[][src]Struct gdnative::api::BulletPhysicsDirectBodyState

pub struct BulletPhysicsDirectBodyState { /* fields omitted */ }

core class BulletPhysicsDirectBodyState inherits PhysicsDirectBodyState (unsafe).

Official documentation

See the documentation of this class in the Godot engine's official documentation.

Class hierarchy

BulletPhysicsDirectBodyState 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.

Methods from Deref<Target = PhysicsDirectBodyState>

pub fn add_central_force(&self, force: Vector3D<f32, UnknownUnit>)[src]

pub fn add_force(
    &self,
    force: Vector3D<f32, UnknownUnit>,
    position: Vector3D<f32, UnknownUnit>
)
[src]

pub fn add_torque(&self, torque: Vector3D<f32, UnknownUnit>)[src]

pub fn apply_central_impulse(&self, j: Vector3D<f32, UnknownUnit>)[src]

pub fn apply_impulse(
    &self,
    position: Vector3D<f32, UnknownUnit>,
    j: Vector3D<f32, UnknownUnit>
)
[src]

pub fn apply_torque_impulse(&self, j: Vector3D<f32, UnknownUnit>)[src]

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

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

pub fn get_contact_collider(&self, contact_idx: i64) -> Rid[src]

pub fn get_contact_collider_id(&self, contact_idx: i64) -> i64[src]

pub fn get_contact_collider_object(
    &self,
    contact_idx: i64
) -> Option<Ref<Object, Shared>>
[src]

pub fn get_contact_collider_position(
    &self,
    contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
[src]

pub fn get_contact_collider_shape(&self, contact_idx: i64) -> i64[src]

pub fn get_contact_collider_velocity_at_position(
    &self,
    contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
[src]

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

pub fn get_contact_impulse(&self, contact_idx: i64) -> f64[src]

pub fn get_contact_local_normal(
    &self,
    contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
[src]

pub fn get_contact_local_position(
    &self,
    contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
[src]

pub fn get_contact_local_shape(&self, contact_idx: i64) -> i64[src]

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

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

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

pub fn principal_inertia_axes(&self) -> Basis[src]

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

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

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

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

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

pub fn transform(&self) -> Transform[src]

pub fn integrate_forces(&self)[src]

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

pub fn set_angular_velocity(&self, velocity: Vector3D<f32, UnknownUnit>)[src]

pub fn set_linear_velocity(&self, velocity: Vector3D<f32, UnknownUnit>)[src]

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

pub fn set_transform(&self, transform: Transform)[src]

Trait Implementations

impl Debug for BulletPhysicsDirectBodyState[src]

impl Deref for BulletPhysicsDirectBodyState[src]

type Target = PhysicsDirectBodyState

The resulting type after dereferencing.

impl DerefMut for BulletPhysicsDirectBodyState[src]

impl GodotObject for BulletPhysicsDirectBodyState[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 SubClass<Object> for BulletPhysicsDirectBodyState[src]

impl SubClass<PhysicsDirectBodyState> for BulletPhysicsDirectBodyState[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.