[−][src]Struct gdnative::api::BulletPhysicsDirectBodyState
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]
&self,
force: Vector3D<f32, UnknownUnit>,
position: Vector3D<f32, UnknownUnit>
)
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]
&self,
position: Vector3D<f32, UnknownUnit>,
j: Vector3D<f32, UnknownUnit>
)
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]
&self,
contact_idx: i64
) -> Option<Ref<Object, Shared>>
pub fn get_contact_collider_position(
&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
[src]
&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
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]
&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
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]
&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
pub fn get_contact_local_position(
&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
[src]
&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
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.
fn deref(&self) -> &PhysicsDirectBodyState
[src]
impl DerefMut for BulletPhysicsDirectBodyState
[src]
fn deref_mut(&mut self) -> &mut PhysicsDirectBodyState
[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
fn class_name() -> &'static str
[src]
fn null() -> Null<Self>
[src]
fn new() -> Ref<Self, Unique> where
Self: Instanciable,
[src]
Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
[src]
T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
[src]
Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
[src]
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
[src]
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
[src]
impl SubClass<Object> for BulletPhysicsDirectBodyState
[src]
impl SubClass<PhysicsDirectBodyState> for BulletPhysicsDirectBodyState
[src]
Auto Trait Implementations
impl RefUnwindSafe for BulletPhysicsDirectBodyState
impl !Send for BulletPhysicsDirectBodyState
impl !Sync for BulletPhysicsDirectBodyState
impl Unpin for BulletPhysicsDirectBodyState
impl UnwindSafe for BulletPhysicsDirectBodyState
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
[src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
[src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]
T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
[src]
impl<T> From<T> for T
[src]
impl<T, U> Into<U> for T where
U: From<T>,
[src]
U: From<T>,
impl<T> SubClass<T> for T where
T: GodotObject,
[src]
T: GodotObject,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
[src]
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>
[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
[src]
U: TryFrom<T>,