Struct gdnative_bindings_lily::physics_body_2d::PhysicsBody2D[][src]

pub struct PhysicsBody2D { /* fields omitted */ }
Expand description

core class PhysicsBody2D inherits CollisionObject2D (unsafe).

Official documentation

See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.

Class hierarchy

PhysicsBody2D 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

Adds a body to the list of bodies that this body can’t collide with.

Returns an array of nodes that were added as collision exceptions for this body.

The physics layers this area is in. Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the [member collision_mask] property. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.

Returns an individual bit on the [member collision_layer].

The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.

Returns an individual bit on the [member collision_mask].

Removes a body from the list of bodies that this body can’t collide with.

The physics layers this area is in. Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the [member collision_mask] property. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.

Sets individual bits on the [member collision_layer] bitmask. Use this if you only need to change one layer’s value.

The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.

Sets individual bits on the [member collision_mask] bitmask. Use this if you only need to change one layer’s value.

Methods from Deref<Target = CollisionObject2D>

Creates a new shape owner for the given object. Returns owner_id of the new owner for future reference.

Returns the object’s [RID].

Returns the one_way_collision_margin of the shape owner identified by given owner_id.

Returns an [Array] of owner_id identifiers. You can use these ids in other methods that take owner_id as an argument.

If true, this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one collision_layer bit to be set.

If true, the shape owner and its shapes are disabled.

Returns true if collisions for the shape owner originating from this CollisionObject2D will not be reported to collided with CollisionObject2Ds.

Removes the given shape owner.

If true, this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one collision_layer bit to be set.

Returns the owner_id of the given shape.

Adds a Shape2D to the shape owner.

Removes all shapes from the shape owner.

Returns the parent object of the given shape owner.

Returns the Shape2D with the given id from the given shape owner.

Returns the number of shapes the given shape owner contains.

Returns the child index of the Shape2D with the given id from the given shape owner.

Returns the shape owner’s Transform2D.

Removes a shape from the given shape owner.

If true, disables the given shape owner.

If enable is true, collisions for the shape owner originating from this CollisionObject2D will not be reported to collided with CollisionObject2Ds.

Sets the one_way_collision_margin of the shape owner identified by given owner_id to margin pixels.

Sets the Transform2D of the given shape owner.

Trait Implementations

Formats the value using the given formatter. Read more

The resulting type after dereferencing.

Dereferences the value.

Mutably dereferences the value.

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

Creates an explicitly null reference of Self as a method argument. This makes type inference easier for the compiler compared to Option. Read more

Creates a new instance of Self using a zero-argument constructor, as a Unique reference. Read more

Performs a dynamic reference downcast to target type. Read more

Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more

Creates a persistent reference to the same Godot object with shared thread access. Read more

Creates a persistent reference to the same Godot object with thread-local thread access. Read more

Creates a persistent reference to the same Godot object with unique access. Read more

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive. See also TRef::try_from_instance_id. Read more

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive, and panics otherwise. This does NOT guarantee that the resulting reference is safe to use. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Performs the conversion.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.