[−][src]Struct gdnative::api::VehicleWheel
core class VehicleWheel
inherits Spatial
(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.
VehicleWheel
is a reference-only type. Persistent references can
only exist in the unsafe Ref<VehicleWheel>
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
VehicleWheel 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 VehicleWheel
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pub fn new() -> Ref<VehicleWheel, 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 brake(&self) -> f64
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pub fn damping_compression(&self) -> f64
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pub fn damping_relaxation(&self) -> f64
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pub fn engine_force(&self) -> f64
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pub fn friction_slip(&self) -> f64
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pub fn radius(&self) -> f64
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pub fn roll_influence(&self) -> f64
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pub fn get_rpm(&self) -> f64
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pub fn get_skidinfo(&self) -> f64
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pub fn steering(&self) -> f64
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pub fn suspension_max_force(&self) -> f64
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pub fn suspension_rest_length(&self) -> f64
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pub fn suspension_stiffness(&self) -> f64
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pub fn suspension_travel(&self) -> f64
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pub fn is_in_contact(&self) -> bool
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pub fn is_used_as_steering(&self) -> bool
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pub fn is_used_as_traction(&self) -> bool
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pub fn set_brake(&self, brake: f64)
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pub fn set_damping_compression(&self, length: f64)
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pub fn set_damping_relaxation(&self, length: f64)
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pub fn set_engine_force(&self, engine_force: f64)
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pub fn set_friction_slip(&self, length: f64)
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pub fn set_radius(&self, length: f64)
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pub fn set_roll_influence(&self, roll_influence: f64)
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pub fn set_steering(&self, steering: f64)
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pub fn set_suspension_max_force(&self, length: f64)
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pub fn set_suspension_rest_length(&self, length: f64)
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pub fn set_suspension_stiffness(&self, length: f64)
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pub fn set_suspension_travel(&self, length: f64)
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pub fn set_use_as_steering(&self, enable: bool)
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pub fn set_use_as_traction(&self, enable: bool)
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Methods from Deref<Target = Spatial>
pub const NOTIFICATION_ENTER_WORLD: i64
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pub const NOTIFICATION_EXIT_WORLD: i64
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pub const NOTIFICATION_TRANSFORM_CHANGED: i64
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pub const NOTIFICATION_VISIBILITY_CHANGED: i64
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pub fn force_update_transform(&self)
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pub fn gizmo(&self) -> Option<Ref<SpatialGizmo, Shared>>
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pub fn global_transform(&self) -> Transform
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pub fn get_parent_spatial(&self) -> Option<Ref<Spatial, Shared>>
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pub fn rotation(&self) -> Vector3D<f32, UnknownUnit>
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pub fn rotation_degrees(&self) -> Vector3D<f32, UnknownUnit>
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pub fn scale(&self) -> Vector3D<f32, UnknownUnit>
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pub fn transform(&self) -> Transform
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pub fn translation(&self) -> Vector3D<f32, UnknownUnit>
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pub fn get_world(&self) -> Option<Ref<World, Shared>>
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pub fn global_rotate(&self, axis: Vector3D<f32, UnknownUnit>, angle: f64)
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pub fn global_scale(&self, scale: Vector3D<f32, UnknownUnit>)
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pub fn global_translate(&self, offset: Vector3D<f32, UnknownUnit>)
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pub fn hide(&self)
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pub fn is_local_transform_notification_enabled(&self) -> bool
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pub fn is_scale_disabled(&self) -> bool
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pub fn is_set_as_toplevel(&self) -> bool
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pub fn is_transform_notification_enabled(&self) -> bool
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pub fn is_visible(&self) -> bool
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pub fn is_visible_in_tree(&self) -> bool
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pub fn look_at(
&self,
target: Vector3D<f32, UnknownUnit>,
up: Vector3D<f32, UnknownUnit>
)
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&self,
target: Vector3D<f32, UnknownUnit>,
up: Vector3D<f32, UnknownUnit>
)
pub fn look_at_from_position(
&self,
position: Vector3D<f32, UnknownUnit>,
target: Vector3D<f32, UnknownUnit>,
up: Vector3D<f32, UnknownUnit>
)
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&self,
position: Vector3D<f32, UnknownUnit>,
target: Vector3D<f32, UnknownUnit>,
up: Vector3D<f32, UnknownUnit>
)
pub fn orthonormalize(&self)
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pub fn rotate(&self, axis: Vector3D<f32, UnknownUnit>, angle: f64)
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pub fn rotate_object_local(&self, axis: Vector3D<f32, UnknownUnit>, angle: f64)
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pub fn rotate_x(&self, angle: f64)
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pub fn rotate_y(&self, angle: f64)
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pub fn rotate_z(&self, angle: f64)
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pub fn scale_object_local(&self, scale: Vector3D<f32, UnknownUnit>)
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pub fn set_as_toplevel(&self, enable: bool)
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pub fn set_disable_scale(&self, disable: bool)
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pub fn set_gizmo(&self, gizmo: impl AsArg<SpatialGizmo>)
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pub fn set_global_transform(&self, global: Transform)
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pub fn set_identity(&self)
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pub fn set_ignore_transform_notification(&self, enabled: bool)
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pub fn set_notify_local_transform(&self, enable: bool)
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pub fn set_notify_transform(&self, enable: bool)
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pub fn set_rotation(&self, euler: Vector3D<f32, UnknownUnit>)
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pub fn set_rotation_degrees(&self, euler_degrees: Vector3D<f32, UnknownUnit>)
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pub fn set_scale(&self, scale: Vector3D<f32, UnknownUnit>)
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pub fn set_transform(&self, local: Transform)
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pub fn set_translation(&self, translation: Vector3D<f32, UnknownUnit>)
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pub fn set_visible(&self, visible: bool)
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pub fn show(&self)
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pub fn to_global(
&self,
local_point: Vector3D<f32, UnknownUnit>
) -> Vector3D<f32, UnknownUnit>
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&self,
local_point: Vector3D<f32, UnknownUnit>
) -> Vector3D<f32, UnknownUnit>
pub fn to_local(
&self,
global_point: Vector3D<f32, UnknownUnit>
) -> Vector3D<f32, UnknownUnit>
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&self,
global_point: Vector3D<f32, UnknownUnit>
) -> Vector3D<f32, UnknownUnit>
pub fn translate(&self, offset: Vector3D<f32, UnknownUnit>)
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pub fn translate_object_local(&self, offset: Vector3D<f32, UnknownUnit>)
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pub fn update_gizmo(&self)
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Trait Implementations
impl Debug for VehicleWheel
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impl Deref for VehicleWheel
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impl DerefMut for VehicleWheel
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impl GodotObject for VehicleWheel
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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 VehicleWheel
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fn construct() -> Ref<VehicleWheel, Unique>
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impl QueueFree for VehicleWheel
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unsafe fn godot_queue_free(obj: *mut c_void)
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impl SubClass<Node> for VehicleWheel
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impl SubClass<Object> for VehicleWheel
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impl SubClass<Spatial> for VehicleWheel
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Auto Trait Implementations
impl RefUnwindSafe for VehicleWheel
impl !Send for VehicleWheel
impl !Sync for VehicleWheel
impl Unpin for VehicleWheel
impl UnwindSafe for VehicleWheel
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>,