Struct gdnative_bindings_lily::VehicleBody[][src]

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

core class VehicleBody inherits RigidBody (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.

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

VehicleBody 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.

Slows down the vehicle by applying a braking force. The vehicle is only slowed down if the wheels are in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidBody.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking.

Accelerates the vehicle by applying an engine force. The vehicle is only speed up if the wheels that have [member VehicleWheel.use_as_traction] set to true and are in contact with a surface. The [member RigidBody.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration. Note: The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears. A negative value will result in the vehicle reversing.

The steering angle for the vehicle. Setting this to a non-zero value will result in the vehicle turning when it’s moving. Wheels that have [member VehicleWheel.use_as_steering] set to true will automatically be rotated.

Slows down the vehicle by applying a braking force. The vehicle is only slowed down if the wheels are in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidBody.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking.

Accelerates the vehicle by applying an engine force. The vehicle is only speed up if the wheels that have [member VehicleWheel.use_as_traction] set to true and are in contact with a surface. The [member RigidBody.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration. Note: The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears. A negative value will result in the vehicle reversing.

The steering angle for the vehicle. Setting this to a non-zero value will result in the vehicle turning when it’s moving. Wheels that have [member VehicleWheel.use_as_steering] set to true will automatically be rotated.

Methods from Deref<Target = RigidBody>

Adds a constant directional force (i.e. acceleration) without affecting rotation. This is equivalent to add_force(force, Vector3(0,0,0)).

Adds a constant directional force (i.e. acceleration). The position uses the rotation of the global coordinate system, but is centered at the object’s origin.

Adds a constant rotational force (i.e. a motor) without affecting position.

Applies a directional impulse without affecting rotation. This is equivalent to apply_impulse(Vector3(0,0,0), impulse).

Applies a positioned impulse to the body. An impulse is time independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason it should only be used when simulating one-time impacts. The position uses the rotation of the global coordinate system, but is centered at the object’s origin.

Applies a torque impulse which will be affected by the body mass and shape. This will rotate the body around the impulse vector passed.

Damps RigidBody’s rotational forces.

RigidBody’s rotational velocity.

Lock the body’s movement in the Z axis.

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].

Returns a list of the bodies colliding with this one. Requires [member contact_monitor] to be set to true and [member contacts_reported] to be set high enough to detect all the collisions. Note: The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.

The body’s friction, from 0 (frictionless) to 1 (max friction). Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override].

This is multiplied by the global 3D gravity setting found in Project > Project Settings > Physics > 3d to produce RigidBody’s gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.

Returns the inverse inertia tensor basis. This is used to calculate the angular acceleration resulting from a torque applied to the RigidBody.

The body’s linear damp. Cannot be less than -1.0. If this value is different from -1.0, any linear damp derived from the world or areas will be overridden.

The body’s linear velocity. Can be used sporadically, but don’t set this every frame, because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.

The body’s mass.

The maximum number of contacts that will be recorded. Requires [member contact_monitor] to be set to true. Note: The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end), and collisions between parallel faces will result in four contacts (one at each corner).

The body mode. See [enum Mode] for possible values.

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 weight based on its mass and the global 3D gravity. Global values are set in Project > Project Settings > Physics > 3d.

If true, the body can enter sleep mode when there is no movement. See [member sleeping]. Note: A RigidBody3D will never enter sleep mode automatically if its [member mode] is [constant MODE_CHARACTER]. It can still be put to sleep manually by setting its [member sleeping] property to true.

If true, the RigidBody will emit signals when it collides with another RigidBody. See also [member contacts_reported].

If true, the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the [method apply_impulse] or [method add_force] methods.

If true, continuous collision detection is used. Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. Continuous collision detection is more precise, and misses fewer impacts by small, fast-moving objects. Not using continuous collision detection is faster to compute, but can miss small, fast-moving objects.

If true, internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined.

Damps RigidBody’s rotational forces.

RigidBody’s rotational velocity.

Lock the body’s movement in the Z axis.

Sets an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.

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].

If true, the body can enter sleep mode when there is no movement. See [member sleeping]. Note: A RigidBody3D will never enter sleep mode automatically if its [member mode] is [constant MODE_CHARACTER]. It can still be put to sleep manually by setting its [member sleeping] property to true.

If true, the RigidBody will emit signals when it collides with another RigidBody. See also [member contacts_reported].

The body’s friction, from 0 (frictionless) to 1 (max friction). Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override].

This is multiplied by the global 3D gravity setting found in Project > Project Settings > Physics > 3d to produce RigidBody’s gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.

The body’s linear damp. Cannot be less than -1.0. If this value is different from -1.0, any linear damp derived from the world or areas will be overridden.

The body’s linear velocity. Can be used sporadically, but don’t set this every frame, because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.

The body’s mass.

The maximum number of contacts that will be recorded. Requires [member contact_monitor] to be set to true. Note: The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end), and collisions between parallel faces will result in four contacts (one at each corner).

The body mode. See [enum Mode] for possible values.

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.

If true, the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the [method apply_impulse] or [method add_force] methods.

If true, continuous collision detection is used. Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. Continuous collision detection is more precise, and misses fewer impacts by small, fast-moving objects. Not using continuous collision detection is faster to compute, but can miss small, fast-moving objects.

If true, internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined.

The body’s weight based on its mass and the global 3D gravity. Global values are set in Project > Project Settings > Physics > 3d.

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.