Struct PhysicsWorld

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pub struct PhysicsWorld { /* private fields */ }
Expand description

A struct that represents a physics world in the game.

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impl PhysicsWorld

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pub fn set_scale_factor(val: f32)

Sets the factor used for converting physics engine meters value to pixel value. Default 100.0 is a good value since the physics engine can well simulate real life objects between 0.1 to 10 meters. Use value 100.0 we can simulate game objects between 10 to 1000 pixels that suite most games. You can change this value before any physics body creation.

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pub fn get_scale_factor() -> f32

Gets the factor used for converting physics engine meters value to pixel value. Default 100.0 is a good value since the physics engine can well simulate real life objects between 0.1 to 10 meters. Use value 100.0 we can simulate game objects between 10 to 1000 pixels that suite most games. You can change this value before any physics body creation.

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pub fn new() -> PhysicsWorld

Creates a new PhysicsWorld object.

§Returns
  • A new PhysicsWorld object.
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impl PhysicsWorld

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pub fn cast(obj: &dyn IObject) -> Option<PhysicsWorld>

Casts the object to a physics world.

§Arguments
  • obj - The object to cast.
§Returns
  • Option<PhysicsWorld> - The physics world if the object is a physics world, None otherwise.

Trait Implementations§

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impl Clone for PhysicsWorld

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fn clone(&self) -> PhysicsWorld

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Drop for PhysicsWorld

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fn drop(&mut self)

Executes the destructor for this type. Read more
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impl INode for PhysicsWorld

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fn set_order(&mut self, val: i32)

Sets the order of the node in the parent’s children array.
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fn get_order(&self) -> i32

Gets the order of the node in the parent’s children array.
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fn set_angle(&mut self, val: f32)

Sets the rotation angle of the node in degrees.
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fn get_angle(&self) -> f32

Gets the rotation angle of the node in degrees.
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fn set_angle_x(&mut self, val: f32)

Sets the X-axis rotation angle of the node in degrees.
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fn get_angle_x(&self) -> f32

Gets the X-axis rotation angle of the node in degrees.
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fn set_angle_y(&mut self, val: f32)

Sets the Y-axis rotation angle of the node in degrees.
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fn get_angle_y(&self) -> f32

Gets the Y-axis rotation angle of the node in degrees.
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fn set_scale_x(&mut self, val: f32)

Sets the X-axis scale factor of the node.
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fn get_scale_x(&self) -> f32

Gets the X-axis scale factor of the node.
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fn set_scale_y(&mut self, val: f32)

Sets the Y-axis scale factor of the node.
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fn get_scale_y(&self) -> f32

Gets the Y-axis scale factor of the node.
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fn set_x(&mut self, val: f32)

Sets the X-axis position of the node.
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fn get_x(&self) -> f32

Gets the X-axis position of the node.
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fn set_y(&mut self, val: f32)

Sets the Y-axis position of the node.
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fn get_y(&self) -> f32

Gets the Y-axis position of the node.
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fn set_z(&mut self, val: f32)

Sets the Z-axis position of the node.
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fn get_z(&self) -> f32

Gets the Z-axis position of the node.
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fn set_position(&mut self, val: &Vec2)

Sets the position of the node as a Vec2 object.
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fn get_position(&self) -> Vec2

Gets the position of the node as a Vec2 object.
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fn set_skew_x(&mut self, val: f32)

Sets the X-axis skew angle of the node in degrees.
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fn get_skew_x(&self) -> f32

Gets the X-axis skew angle of the node in degrees.
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fn set_skew_y(&mut self, val: f32)

Sets the Y-axis skew angle of the node in degrees.
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fn get_skew_y(&self) -> f32

Gets the Y-axis skew angle of the node in degrees.
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fn set_visible(&mut self, val: bool)

Sets whether the node is visible.
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fn is_visible(&self) -> bool

Gets whether the node is visible.
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fn set_anchor(&mut self, val: &Vec2)

Sets the anchor point of the node as a Vec2 object.
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fn get_anchor(&self) -> Vec2

Gets the anchor point of the node as a Vec2 object.
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fn set_width(&mut self, val: f32)

Sets the width of the node.
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fn get_width(&self) -> f32

Gets the width of the node.
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fn set_height(&mut self, val: f32)

Sets the height of the node.
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fn get_height(&self) -> f32

Gets the height of the node.
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fn set_size(&mut self, val: &Size)

Sets the size of the node as a Size object.
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fn get_size(&self) -> Size

Gets the size of the node as a Size object.
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fn set_tag(&mut self, val: &str)

Sets the tag of the node as a string.
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fn get_tag(&self) -> String

Gets the tag of the node as a string.
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fn set_opacity(&mut self, val: f32)

Sets the opacity of the node, should be 0 to 1.0.
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fn get_opacity(&self) -> f32

Gets the opacity of the node, should be 0 to 1.0.
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fn set_color(&mut self, val: &Color)

Sets the color of the node as a Color object.
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fn get_color(&self) -> Color

Gets the color of the node as a Color object.
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fn set_color3(&mut self, val: &Color3)

Sets the color of the node as a Color3 object.
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fn get_color3(&self) -> Color3

Gets the color of the node as a Color3 object.
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fn set_pass_opacity(&mut self, val: bool)

Sets whether to pass the opacity value to child nodes.
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fn is_pass_opacity(&self) -> bool

Gets whether to pass the opacity value to child nodes.
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fn set_pass_color3(&mut self, val: bool)

Sets whether to pass the color value to child nodes.
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fn is_pass_color3(&self) -> bool

Gets whether to pass the color value to child nodes.
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fn set_transform_target(&mut self, val: &dyn INode)

Sets the target node acts as a parent node for transforming this node.
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fn get_transform_target(&self) -> Option<Node>

Gets the target node acts as a parent node for transforming this node.
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fn set_scheduler(&mut self, val: &Scheduler)

Sets the scheduler used for scheduling update and action callbacks.
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fn get_scheduler(&self) -> Scheduler

Gets the scheduler used for scheduling update and action callbacks.
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fn get_children(&self) -> Option<Array>

Gets the children of the node as an Array object, could be None.
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fn get_parent(&self) -> Option<Node>

Gets the parent of the node, could be None.
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fn is_running(&self) -> bool

Gets whether the node is currently running in a scene tree.
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fn is_scheduled(&self) -> bool

Gets whether the node is currently scheduling a function for updates.
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fn get_action_count(&self) -> i32

Gets the number of actions currently running on the node.
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fn get_data(&self) -> Dictionary

Gets additional data stored on the node as a Dictionary object.
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fn set_touch_enabled(&mut self, val: bool)

Sets whether touch events are enabled on the node.
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fn is_touch_enabled(&self) -> bool

Gets whether touch events are enabled on the node.
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fn set_swallow_touches(&mut self, val: bool)

Sets whether the node should swallow touch events.
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fn is_swallow_touches(&self) -> bool

Gets whether the node should swallow touch events.
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fn set_swallow_mouse_wheel(&mut self, val: bool)

Sets whether the node should swallow mouse wheel events.
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fn is_swallow_mouse_wheel(&self) -> bool

Gets whether the node should swallow mouse wheel events.
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fn set_keyboard_enabled(&mut self, val: bool)

Sets whether keyboard events are enabled on the node.
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fn is_keyboard_enabled(&self) -> bool

Gets whether keyboard events are enabled on the node.
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fn set_controller_enabled(&mut self, val: bool)

Sets whether controller events are enabled on the node.
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fn is_controller_enabled(&self) -> bool

Gets whether controller events are enabled on the node.
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fn set_render_group(&mut self, val: bool)

Sets whether to group the node’s rendering with all its recursive children.
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fn is_render_group(&self) -> bool

Gets whether to group the node’s rendering with all its recursive children.
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fn set_show_debug(&mut self, val: bool)

Sets whether debug graphic should be displayed for the node.
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fn is_show_debug(&self) -> bool

Gets whether debug graphic should be displayed for the node.
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fn set_render_order(&mut self, val: i32)

Sets the rendering order number for group rendering. Nodes with lower rendering orders are rendered earlier.
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fn get_render_order(&self) -> i32

Gets the rendering order number for group rendering. Nodes with lower rendering orders are rendered earlier.
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fn add_child_with_order_tag(&mut self, child: &dyn INode, order: i32, tag: &str)

Adds a child node to the current node. Read more
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fn add_child_with_order(&mut self, child: &dyn INode, order: i32)

Adds a child node to the current node. Read more
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fn add_child(&mut self, child: &dyn INode)

Adds a child node to the current node. Read more
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fn add_to_with_order_tag( &mut self, parent: &dyn INode, order: i32, tag: &str, ) -> Node

Adds the current node to a parent node. Read more
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fn add_to_with_order(&mut self, parent: &dyn INode, order: i32) -> Node

Adds the current node to a parent node. Read more
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fn add_to(&mut self, parent: &dyn INode) -> Node

Adds the current node to a parent node. Read more
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fn remove_child(&mut self, child: &dyn INode, cleanup: bool)

Removes a child node from the current node. Read more
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fn remove_child_by_tag(&mut self, tag: &str, cleanup: bool)

Removes a child node from the current node by tag. Read more
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fn remove_all_children(&mut self, cleanup: bool)

Removes all child nodes from the current node. Read more
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fn remove_from_parent(&mut self, cleanup: bool)

Removes the current node from its parent node. Read more
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fn move_to_parent(&mut self, parent: &dyn INode)

Moves the current node to a new parent node without triggering node events. Read more
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fn cleanup(&mut self)

Cleans up the current node.
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fn get_child_by_tag(&mut self, tag: &str) -> Option<Node>

Gets a child node by tag. Read more
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fn schedule(&mut self, update_func: Box<dyn FnMut(f64) -> bool>)

Schedules a main function to run every frame. Call this function again to replace the previous scheduled main function or coroutine. Read more
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fn unschedule(&mut self)

Unschedules the current node’s scheduled main function.
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fn convert_to_node_space(&mut self, world_point: &Vec2) -> Vec2

Converts a point from world space to node space. Read more
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fn convert_to_world_space(&mut self, node_point: &Vec2) -> Vec2

Converts a point from node space to world space. Read more
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fn convert_to_window_space( &mut self, node_point: &Vec2, callback: Box<dyn FnMut(&Vec2)>, )

Converts a point from node space to world space. Read more
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fn each_child( &mut self, visitor_func: Box<dyn FnMut(&dyn INode) -> bool>, ) -> bool

Calls the given function for each child node of this node. Read more
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fn traverse(&mut self, visitor_func: Box<dyn FnMut(&dyn INode) -> bool>) -> bool

Traverses the node hierarchy starting from this node and calls the given function for each visited node. The nodes without TraverseEnabled flag are not visited. Read more
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fn traverse_all( &mut self, visitor_func: Box<dyn FnMut(&dyn INode) -> bool>, ) -> bool

Traverses the entire node hierarchy starting from this node and calls the given function for each visited node. Read more
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fn run_action_def(&mut self, def: ActionDef, looped: bool) -> f32

Runs an action defined by the given action definition on this node. Read more
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fn run_action(&mut self, action: &Action, looped: bool) -> f32

Runs an action on this node. Read more
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fn stop_all_actions(&mut self)

Stops all actions running on this node.
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fn perform_def(&mut self, action_def: ActionDef, looped: bool) -> f32

Runs an action defined by the given action definition right after clearing all the previous running actions. Read more
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fn perform(&mut self, action: &Action, looped: bool) -> f32

Runs an action on this node right after clearing all the previous running actions. Read more
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fn stop_action(&mut self, action: &Action)

Stops the given action running on this node. Read more
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fn align_items_vertically(&mut self, padding: f32) -> Size

Vertically aligns all child nodes within the node using the given size and padding. Read more
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fn align_items_vertically_with_size( &mut self, size: &Size, padding: f32, ) -> Size

Vertically aligns all child nodes within the node using the given size and padding. Read more
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fn align_items_horizontally(&mut self, padding: f32) -> Size

Horizontally aligns all child nodes within the node using the given size and padding. Read more
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fn align_items_horizontally_with_size( &mut self, size: &Size, padding: f32, ) -> Size

Horizontally aligns all child nodes within the node using the given size and padding. Read more
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fn align_items(&mut self, padding: f32) -> Size

Aligns all child nodes within the node using the given size and padding. Read more
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fn align_items_with_size(&mut self, size: &Size, padding: f32) -> Size

Aligns all child nodes within the node using the given size and padding. Read more
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fn move_and_cull_items(&mut self, delta: &Vec2)

Moves and changes child nodes’ visibility based on their position in parent’s area. Read more
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fn attach_ime(&mut self)

Attaches the input method editor (IME) to the node. Makes node recieving “AttachIME”, “DetachIME”, “TextInput”, “TextEditing” events.
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fn detach_ime(&mut self)

Detaches the input method editor (IME) from the node.
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fn grab(&mut self) -> Grabber

Creates a texture grabber for the specified node. Read more
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fn grab_with_size(&mut self, grid_x: i32, grid_y: i32) -> Grabber

Creates a texture grabber for the specified node with a specified grid size. Read more
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fn stop_grab(&mut self)

Removes the texture grabber for the specified node.
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fn set_transform_target_null(&mut self)

Removes the transform target for the specified node.
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fn slot(&mut self, event_name: &str, handler: Box<dyn FnMut(&mut CallStack)>)

Associates the given handler function with the node event. Read more
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fn gslot(&mut self, event_name: &str, handler: Box<dyn FnMut(&mut CallStack)>)

Associates the given handler function with a global event. Read more
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fn emit(&mut self, name: &str, stack: &CallStack)

Emits an event to a node, triggering the event handler associated with the event name. Read more
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fn on_update(&mut self, update_func: Box<dyn FnMut(f64) -> bool>)

Schedules a function to run every frame. Call this function again to schedule multiple functions. Read more
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impl IObject for PhysicsWorld

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fn raw(&self) -> i64

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fn obj(&self) -> &dyn IObject

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fn as_any(&self) -> &dyn Any

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fn get_id(&self) -> i32

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impl IPhysicsWorld for PhysicsWorld

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fn query( &mut self, rect: &Rect, handler: Box<dyn FnMut(&dyn IBody) -> bool>, ) -> bool

Queries the physics world for all bodies that intersect with the specified rectangle. Read more
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fn raycast( &mut self, start: &Vec2, stop: &Vec2, closest: bool, handler: Box<dyn FnMut(&dyn IBody, &Vec2, &Vec2) -> bool>, ) -> bool

Casts a ray through the physics world and finds the first body that intersects with the ray. Read more
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fn set_iterations(&mut self, velocity_iter: i32, position_iter: i32)

Sets the number of velocity and position iterations to perform in the physics world. Read more
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fn set_should_contact(&mut self, group_a: i32, group_b: i32, contact: bool)

Sets whether two physics groups should make contact with each other or not. Read more
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fn get_should_contact(&mut self, group_a: i32, group_b: i32) -> bool

Gets whether two physics groups should make contact with each other or not. Read more

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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Gets the TypeId of self. Read more
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where T: ?Sized,

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Immutably borrows from an owned value. Read more
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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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where U: From<T>,

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Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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type Owned = T

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where U: TryFrom<T>,

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