Struct gdnative_bindings_lily::soft_body::SoftBody[][src]

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

core class SoftBody inherits MeshInstance (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.

Memory management

Non reference counted objects such as the ones of this type are usually owned by the engine.

SoftBody is a reference-only type. Persistent references can only exist in the unsafe Ref<SoftBody> 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 Ref::free, or Ref::queue_free if it is a Node.

Class hierarchy

SoftBody 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

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 Ref::free, or preferably Ref::queue_free if it is a Node.

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 SoftBody 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 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 collision mask.

The physics layers this SoftBody 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 collision mask.

NodePath to a CollisionObject this SoftBody should avoid clipping.

Increasing this value will improve the resulting simulation, but can affect performance. Use with care.

The SoftBody’s mass.

If true, the SoftBody will respond to RayCasts.

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

The physics layers this SoftBody 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 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 layer mask. Use this if you only need to change one layer’s value.

The physics layers this SoftBody 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 collision mask. Use this if you only need to change one layer’s value.

NodePath to a CollisionObject this SoftBody should avoid clipping.

If true, the SoftBody will respond to RayCasts.

Increasing this value will improve the resulting simulation, but can affect performance. Use with care.

The SoftBody’s mass.

Methods from Deref<Target = MeshInstance>

This helper creates a StaticBody child node with a ConvexPolygonShape collision shape calculated from the mesh geometry. It’s mainly used for testing.

This helper creates a MeshInstance child node with gizmos at every vertex calculated from the mesh geometry. It’s mainly used for testing.

This helper creates a StaticBody child node with a ConcavePolygonShape collision shape calculated from the mesh geometry. It’s mainly used for testing.

The Mesh resource for the instance.

NodePath to the Skeleton associated with the instance.

Sets the skin to be used by this instance.

Returns the Material for a surface of the Mesh resource.

Returns the number of surface materials.

The Mesh resource for the instance.

NodePath to the Skeleton associated with the instance.

Sets the skin to be used by this instance.

Sets the Material for a surface of the Mesh resource.

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.