Struct gdnative_bindings_lily::KinematicBody[][src]

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

core class KinematicBody inherits PhysicsBody (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.

KinematicBody is a reference-only type. Persistent references can only exist in the unsafe Ref<KinematicBody> 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

KinematicBody 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.

Lock the body’s Z axis movement.

Returns the surface normal of the floor at the last collision point. Only valid after calling [method move_and_slide] or [method move_and_slide_with_snap] and when [method is_on_floor] returns true.

Returns the linear velocity of the floor at the last collision point. Only valid after calling [method move_and_slide] or [method move_and_slide_with_snap] and when [method is_on_floor] returns true.

If the body is at least this close to another body, this body will consider them to be colliding.

Returns a KinematicCollision, which contains information about a collision that occurred during the last [method move_and_slide] call. Since the body can collide several times in a single call to [method move_and_slide], you must specify the index of the collision in the range 0 to ([method get_slide_count] - 1).

Returns the number of times the body collided and changed direction during the last call to [method move_and_slide].

Returns true if the body is on the ceiling. Only updates when calling [method move_and_slide].

Returns true if the body is on the floor. Only updates when calling [method move_and_slide].

Returns true if the body is on a wall. Only updates when calling [method move_and_slide].

Moves the body along the vector rel_vec. The body will stop if it collides. Returns a KinematicCollision, which contains information about the collision. If test_only is true, the body does not move but the would-be collision information is given.

Default Arguments

  • infinite_inertia - true
  • exclude_raycast_shapes - true
  • test_only - false

Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a KinematicBody or RigidBody, it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step’s delta value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. linear_velocity is the velocity vector (typically meters per second). Unlike in [method move_and_collide], you should [i]not[/i] multiply it by delta — the physics engine handles applying the velocity. up_direction is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of Vector3(0, 0, 0), everything is considered a wall. If stop_on_slope is true, body will not slide on slopes when you include gravity in linear_velocity and the body is standing still. If the body collides, it will change direction a maximum of max_slides times before it stops. floor_max_angle is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees. If infinite_inertia is true, body will be able to push RigidBody nodes, but it won’t also detect any collisions with them. If false, it will interact with RigidBody nodes like with StaticBody. Returns the linear_velocity vector, rotated and/or scaled if a slide collision occurred. To get detailed information about collisions that occurred, use [method get_slide_collision].

Default Arguments

  • up_direction - Vector3( 0, 0, 0 )
  • stop_on_slope - false
  • max_slides - 4
  • floor_max_angle - 0.785398
  • infinite_inertia - true

Moves the body while keeping it attached to slopes. Similar to [method move_and_slide]. As long as the snap vector is in contact with the ground, the body will remain attached to the surface. This means you must disable snap in order to jump, for example. You can do this by setting snap to (0, 0, 0) or by using [method move_and_slide] instead.

Default Arguments

  • up_direction - Vector3( 0, 0, 0 )
  • stop_on_slope - false
  • max_slides - 4
  • floor_max_angle - 0.785398
  • infinite_inertia - true

Lock the body’s Z axis movement.

If the body is at least this close to another body, this body will consider them to be colliding.

Checks for collisions without moving the body. Virtually sets the node’s position, scale and rotation to that of the given Transform, then tries to move the body along the vector rel_vec. Returns true if a collision would occur.

Default Arguments

  • infinite_inertia - true

Methods from Deref<Target = PhysicsBody>

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.

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

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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.