Struct gdnative_bindings_lily::StaticBody2D[][src]

pub struct StaticBody2D { /* fields omitted */ }
Expand description

core class StaticBody2D inherits PhysicsBody2D (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.

StaticBody2D is a reference-only type. Persistent references can only exist in the unsafe Ref<StaticBody2D> 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

StaticBody2D 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 colliding bodies, as if it were rotating.

The body’s constant linear velocity. This does not move the body, but affects colliding bodies, as if it were moving.

The body’s friction. Values range from 0 (no friction) 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 colliding bodies, as if it were rotating.

The body’s constant linear velocity. This does not move the body, but affects colliding bodies, as if it were moving.

The body’s friction. Values range from 0 (no friction) 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.

Methods from Deref<Target = PhysicsBody2D>

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

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.