Struct gdnative_bindings_lily::StaticBody [−][src]
pub struct StaticBody { /* fields omitted */ }
Expand description
core class StaticBody
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.
StaticBody
is a reference-only type. Persistent references can
only exist in the unsafe Ref<StaticBody>
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
StaticBody 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
.
The body’s bounciness. Values range from 0
(no bounce) to 1
(full bounciness).
Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override].
The body’s constant angular velocity. This does not rotate the body, but affects other bodies that touch it, as if it was in a state of rotation.
The body’s constant linear velocity. This does not move the body, but affects other bodies that touch it, as if it was in a state of movement.
The body’s friction, from 0 (frictionless) to 1 (full friction). Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override].
The physics material override for the body. If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
The body’s bounciness. Values range from 0
(no bounce) to 1
(full bounciness).
Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override].
The body’s constant angular velocity. This does not rotate the body, but affects other bodies that touch it, as if it was in a state of rotation.
The body’s constant linear velocity. This does not move the body, but affects other bodies that touch it, as if it was in a state of movement.
The body’s friction, from 0 (frictionless) to 1 (full friction). Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override].
pub fn set_physics_material_override(
&self,
physics_material_override: impl AsArg<PhysicsMaterial>
)
pub fn set_physics_material_override(
&self,
physics_material_override: impl AsArg<PhysicsMaterial>
)
The physics material override for the body. If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
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
type Target = PhysicsBody
type Target = PhysicsBody
The resulting type after dereferencing.
Dereferences the value.
Mutably dereferences the value.
type RefKind = ManuallyManaged
type RefKind = ManuallyManaged
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
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
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
Auto Trait Implementations
impl RefUnwindSafe for StaticBody
impl !Send for StaticBody
impl !Sync for StaticBody
impl Unpin for StaticBody
impl UnwindSafe for StaticBody