[−][src]Struct gdnative::api::RigidBody2D
core class RigidBody2D
inherits PhysicsBody2D
(unsafe).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Memory management
Non reference counted objects such as the ones of this type are usually owned by the engine.
RigidBody2D
is a reference-only type. Persistent references can
only exist in the unsafe Ref<RigidBody2D>
form.
In the cases where Rust code owns an object of this type, for example if the object was just
created on the Rust side and not passed to the engine yet, ownership should be either given
to the engine or the object must be manually destroyed using Ptr::free
, or Ptr::queue_free
if it is a Node
.
Class hierarchy
RigidBody2D 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 RigidBody2D
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Constants
pub const CCD_MODE_CAST_RAY: i64
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pub const CCD_MODE_CAST_SHAPE: i64
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pub const CCD_MODE_DISABLED: i64
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pub const MODE_CHARACTER: i64
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pub const MODE_KINEMATIC: i64
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pub const MODE_RIGID: i64
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pub const MODE_STATIC: i64
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impl RigidBody2D
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pub fn new() -> Ref<RigidBody2D, Unique>
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Creates a new instance of this object.
Because this type is not reference counted, the lifetime of the returned object is not automatically managed.
Immediately after creation, the object is owned by the caller, and can be
passed to the engine (in which case the engine will be responsible for
destroying the object) or destroyed manually using Ptr::free
, or preferably
Ptr::queue_free
if it is a Node
.
pub fn add_central_force(&self, force: Vector2D<f32, UnknownUnit>)
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pub fn add_force(
&self,
offset: Vector2D<f32, UnknownUnit>,
force: Vector2D<f32, UnknownUnit>
)
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&self,
offset: Vector2D<f32, UnknownUnit>,
force: Vector2D<f32, UnknownUnit>
)
pub fn add_torque(&self, torque: f64)
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pub fn apply_central_impulse(&self, impulse: Vector2D<f32, UnknownUnit>)
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pub fn apply_impulse(
&self,
offset: Vector2D<f32, UnknownUnit>,
impulse: Vector2D<f32, UnknownUnit>
)
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&self,
offset: Vector2D<f32, UnknownUnit>,
impulse: Vector2D<f32, UnknownUnit>
)
pub fn apply_torque_impulse(&self, torque: f64)
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pub fn angular_damp(&self) -> f64
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pub fn angular_velocity(&self) -> f64
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pub fn applied_force(&self) -> Vector2D<f32, UnknownUnit>
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pub fn applied_torque(&self) -> f64
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pub fn bounce(&self) -> f64
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pub fn get_colliding_bodies(&self) -> VariantArray<Shared>
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pub fn continuous_collision_detection_mode(&self) -> CcdMode
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pub fn friction(&self) -> f64
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pub fn gravity_scale(&self) -> f64
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pub fn inertia(&self) -> f64
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pub fn linear_damp(&self) -> f64
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pub fn linear_velocity(&self) -> Vector2D<f32, UnknownUnit>
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pub fn mass(&self) -> f64
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pub fn max_contacts_reported(&self) -> i64
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pub fn mode(&self) -> Mode
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pub fn physics_material_override(&self) -> Option<Ref<PhysicsMaterial, Shared>>
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pub fn weight(&self) -> f64
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pub fn is_able_to_sleep(&self) -> bool
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pub fn is_contact_monitor_enabled(&self) -> bool
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pub fn is_sleeping(&self) -> bool
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pub fn is_using_custom_integrator(&self) -> bool
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pub fn set_angular_damp(&self, angular_damp: f64)
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pub fn set_angular_velocity(&self, angular_velocity: f64)
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pub fn set_applied_force(&self, force: Vector2D<f32, UnknownUnit>)
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pub fn set_applied_torque(&self, torque: f64)
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pub fn set_axis_velocity(&self, axis_velocity: Vector2D<f32, UnknownUnit>)
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pub fn set_bounce(&self, bounce: f64)
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pub fn set_can_sleep(&self, able_to_sleep: bool)
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pub fn set_contact_monitor(&self, enabled: bool)
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pub fn set_continuous_collision_detection_mode(&self, mode: i64)
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pub fn set_friction(&self, friction: f64)
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pub fn set_gravity_scale(&self, gravity_scale: f64)
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pub fn set_inertia(&self, inertia: f64)
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pub fn set_linear_damp(&self, linear_damp: f64)
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pub fn set_linear_velocity(&self, linear_velocity: Vector2D<f32, UnknownUnit>)
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pub fn set_mass(&self, mass: f64)
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pub fn set_max_contacts_reported(&self, amount: i64)
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pub fn set_mode(&self, mode: i64)
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pub fn set_physics_material_override(
&self,
physics_material_override: impl AsArg<PhysicsMaterial>
)
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&self,
physics_material_override: impl AsArg<PhysicsMaterial>
)
pub fn set_sleeping(&self, sleeping: bool)
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pub fn set_use_custom_integrator(&self, enable: bool)
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pub fn set_weight(&self, weight: f64)
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pub fn test_motion(
&self,
motion: Vector2D<f32, UnknownUnit>,
infinite_inertia: bool,
margin: f64,
result: impl AsArg<Physics2DTestMotionResult>
) -> bool
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&self,
motion: Vector2D<f32, UnknownUnit>,
infinite_inertia: bool,
margin: f64,
result: impl AsArg<Physics2DTestMotionResult>
) -> bool
Methods from Deref<Target = PhysicsBody2D>
pub fn add_collision_exception_with(&self, body: impl AsArg<Node>)
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pub fn get_collision_exceptions(&self) -> VariantArray<Shared>
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pub fn collision_layer(&self) -> i64
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pub fn get_collision_layer_bit(&self, bit: i64) -> bool
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pub fn collision_mask(&self) -> i64
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pub fn get_collision_mask_bit(&self, bit: i64) -> bool
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pub fn remove_collision_exception_with(&self, body: impl AsArg<Node>)
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pub fn set_collision_layer(&self, layer: i64)
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pub fn set_collision_layer_bit(&self, bit: i64, value: bool)
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pub fn set_collision_mask(&self, mask: i64)
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pub fn set_collision_mask_bit(&self, bit: i64, value: bool)
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Trait Implementations
impl Debug for RigidBody2D
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impl Deref for RigidBody2D
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type Target = PhysicsBody2D
The resulting type after dereferencing.
fn deref(&self) -> &PhysicsBody2D
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impl DerefMut for RigidBody2D
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fn deref_mut(&mut self) -> &mut PhysicsBody2D
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impl GodotObject for RigidBody2D
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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 Instanciable for RigidBody2D
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fn construct() -> Ref<RigidBody2D, Unique>
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impl QueueFree for RigidBody2D
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unsafe fn godot_queue_free(obj: *mut c_void)
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impl SubClass<CanvasItem> for RigidBody2D
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impl SubClass<CollisionObject2D> for RigidBody2D
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impl SubClass<Node> for RigidBody2D
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impl SubClass<Node2D> for RigidBody2D
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impl SubClass<Object> for RigidBody2D
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impl SubClass<PhysicsBody2D> for RigidBody2D
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Auto Trait Implementations
impl RefUnwindSafe for RigidBody2D
impl !Send for RigidBody2D
impl !Sync for RigidBody2D
impl Unpin for RigidBody2D
impl UnwindSafe for RigidBody2D
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>,