[][src]Struct gdnative::api::Physics2DDirectBodyState

pub struct Physics2DDirectBodyState { /* fields omitted */ }

core class Physics2DDirectBodyState inherits Object (unsafe).

Official documentation

See the documentation of this class in the Godot engine's official documentation.

Class hierarchy

Physics2DDirectBodyState inherits methods from:

Safety

All types in the Godot API have "interior mutability" in Rust parlance. To enforce that the official thread-safety guidelines are followed, the typestate pattern is used in the Ref and TRef smart pointers, and the Instance API. The typestate Access in these types tracks whether the access is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Implementations

impl Physics2DDirectBodyState[src]

pub fn add_central_force(&self, force: Vector2D<f32, UnknownUnit>)[src]

pub fn add_force(
    &self,
    offset: Vector2D<f32, UnknownUnit>,
    force: Vector2D<f32, UnknownUnit>
)
[src]

pub fn add_torque(&self, torque: f64)[src]

pub fn apply_central_impulse(&self, impulse: Vector2D<f32, UnknownUnit>)[src]

pub fn apply_impulse(
    &self,
    offset: Vector2D<f32, UnknownUnit>,
    impulse: Vector2D<f32, UnknownUnit>
)
[src]

pub fn apply_torque_impulse(&self, impulse: f64)[src]

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

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

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

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

pub fn get_contact_collider_position(
    &self,
    contact_idx: i64
) -> Vector2D<f32, UnknownUnit>
[src]

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

pub fn get_contact_collider_shape_metadata(&self, contact_idx: i64) -> Variant[src]

pub fn get_contact_collider_velocity_at_position(
    &self,
    contact_idx: i64
) -> Vector2D<f32, UnknownUnit>
[src]

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

pub fn get_contact_local_normal(
    &self,
    contact_idx: i64
) -> Vector2D<f32, UnknownUnit>
[src]

pub fn get_contact_local_position(
    &self,
    contact_idx: i64
) -> Vector2D<f32, UnknownUnit>
[src]

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

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

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

pub fn linear_velocity(&self) -> Vector2D<f32, UnknownUnit>[src]

pub fn get_space_state(&self) -> Option<Ref<Physics2DDirectSpaceState, Shared>>[src]

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

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

pub fn total_gravity(&self) -> Vector2D<f32, UnknownUnit>[src]

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

pub fn transform(&self) -> Transform2D<f32, UnknownUnit, UnknownUnit>[src]

pub fn integrate_forces(&self)[src]

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

pub fn set_angular_velocity(&self, velocity: f64)[src]

pub fn set_linear_velocity(&self, velocity: Vector2D<f32, UnknownUnit>)[src]

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

pub fn set_transform(
    &self,
    transform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
[src]

Methods from Deref<Target = Object>

pub fn add_user_signal(
    &self,
    signal: impl Into<GodotString>,
    arguments: VariantArray<Shared>
)
[src]

pub unsafe fn call(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

pub unsafe fn call_deferred(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

pub fn callv(
    &self,
    method: impl Into<GodotString>,
    arg_array: VariantArray<Shared>
) -> Variant
[src]

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

pub fn connect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>,
    binds: VariantArray<Shared>,
    flags: i64
) -> Result<(), GodotError>
[src]

pub fn disconnect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
)
[src]

pub fn emit_signal(
    &self,
    signal: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

pub fn get(&self, property: impl Into<GodotString>) -> Variant[src]

pub fn get_class(&self) -> GodotString[src]

pub fn get_incoming_connections(&self) -> VariantArray<Shared>[src]

pub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant[src]

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

pub fn get_meta(&self, name: impl Into<GodotString>) -> Variant[src]

pub fn get_meta_list(&self) -> TypedArray<GodotString>[src]

pub fn get_method_list(&self) -> VariantArray<Shared>[src]

pub fn get_property_list(&self) -> VariantArray<Shared>[src]

pub fn get_script(&self) -> Option<Ref<Reference, Shared>>[src]

pub fn get_signal_connection_list(
    &self,
    signal: impl Into<GodotString>
) -> VariantArray<Shared>
[src]

pub fn get_signal_list(&self) -> VariantArray<Shared>[src]

pub fn has_meta(&self, name: impl Into<GodotString>) -> bool[src]

pub fn has_method(&self, method: impl Into<GodotString>) -> bool[src]

pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool[src]

pub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool[src]

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

pub fn is_class(&self, class: impl Into<GodotString>) -> bool[src]

pub fn is_connected(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
) -> bool
[src]

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

pub fn notification(&self, what: i64, reversed: bool)[src]

pub fn property_list_changed_notify(&self)[src]

pub fn remove_meta(&self, name: impl Into<GodotString>)[src]

pub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)[src]

pub fn set_block_signals(&self, enable: bool)[src]

pub fn set_deferred(
    &self,
    property: impl Into<GodotString>,
    value: impl OwnedToVariant
)
[src]

pub fn set_indexed(
    &self,
    property: impl Into<NodePath>,
    value: impl OwnedToVariant
)
[src]

pub fn set_message_translation(&self, enable: bool)[src]

pub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)[src]

pub fn set_script(&self, script: impl AsArg<Reference>)[src]

pub fn to_string(&self) -> GodotString[src]

pub fn tr(&self, message: impl Into<GodotString>) -> GodotString[src]

Trait Implementations

impl Debug for Physics2DDirectBodyState[src]

impl Deref for Physics2DDirectBodyState[src]

type Target = Object

The resulting type after dereferencing.

impl DerefMut for Physics2DDirectBodyState[src]

impl GodotObject for Physics2DDirectBodyState[src]

type RefKind = ManuallyManaged

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information. Read more

impl SubClass<Object> for Physics2DDirectBodyState[src]

impl SubClass<Physics2DDirectBodyState> for Physics2DDirectBodyStateSW[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> SubClass<T> for T where
    T: GodotObject
[src]

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.