[][src]Struct gdnative::BulletPhysicsDirectBodyState

pub struct BulletPhysicsDirectBodyState { /* fields omitted */ }

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[src]

pub unsafe fn to_physics_direct_body_state(&self) -> PhysicsDirectBodyState[src]

Up-cast.

pub unsafe fn to_object(&self) -> Object[src]

Up-cast.

pub unsafe fn cast<T>(&self) -> Option<T> where
    T: GodotObject
[src]

Generic dynamic cast.

Methods from Deref<Target = PhysicsDirectBodyState>

pub unsafe fn add_central_force(&mut self, force: Vector3D<f32, UnknownUnit>)[src]

pub unsafe fn add_force(
    &mut self,
    force: Vector3D<f32, UnknownUnit>,
    position: Vector3D<f32, UnknownUnit>
)
[src]

pub unsafe fn add_torque(&mut self, torque: Vector3D<f32, UnknownUnit>)[src]

pub unsafe fn apply_central_impulse(&mut self, j: Vector3D<f32, UnknownUnit>)[src]

pub unsafe fn apply_impulse(
    &mut self,
    position: Vector3D<f32, UnknownUnit>,
    j: Vector3D<f32, UnknownUnit>
)
[src]

pub unsafe fn apply_torque_impulse(&mut self, j: Vector3D<f32, UnknownUnit>)[src]

pub unsafe fn get_angular_velocity(&self) -> Vector3D<f32, UnknownUnit>[src]

pub unsafe fn get_center_of_mass(&self) -> Vector3D<f32, UnknownUnit>[src]

pub unsafe fn get_contact_collider(&self, contact_idx: i64) -> Rid[src]

pub unsafe fn get_contact_collider_id(&self, contact_idx: i64) -> i64[src]

pub unsafe fn get_contact_collider_object(
    &self,
    contact_idx: i64
) -> Option<Object>
[src]

pub unsafe fn get_contact_collider_position(
    &self,
    contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
[src]

pub unsafe fn get_contact_collider_shape(&self, contact_idx: i64) -> i64[src]

pub unsafe fn get_contact_collider_velocity_at_position(
    &self,
    contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
[src]

pub unsafe fn get_contact_count(&self) -> i64[src]

pub unsafe fn get_contact_impulse(&self, contact_idx: i64) -> f64[src]

pub unsafe fn get_contact_local_normal(
    &self,
    contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
[src]

pub unsafe fn get_contact_local_position(
    &self,
    contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
[src]

pub unsafe fn get_contact_local_shape(&self, contact_idx: i64) -> i64[src]

pub unsafe fn get_inverse_inertia(&self) -> Vector3D<f32, UnknownUnit>[src]

pub unsafe fn get_inverse_mass(&self) -> f64[src]

pub unsafe fn get_linear_velocity(&self) -> Vector3D<f32, UnknownUnit>[src]

pub unsafe fn get_principal_inertia_axes(&self) -> Basis[src]

pub unsafe fn get_space_state(&mut self) -> Option<PhysicsDirectSpaceState>[src]

pub unsafe fn get_step(&self) -> f64[src]

pub unsafe fn get_total_angular_damp(&self) -> f64[src]

pub unsafe fn get_total_gravity(&self) -> Vector3D<f32, UnknownUnit>[src]

pub unsafe fn get_total_linear_damp(&self) -> f64[src]

pub unsafe fn get_transform(&self) -> Transform[src]

pub unsafe fn integrate_forces(&mut self)[src]

pub unsafe fn is_sleeping(&self) -> bool[src]

pub unsafe fn set_angular_velocity(
    &mut self,
    velocity: Vector3D<f32, UnknownUnit>
)
[src]

pub unsafe fn set_linear_velocity(
    &mut self,
    velocity: Vector3D<f32, UnknownUnit>
)
[src]

pub unsafe fn set_sleep_state(&mut self, enabled: bool)[src]

pub unsafe fn set_transform(&mut self, transform: Transform)[src]

pub unsafe fn to_object(&self) -> Object[src]

Up-cast.

pub unsafe fn cast<T>(&self) -> Option<T> where
    T: GodotObject
[src]

Generic dynamic cast.

Trait Implementations

impl Clone for BulletPhysicsDirectBodyState[src]

impl Copy for BulletPhysicsDirectBodyState[src]

impl Debug for BulletPhysicsDirectBodyState[src]

impl Deref for BulletPhysicsDirectBodyState[src]

type Target = PhysicsDirectBodyState

The resulting type after dereferencing.

impl DerefMut for BulletPhysicsDirectBodyState[src]

impl FromVariant for BulletPhysicsDirectBodyState[src]

impl GodotObject for BulletPhysicsDirectBodyState[src]

impl ToVariant for BulletPhysicsDirectBodyState[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.