[][src]Struct gdnative_bindings::RayShape2D

pub struct RayShape2D { /* fields omitted */ }

core class RayShape2D inherits Shape2D (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

RayShape2D inherits methods from:

Methods

impl RayShape2D[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_length(&self) -> f64[src]

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

pub fn set_length(&mut self, length: f64)[src]

pub fn set_slips_on_slope(&mut self, active: bool)[src]

pub fn to_shape_2d(&self) -> Shape2D[src]

Up-cast.

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 = Shape2D>

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

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

pub fn collide(
    &mut self,
    local_xform: Transform2D,
    with_shape: Option<Shape2D>,
    shape_xform: Transform2D
) -> bool
[src]

pub fn collide_and_get_contacts(
    &mut self,
    local_xform: Transform2D,
    with_shape: Option<Shape2D>,
    shape_xform: Transform2D
) -> VariantArray
[src]

pub fn collide_with_motion(
    &mut self,
    local_xform: Transform2D,
    local_motion: Vector2,
    with_shape: Option<Shape2D>,
    shape_xform: Transform2D,
    shape_motion: Vector2
) -> bool
[src]

pub fn collide_with_motion_and_get_contacts(
    &mut self,
    local_xform: Transform2D,
    local_motion: Vector2,
    with_shape: Option<Shape2D>,
    shape_xform: Transform2D,
    shape_motion: Vector2
) -> VariantArray
[src]

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

pub fn set_custom_solver_bias(&mut self, bias: f64)[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.

Trait Implementations

impl Clone for RayShape2D[src]

impl Debug for RayShape2D[src]

impl Deref for RayShape2D[src]

type Target = Shape2D

The resulting type after dereferencing.

impl DerefMut for RayShape2D[src]

impl Drop for RayShape2D[src]

impl FromVariant for RayShape2D[src]

impl GodotObject for RayShape2D[src]

impl Instanciable for RayShape2D[src]

impl ToVariant for RayShape2D[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.