[−][src]Struct gdnative_bindings::Shape2D
core class Shape2D
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
Shape2D 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
impl Shape2D
[src]
pub fn collide(
&self,
local_xform: Transform2D,
with_shape: impl AsArg<Shape2D>,
shape_xform: Transform2D
) -> bool
[src]
&self,
local_xform: Transform2D,
with_shape: impl AsArg<Shape2D>,
shape_xform: Transform2D
) -> bool
Returns [code]true[/code] if this shape is colliding with another.
This method needs the transformation matrix for this shape ([code]local_xform[/code]), the shape to check collisions with ([code]with_shape[/code]), and the transformation matrix of that shape ([code]shape_xform[/code]).
pub fn collide_and_get_contacts(
&self,
local_xform: Transform2D,
with_shape: impl AsArg<Shape2D>,
shape_xform: Transform2D
) -> VariantArray
[src]
&self,
local_xform: Transform2D,
with_shape: impl AsArg<Shape2D>,
shape_xform: Transform2D
) -> VariantArray
Returns a list of the points where this shape touches another. If there are no collisions the list is empty.
This method needs the transformation matrix for this shape ([code]local_xform[/code]), the shape to check collisions with ([code]with_shape[/code]), and the transformation matrix of that shape ([code]shape_xform[/code]).
pub fn collide_with_motion(
&self,
local_xform: Transform2D,
local_motion: Vector2,
with_shape: impl AsArg<Shape2D>,
shape_xform: Transform2D,
shape_motion: Vector2
) -> bool
[src]
&self,
local_xform: Transform2D,
local_motion: Vector2,
with_shape: impl AsArg<Shape2D>,
shape_xform: Transform2D,
shape_motion: Vector2
) -> bool
Returns whether this shape would collide with another, if a given movement was applied.
This method needs the transformation matrix for this shape ([code]local_xform[/code]), the movement to test on this shape ([code]local_motion[/code]), the shape to check collisions with ([code]with_shape[/code]), the transformation matrix of that shape ([code]shape_xform[/code]), and the movement to test onto the other object ([code]shape_motion[/code]).
pub fn collide_with_motion_and_get_contacts(
&self,
local_xform: Transform2D,
local_motion: Vector2,
with_shape: impl AsArg<Shape2D>,
shape_xform: Transform2D,
shape_motion: Vector2
) -> VariantArray
[src]
&self,
local_xform: Transform2D,
local_motion: Vector2,
with_shape: impl AsArg<Shape2D>,
shape_xform: Transform2D,
shape_motion: Vector2
) -> VariantArray
Returns a list of the points where this shape would touch another, if a given movement was applied. If there are no collisions the list is empty.
This method needs the transformation matrix for this shape ([code]local_xform[/code]), the movement to test on this shape ([code]local_motion[/code]), the shape to check collisions with ([code]with_shape[/code]), the transformation matrix of that shape ([code]shape_xform[/code]), and the movement to test onto the other object ([code]shape_motion[/code]).
pub fn draw(&self, canvas_item: Rid, color: Color)
[src]
Draws a solid shape onto a [CanvasItem] with the [VisualServer] API filled with the specified [code]color[/code]. The exact drawing method is specific for each shape and cannot be configured.
pub fn custom_solver_bias(&self) -> f64
[src]
The shape's custom solver bias.
pub fn set_custom_solver_bias(&self, bias: f64)
[src]
The shape's custom solver bias.
Methods from Deref<Target = Resource>
pub fn duplicate(&self, subresources: bool) -> Option<Ref<Resource, Shared>>
[src]
Duplicates the resource, returning a new resource. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing [code]true[/code] to the [code]subresources[/code] argument which will copy the subresources.
[b]Note:[/b] If [code]subresources[/code] is [code]true[/code], this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared.
Default Arguments
subresources
-false
pub fn get_local_scene(&self) -> Option<Ref<Node, Shared>>
[src]
If [member resource_local_to_scene] is enabled and the resource was loaded from a [PackedScene] instantiation, returns the local scene where this resource's unique copy is in use. Otherwise, returns [code]null[/code].
pub fn name(&self) -> GodotString
[src]
The name of the resource. This is an optional identifier.
pub fn path(&self) -> GodotString
[src]
The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.
pub fn get_rid(&self) -> Rid
[src]
Returns the RID of the resource (or an empty RID). Many resources (such as [Texture], [Mesh], etc) are high-level abstractions of resources stored in a server, so this function will return the original RID.
pub fn is_local_to_scene(&self) -> bool
[src]
If [code]true[/code], the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.
pub fn set_local_to_scene(&self, enable: bool)
[src]
If [code]true[/code], the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.
pub fn set_name(&self, name: impl Into<GodotString>)
[src]
The name of the resource. This is an optional identifier.
pub fn set_path(&self, path: impl Into<GodotString>)
[src]
The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.
pub fn setup_local_to_scene(&self)
[src]
This method is called when a resource with [member resource_local_to_scene] enabled is loaded from a [PackedScene] instantiation. Its behavior can be customized by overriding [method _setup_local_to_scene] from script.
For most resources, this method performs no base logic. [ViewportTexture] performs custom logic to properly set the proxy texture and flags in the local viewport.
pub fn take_over_path(&self, path: impl Into<GodotString>)
[src]
Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting [member resource_path], as the latter would error out if another resource was already cached for the given path.
Trait Implementations
impl Debug for Shape2D
[src]
impl Deref for Shape2D
[src]
impl DerefMut for Shape2D
[src]
impl GodotObject for Shape2D
[src]
type RefKind = RefCounted
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
fn class_name() -> &'static str
[src]
fn null() -> Null<Self>
[src]
fn new() -> Ref<Self, Unique> where
Self: Instanciable,
[src]
Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
[src]
T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
[src]
Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
[src]
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
[src]
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
[src]
impl Sealed for Shape2D
[src]
impl SubClass<Object> for Shape2D
[src]
impl SubClass<Reference> for Shape2D
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impl SubClass<Resource> for Shape2D
[src]
impl SubClass<Shape2D> for ConvexPolygonShape2D
[src]
impl SubClass<Shape2D> for SegmentShape2D
[src]
impl SubClass<Shape2D> for CircleShape2D
[src]
impl SubClass<Shape2D> for LineShape2D
[src]
impl SubClass<Shape2D> for CapsuleShape2D
[src]
impl SubClass<Shape2D> for ConcavePolygonShape2D
[src]
impl SubClass<Shape2D> for RayShape2D
[src]
impl SubClass<Shape2D> for RectangleShape2D
[src]
Auto Trait Implementations
impl RefUnwindSafe for Shape2D
impl !Send for Shape2D
impl !Sync for Shape2D
impl Unpin for Shape2D
impl UnwindSafe for Shape2D
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
[src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
[src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]
T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
[src]
impl<T> From<T> for T
[src]
impl<T, U> Into<U> for T where
U: From<T>,
[src]
U: From<T>,
impl<T> SubClass<T> for T where
T: GodotObject,
[src]
T: GodotObject,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
[src]
U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
[src]
U: TryFrom<T>,