[−][src]Struct gdnative::api::PhysicsDirectBodyState
core class PhysicsDirectBodyState
inherits Object
(unsafe).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Class hierarchy
PhysicsDirectBodyState 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 PhysicsDirectBodyState
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pub fn add_central_force(&self, force: Vector3D<f32, UnknownUnit>)
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pub fn add_force(
&self,
force: Vector3D<f32, UnknownUnit>,
position: Vector3D<f32, UnknownUnit>
)
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&self,
force: Vector3D<f32, UnknownUnit>,
position: Vector3D<f32, UnknownUnit>
)
pub fn add_torque(&self, torque: Vector3D<f32, UnknownUnit>)
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pub fn apply_central_impulse(&self, j: Vector3D<f32, UnknownUnit>)
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pub fn apply_impulse(
&self,
position: Vector3D<f32, UnknownUnit>,
j: Vector3D<f32, UnknownUnit>
)
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&self,
position: Vector3D<f32, UnknownUnit>,
j: Vector3D<f32, UnknownUnit>
)
pub fn apply_torque_impulse(&self, j: Vector3D<f32, UnknownUnit>)
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pub fn angular_velocity(&self) -> Vector3D<f32, UnknownUnit>
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pub fn center_of_mass(&self) -> Vector3D<f32, UnknownUnit>
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pub fn get_contact_collider(&self, contact_idx: i64) -> Rid
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pub fn get_contact_collider_id(&self, contact_idx: i64) -> i64
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pub fn get_contact_collider_object(
&self,
contact_idx: i64
) -> Option<Ref<Object, Shared>>
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&self,
contact_idx: i64
) -> Option<Ref<Object, Shared>>
pub fn get_contact_collider_position(
&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
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&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
pub fn get_contact_collider_shape(&self, contact_idx: i64) -> i64
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pub 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 fn get_contact_count(&self) -> i64
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pub fn get_contact_impulse(&self, contact_idx: i64) -> f64
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pub fn get_contact_local_normal(
&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
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&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
pub fn get_contact_local_position(
&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
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&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
pub fn get_contact_local_shape(&self, contact_idx: i64) -> i64
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pub fn inverse_inertia(&self) -> Vector3D<f32, UnknownUnit>
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pub fn inverse_mass(&self) -> f64
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pub fn linear_velocity(&self) -> Vector3D<f32, UnknownUnit>
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pub fn principal_inertia_axes(&self) -> Basis
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pub fn get_space_state(&self) -> Option<Ref<PhysicsDirectSpaceState, Shared>>
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pub fn step(&self) -> f64
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pub fn total_angular_damp(&self) -> f64
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pub fn total_gravity(&self) -> Vector3D<f32, UnknownUnit>
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pub fn total_linear_damp(&self) -> f64
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pub fn transform(&self) -> Transform
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pub fn integrate_forces(&self)
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pub fn is_sleeping(&self) -> bool
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pub fn set_angular_velocity(&self, velocity: Vector3D<f32, UnknownUnit>)
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pub fn set_linear_velocity(&self, velocity: Vector3D<f32, UnknownUnit>)
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pub fn set_sleep_state(&self, enabled: bool)
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pub fn set_transform(&self, transform: Transform)
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Methods from Deref<Target = Object>
pub const CONNECT_DEFERRED: i64
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pub const CONNECT_ONESHOT: i64
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pub const CONNECT_PERSIST: i64
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pub const CONNECT_REFERENCE_COUNTED: i64
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pub const NOTIFICATION_POSTINITIALIZE: i64
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pub const NOTIFICATION_PREDELETE: i64
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pub fn add_user_signal(
&self,
signal: impl Into<GodotString>,
arguments: VariantArray<Shared>
)
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&self,
signal: impl Into<GodotString>,
arguments: VariantArray<Shared>
)
pub unsafe fn call(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
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&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
pub unsafe fn call_deferred(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
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&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
pub fn callv(
&self,
method: impl Into<GodotString>,
arg_array: VariantArray<Shared>
) -> Variant
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&self,
method: impl Into<GodotString>,
arg_array: VariantArray<Shared>
) -> Variant
pub fn can_translate_messages(&self) -> bool
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pub fn connect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
binds: VariantArray<Shared>,
flags: i64
) -> Result<(), GodotError>
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&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
binds: VariantArray<Shared>,
flags: i64
) -> Result<(), GodotError>
pub fn disconnect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
)
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&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
)
pub fn emit_signal(
&self,
signal: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
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&self,
signal: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
pub fn get(&self, property: impl Into<GodotString>) -> Variant
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pub fn get_class(&self) -> GodotString
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pub fn get_incoming_connections(&self) -> VariantArray<Shared>
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pub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant
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pub fn get_instance_id(&self) -> i64
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pub fn get_meta(&self, name: impl Into<GodotString>) -> Variant
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pub fn get_meta_list(&self) -> TypedArray<GodotString>
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pub fn get_method_list(&self) -> VariantArray<Shared>
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pub fn get_property_list(&self) -> VariantArray<Shared>
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pub fn get_script(&self) -> Option<Ref<Reference, Shared>>
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pub fn get_signal_connection_list(
&self,
signal: impl Into<GodotString>
) -> VariantArray<Shared>
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&self,
signal: impl Into<GodotString>
) -> VariantArray<Shared>
pub fn get_signal_list(&self) -> VariantArray<Shared>
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pub fn has_meta(&self, name: impl Into<GodotString>) -> bool
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pub fn has_method(&self, method: impl Into<GodotString>) -> bool
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pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool
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pub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool
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pub fn is_blocking_signals(&self) -> bool
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pub fn is_class(&self, class: impl Into<GodotString>) -> bool
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pub fn is_connected(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
) -> bool
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&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
) -> bool
pub fn is_queued_for_deletion(&self) -> bool
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pub fn notification(&self, what: i64, reversed: bool)
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pub fn property_list_changed_notify(&self)
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pub fn remove_meta(&self, name: impl Into<GodotString>)
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pub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
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pub fn set_block_signals(&self, enable: bool)
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pub fn set_deferred(
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
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&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
pub fn set_indexed(
&self,
property: impl Into<NodePath>,
value: impl OwnedToVariant
)
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&self,
property: impl Into<NodePath>,
value: impl OwnedToVariant
)
pub fn set_message_translation(&self, enable: bool)
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pub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)
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pub fn set_script(&self, script: impl AsArg<Reference>)
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pub fn to_string(&self) -> GodotString
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pub fn tr(&self, message: impl Into<GodotString>) -> GodotString
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Trait Implementations
impl Debug for PhysicsDirectBodyState
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impl Deref for PhysicsDirectBodyState
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impl DerefMut for PhysicsDirectBodyState
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impl GodotObject for PhysicsDirectBodyState
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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
fn class_name() -> &'static str
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fn null() -> Null<Self>
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fn new() -> Ref<Self, Unique> where
Self: Instanciable,
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Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
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T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
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Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
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unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
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Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
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impl SubClass<Object> for PhysicsDirectBodyState
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impl SubClass<PhysicsDirectBodyState> for BulletPhysicsDirectBodyState
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Auto Trait Implementations
impl RefUnwindSafe for PhysicsDirectBodyState
impl !Send for PhysicsDirectBodyState
impl !Sync for PhysicsDirectBodyState
impl Unpin for PhysicsDirectBodyState
impl UnwindSafe for PhysicsDirectBodyState
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> SubClass<T> for T where
T: GodotObject,
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T: GodotObject,
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>,