknownUnit>
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pub unsafe fn get_center_of_mass(&self) -> Vector3D<f32, UnknownUnit>
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pub unsafe fn get_contact_collider(&self, contact_idx: i64) -> Rid
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pub unsafe fn get_contact_collider_id(&self, contact_idx: i64) -> i64
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pub unsafe fn get_contact_collider_object(
&self,
contact_idx: i64
) -> Option<Object>
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&self,
contact_idx: i64
) -> Option<Object>
pub unsafe fn get_contact_collider_position(
&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
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&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
pub unsafe fn get_contact_collider_shape(&self, contact_idx: i64) -> i64
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pub unsafe fn get_contact_collider_velocity_at_position(
&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
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&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
pub unsafe fn get_contact_count(&self) -> i64
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pub unsafe fn get_contact_impulse(&self, contact_idx: i64) -> f64
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pub unsafe fn get_contact_local_normal(
&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
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&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
pub unsafe fn get_contact_local_position(
&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
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&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
pub unsafe fn get_contact_local_shape(&self, contact_idx: i64) -> i64
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pub unsafe fn get_inverse_inertia(&self) -> Vector3D<f32, UnknownUnit>
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pub unsafe fn get_inverse_mass(&self) -> f64
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pub unsafe fn get_linear_velocity(&self) -> Vector3D<f32, UnknownUnit>
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pub unsafe fn get_principal_inertia_axes(&self) -> Basis
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pub unsafe fn get_space_state(&mut self) -> Option<PhysicsDirectSpaceState>
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pub unsafe fn get_step(&self) -> f64
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pub unsafe fn get_total_angular_damp(&self) -> f64
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pub unsafe fn get_total_gravity(&self) -> Vector3D<f32, UnknownUnit>
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pub unsafe fn get_total_linear_damp(&self) -> f64
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pub unsafe fn get_transform(&self) -> Transform
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pub unsafe fn integrate_forces(&mut self)
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pub unsafe fn is_sleeping(&self) -> bool
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pub unsafe fn set_angular_velocity(
&mut self,
velocity: Vector3D<f32, UnknownUnit>
)
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&mut self,
velocity: Vector3D<f32, UnknownUnit>
)
pub unsafe fn set_linear_velocity(
&mut self,
velocity: Vector3D<f32, UnknownUnit>
)
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&mut self,
velocity: Vector3D<f32, UnknownUnit>
)
pub unsafe fn set_sleep_state(&mut self, enabled: bool)
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pub unsafe fn set_transform(&mut self, transform: Transform)
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pub unsafe fn to_object(&self) -> Object
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Up-cast.
pub unsafe fn cast<T>(&self) -> Option<T> where
T: GodotObject,
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T: GodotObject,
Generic dynamic cast.
Trait Implementations
impl Clone for BulletPhysicsDirectBodyState
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fn clone(&self) -> BulletPhysicsDirectBodyState
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fn clone_from(&mut self, source: &Self)
1.0.0[src]
impl Copy for BulletPhysicsDirectBodyState
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impl Debug for BulletPhysicsDirectBodyState
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impl Deref for BulletPhysicsDirectBodyState
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type Target = PhysicsDirectBodyState
The resulting type after dereferencing.
fn deref(&self) -> &PhysicsDirectBodyState
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impl DerefMut for BulletPhysicsDirectBodyState
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fn deref_mut(&mut self) -> &mut PhysicsDirectBodyState
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impl FromVariant for BulletPhysicsDirectBodyState
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fn from_variant(variant: &Variant) -> Option<BulletPhysicsDirectBodyState>
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impl GodotObject for BulletPhysicsDirectBodyState
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut c_void) -> BulletPhysicsDirectBodyState
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unsafe fn to_sys(&self) -> *mut c_void
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impl ToVariant for BulletPhysicsDirectBodyState
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for BulletPhysicsDirectBodyState
impl !Send for BulletPhysicsDirectBodyState
impl !Sync for BulletPhysicsDirectBodyState
impl Unpin for BulletPhysicsDirectBodyState
impl UnwindSafe for BulletPhysicsDirectBodyState
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>,