[][src]Struct gdnative::api::RigidBody2D

pub struct RigidBody2D { /* fields omitted */ }

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[src]

Constants

impl RigidBody2D[src]

pub fn new() -> Ref<RigidBody2D, Unique>[src]

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>)[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, torque: f64)[src]

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

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

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

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

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

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

pub fn continuous_collision_detection_mode(&self) -> CcdMode[src]

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

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

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

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

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

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

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

pub fn mode(&self) -> Mode[src]

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

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

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

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

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

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

pub fn set_angular_damp(&self, angular_damp: f64)[src]

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

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

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

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

pub fn set_bounce(&self, bounce: f64)[src]

pub fn set_can_sleep(&self, able_to_sleep: bool)[src]

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

pub fn set_continuous_collision_detection_mode(&self, mode: i64)[src]

pub fn set_friction(&self, friction: f64)[src]

pub fn set_gravity_scale(&self, gravity_scale: f64)[src]

pub fn set_inertia(&self, inertia: f64)[src]

pub fn set_linear_damp(&self, linear_damp: f64)[src]

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

pub fn set_mass(&self, mass: f64)[src]

pub fn set_max_contacts_reported(&self, amount: i64)[src]

pub fn set_mode(&self, mode: i64)[src]

pub fn set_physics_material_override(
    &self,
    physics_material_override: impl AsArg<PhysicsMaterial>
)
[src]

pub fn set_sleeping(&self, sleeping: bool)[src]

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

pub fn set_weight(&self, weight: f64)[src]

pub fn test_motion(
    &self,
    motion: Vector2D<f32, UnknownUnit>,
    infinite_inertia: bool,
    margin: f64,
    result: impl AsArg<Physics2DTestMotionResult>
) -> bool
[src]

Methods from Deref<Target = PhysicsBody2D>

pub fn add_collision_exception_with(&self, body: impl AsArg<Node>)[src]

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

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

pub fn get_collision_layer_bit(&self, bit: i64) -> bool[src]

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

pub fn get_collision_mask_bit(&self, bit: i64) -> bool[src]

pub fn remove_collision_exception_with(&self, body: impl AsArg<Node>)[src]

pub fn set_collision_layer(&self, layer: i64)[src]

pub fn set_collision_layer_bit(&self, bit: i64, value: bool)[src]

pub fn set_collision_mask(&self, mask: i64)[src]

pub fn set_collision_mask_bit(&self, bit: i64, value: bool)[src]

Trait Implementations

impl Debug for RigidBody2D[src]

impl Deref for RigidBody2D[src]

type Target = PhysicsBody2D

The resulting type after dereferencing.

impl DerefMut for RigidBody2D[src]

impl GodotObject for RigidBody2D[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 Instanciable for RigidBody2D[src]

impl QueueFree for RigidBody2D[src]

impl SubClass<CanvasItem> for RigidBody2D[src]

impl SubClass<CollisionObject2D> for RigidBody2D[src]

impl SubClass<Node> for RigidBody2D[src]

impl SubClass<Node2D> for RigidBody2D[src]

impl SubClass<Object> for RigidBody2D[src]

impl SubClass<PhysicsBody2D> for RigidBody2D[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.