[−][src]Struct gdnative::prelude::KinematicBody
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
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pub fn new() -> Ref<KinematicBody, 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 axis_lock(&self, axis: i64) -> bool
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pub fn get_floor_normal(&self) -> Vector3D<f32, UnknownUnit>
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pub fn get_floor_velocity(&self) -> Vector3D<f32, UnknownUnit>
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pub fn safe_margin(&self) -> f64
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pub fn get_slide_collision(
&self,
slide_idx: i64
) -> Option<Ref<KinematicCollision, Shared>>
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&self,
slide_idx: i64
) -> Option<Ref<KinematicCollision, Shared>>
pub fn get_slide_count(&self) -> i64
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pub fn is_on_ceiling(&self) -> bool
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pub fn is_on_floor(&self) -> bool
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pub fn is_on_wall(&self) -> bool
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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>>
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&self,
rel_vec: Vector3D<f32, UnknownUnit>,
infinite_inertia: bool,
exclude_raycast_shapes: bool,
test_only: bool
) -> Option<Ref<KinematicCollision, Shared>>
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>
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&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>
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>
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&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>
pub fn set_axis_lock(&self, axis: i64, lock: bool)
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pub fn set_safe_margin(&self, pixels: f64)
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pub fn test_move(
&self,
from: Transform,
rel_vec: Vector3D<f32, UnknownUnit>,
infinite_inertia: bool
) -> bool
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&self,
from: Transform,
rel_vec: Vector3D<f32, UnknownUnit>,
infinite_inertia: bool
) -> bool
Methods from Deref<Target = PhysicsBody>
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 KinematicBody
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impl Deref for KinematicBody
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type Target = PhysicsBody
The resulting type after dereferencing.
fn deref(&self) -> &PhysicsBody
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impl DerefMut for KinematicBody
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fn deref_mut(&mut self) -> &mut PhysicsBody
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impl GodotObject for KinematicBody
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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 KinematicBody
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fn construct() -> Ref<KinematicBody, Unique>
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impl QueueFree for KinematicBody
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unsafe fn godot_queue_free(obj: *mut c_void)
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impl SubClass<CollisionObject> for KinematicBody
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impl SubClass<Node> for KinematicBody
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impl SubClass<Object> for KinematicBody
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impl SubClass<PhysicsBody> for KinematicBody
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impl SubClass<Spatial> for KinematicBody
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Auto Trait Implementations
impl RefUnwindSafe for KinematicBody
impl !Send for KinematicBody
impl !Sync for KinematicBody
impl Unpin for KinematicBody
impl UnwindSafe for KinematicBody
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>,