Struct gdnative_bindings_lily::Physics2DDirectBodyStateSW[][src]

pub struct Physics2DDirectBodyStateSW { /* fields omitted */ }
Expand description

core class Physics2DDirectBodyStateSW inherits Physics2DDirectBodyState (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.

Class hierarchy

Physics2DDirectBodyStateSW 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.

Methods from Deref<Target = Physics2DDirectBodyState>

Adds a constant directional force without affecting rotation.

Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.

Adds a constant rotational force.

Applies a directional impulse without affecting rotation.

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 (use the “_force” functions otherwise). The offset uses the rotation of the global coordinate system, but is centered at the object’s origin.

Applies a rotational impulse to the body.

The body’s rotational velocity.

Returns the collider’s [RID].

Returns the collider’s object id.

Returns the collider object. This depends on how it was created (will return a scene node if such was used to create it).

Returns the contact position in the collider.

Returns the collider’s shape index.

Returns the collided shape’s metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].

Returns the linear velocity vector at the collider’s contact point.

Returns the number of contacts this body has with other bodies. Note: By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody2D.contact_monitor].

Returns the local normal at the contact point.

Returns the local position of the contact point.

Returns the local shape index of the collision.

The inverse of the inertia of the body.

The inverse of the mass of the body.

The body’s linear velocity.

Returns the current state of the space, useful for queries.

The timestep (delta) used for the simulation.

The rate at which the body stops rotating, if there are not any other forces moving it.

The total gravity vector being currently applied to this body.

The rate at which the body stops moving, if there are not any other forces moving it.

The body’s transformation matrix.

Calls the built-in force integration code.

If true, this body is currently sleeping (not active).

The body’s rotational velocity.

The body’s linear velocity.

If true, this body is currently sleeping (not active).

The body’s transformation matrix.

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.