[][src]Struct gdnative::prelude::KinematicBody

pub struct KinematicBody { /* fields omitted */ }

core class KinematicBody inherits PhysicsBody (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.

KinematicBody is a reference-only type. Persistent references can only exist in the unsafe Ref<KinematicBody> 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

KinematicBody 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 KinematicBody[src]

pub fn new() -> Ref<KinematicBody, 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 axis_lock(&self, axis: i64) -> bool[src]

pub fn get_floor_normal(&self) -> Vector3D<f32, UnknownUnit>[src]

pub fn get_floor_velocity(&self) -> Vector3D<f32, UnknownUnit>[src]

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

pub fn get_slide_collision(
    &self,
    slide_idx: i64
) -> Option<Ref<KinematicCollision, Shared>>
[src]

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

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

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

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

pub fn move_and_collide(
    &self,
    rel_vec: Vector3D<f32, UnknownUnit>,
    infinite_inertia: bool,
    exclude_raycast_shapes: bool,
    test_only: bool
) -> Option<Ref<KinematicCollision, Shared>>
[src]

pub fn move_and_slide(
    &self,
    linear_velocity: Vector3D<f32, UnknownUnit>,
    up_direction: Vector3D<f32, UnknownUnit>,
    stop_on_slope: bool,
    max_slides: i64,
    floor_max_angle: f64,
    infinite_inertia: bool
) -> Vector3D<f32, UnknownUnit>
[src]

pub fn move_and_slide_with_snap(
    &self,
    linear_velocity: Vector3D<f32, UnknownUnit>,
    snap: Vector3D<f32, UnknownUnit>,
    up_direction: Vector3D<f32, UnknownUnit>,
    stop_on_slope: bool,
    max_slides: i64,
    floor_max_angle: f64,
    infinite_inertia: bool
) -> Vector3D<f32, UnknownUnit>
[src]

pub fn set_axis_lock(&self, axis: i64, lock: bool)[src]

pub fn set_safe_margin(&self, pixels: f64)[src]

pub fn test_move(
    &self,
    from: Transform,
    rel_vec: Vector3D<f32, UnknownUnit>,
    infinite_inertia: bool
) -> bool
[src]

Methods from Deref<Target = PhysicsBody>

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 KinematicBody[src]

impl Deref for KinematicBody[src]

type Target = PhysicsBody

The resulting type after dereferencing.

impl DerefMut for KinematicBody[src]

impl GodotObject for KinematicBody[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 KinematicBody[src]

impl QueueFree for KinematicBody[src]

impl SubClass<CollisionObject> for KinematicBody[src]

impl SubClass<Node> for KinematicBody[src]

impl SubClass<Object> for KinematicBody[src]

impl SubClass<PhysicsBody> for KinematicBody[src]

impl SubClass<Spatial> for KinematicBody[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.