[−][src]Struct gdnative_bindings::StaticBody2D
core class StaticBody2D
inherits PhysicsBody2D
(unsafe).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Memory management
Non reference counted objects such as the ones of this type are usually owned by the engine.
StaticBody2D
is a reference-only type. Persistent references can
only exist in the unsafe Ref<StaticBody2D>
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
StaticBody2D 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 StaticBody2D
[src]
pub fn new() -> Ref<Self, Unique>
[src]
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
.
pub fn bounce(&self) -> f64
[src]
The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override].
pub fn constant_angular_velocity(&self) -> f64
[src]
The body's constant angular velocity. This does not rotate the body, but affects colliding bodies, as if it were rotating.
pub fn constant_linear_velocity(&self) -> Vector2
[src]
The body's constant linear velocity. This does not move the body, but affects colliding bodies, as if it were moving.
pub fn friction(&self) -> f64
[src]
The body's friction. Values range from [code]0[/code] (no friction) to [code]1[/code] (full friction).
Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override].
pub fn physics_material_override(&self) -> Option<Ref<PhysicsMaterial, Shared>>
[src]
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.
pub fn set_bounce(&self, bounce: f64)
[src]
The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override].
pub fn set_constant_angular_velocity(&self, vel: f64)
[src]
The body's constant angular velocity. This does not rotate the body, but affects colliding bodies, as if it were rotating.
pub fn set_constant_linear_velocity(&self, vel: Vector2)
[src]
The body's constant linear velocity. This does not move the body, but affects colliding bodies, as if it were moving.
pub fn set_friction(&self, friction: f64)
[src]
The body's friction. Values range from [code]0[/code] (no friction) to [code]1[/code] (full friction).
Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override].
pub fn set_physics_material_override(
&self,
physics_material_override: impl AsArg<PhysicsMaterial>
)
[src]
&self,
physics_material_override: impl AsArg<PhysicsMaterial>
)
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.
Methods from Deref<Target = PhysicsBody2D>
pub fn add_collision_exception_with(&self, body: impl AsArg<Node>)
[src]
Adds a body to the list of bodies that this body can't collide with.
pub fn get_collision_exceptions(&self) -> VariantArray
[src]
Returns an array of nodes that were added as collision exceptions for this body.
pub fn collision_layer(&self) -> i64
[src]
The physics layers this area is in.
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the [member collision_mask] property.
A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
pub fn get_collision_layer_bit(&self, bit: i64) -> bool
[src]
Returns an individual bit on the [member collision_layer].
pub fn collision_mask(&self) -> i64
[src]
The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
pub fn get_collision_mask_bit(&self, bit: i64) -> bool
[src]
Returns an individual bit on the [member collision_mask].
pub fn remove_collision_exception_with(&self, body: impl AsArg<Node>)
[src]
Removes a body from the list of bodies that this body can't collide with.
pub fn set_collision_layer(&self, layer: i64)
[src]
The physics layers this area is in.
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the [member collision_mask] property.
A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
pub fn set_collision_layer_bit(&self, bit: i64, value: bool)
[src]
Sets individual bits on the [member collision_layer] bitmask. Use this if you only need to change one layer's value.
pub fn set_collision_mask(&self, mask: i64)
[src]
The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
pub fn set_collision_mask_bit(&self, bit: i64, value: bool)
[src]
Sets individual bits on the [member collision_mask] bitmask. Use this if you only need to change one layer's value.
Trait Implementations
impl Debug for StaticBody2D
[src]
impl Deref for StaticBody2D
[src]
type Target = PhysicsBody2D
The resulting type after dereferencing.
fn deref(&self) -> &PhysicsBody2D
[src]
impl DerefMut for StaticBody2D
[src]
fn deref_mut(&mut self) -> &mut PhysicsBody2D
[src]
impl GodotObject for StaticBody2D
[src]
type RefKind = ManuallyManaged
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 Instanciable for StaticBody2D
[src]
impl QueueFree for StaticBody2D
[src]
unsafe fn godot_queue_free(obj: *mut godot_object)
[src]
impl Sealed for StaticBody2D
[src]
impl SubClass<CanvasItem> for StaticBody2D
[src]
impl SubClass<CollisionObject2D> for StaticBody2D
[src]
impl SubClass<Node> for StaticBody2D
[src]
impl SubClass<Node2D> for StaticBody2D
[src]
impl SubClass<Object> for StaticBody2D
[src]
impl SubClass<PhysicsBody2D> for StaticBody2D
[src]
Auto Trait Implementations
impl RefUnwindSafe for StaticBody2D
impl !Send for StaticBody2D
impl !Sync for StaticBody2D
impl Unpin for StaticBody2D
impl UnwindSafe for StaticBody2D
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
[src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> SubClass<T> for T where
T: GodotObject,
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T: GodotObject,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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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>,