[][src]Struct gdnative_bindings::PhysicsMaterial

pub struct PhysicsMaterial { /* fields omitted */ }

core class PhysicsMaterial inherits Resource (reference counted).

Official documentation

See the documentation of this class in the Godot engine's official documentation.

Memory management

The lifetime of this object is automatically managed through reference counting.

Class hierarchy

PhysicsMaterial inherits methods from:

Methods

impl PhysicsMaterial[src]

pub fn new() -> Self[src]

pub fn new_ref(&self) -> Self[src]

Creates a new reference to the same reference-counted object.

pub fn get_bounce(&self) -> f64[src]

pub fn get_friction(&self) -> f64[src]

pub fn is_absorbent(&self) -> bool[src]

pub fn is_rough(&self) -> bool[src]

pub fn set_absorbent(&mut self, absorbent: bool)[src]

pub fn set_bounce(&mut self, bounce: f64)[src]

pub fn set_friction(&mut self, friction: f64)[src]

pub fn set_rough(&mut self, rough: bool)[src]

pub fn to_resource(&self) -> Resource[src]

Up-cast.

pub fn to_reference(&self) -> Reference[src]

Up-cast.

pub fn to_object(&self) -> Object[src]

Up-cast.

pub fn cast<T: GodotObject>(&self) -> Option<T>[src]

Generic dynamic cast.

Methods from Deref<Target = Resource>

pub fn new_ref(&self) -> Self[src]

Creates a new reference to the same reference-counted object.

pub fn _setup_local_to_scene(&mut self)[src]

pub fn duplicate(&self, subresources: bool) -> Option<Resource>[src]

pub fn get_local_scene(&self) -> Option<Node>[src]

pub fn get_name(&self) -> GodotString[src]

pub fn get_path(&self) -> GodotString[src]

pub fn get_rid(&self) -> Rid[src]

pub fn is_local_to_scene(&self) -> bool[src]

pub fn set_local_to_scene(&mut self, enable: bool)[src]

pub fn set_name(&mut self, name: GodotString)[src]

pub fn set_path(&mut self, path: GodotString)[src]

pub fn setup_local_to_scene(&mut self)[src]

pub fn take_over_path(&mut self, path: GodotString)[src]

pub fn init_ref(&mut self) -> bool[src]

Inherited from Reference.

pub fn to_reference(&self) -> Reference[src]

Up-cast.

pub fn to_object(&self) -> Object[src]

Up-cast.

pub fn cast<T: GodotObject>(&self) -> Option<T>[src]

Generic dynamic cast.

Trait Implementations

impl Clone for PhysicsMaterial[src]

impl Debug for PhysicsMaterial[src]

impl Deref for PhysicsMaterial[src]

type Target = Resource

The resulting type after dereferencing.

impl DerefMut for PhysicsMaterial[src]

impl Drop for PhysicsMaterial[src]

impl FromVariant for PhysicsMaterial[src]

impl GodotObject for PhysicsMaterial[src]

impl Instanciable for PhysicsMaterial[src]

impl ToVariant for PhysicsMaterial[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.