[−][src]Struct gdnative_bindings::Joint2D
core class Joint2D inherits Node2D (unsafe).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Class hierarchy
Joint2D 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 Joint2D[src]
pub fn bias(&self) -> f64[src]
When [member node_a] and [member node_b] move in different directions the [code]bias[/code] controls how fast the joint pulls them back to their original position. The lower the [code]bias[/code] the more the two bodies can pull on the joint.
pub fn exclude_nodes_from_collision(&self) -> bool[src]
If [code]true[/code], [member node_a] and [member node_b] can not collide.
pub fn node_a(&self) -> NodePath[src]
The first body attached to the joint. Must derive from [PhysicsBody2D].
pub fn node_b(&self) -> NodePath[src]
The second body attached to the joint. Must derive from [PhysicsBody2D].
pub fn set_bias(&self, bias: f64)[src]
When [member node_a] and [member node_b] move in different directions the [code]bias[/code] controls how fast the joint pulls them back to their original position. The lower the [code]bias[/code] the more the two bodies can pull on the joint.
pub fn set_exclude_nodes_from_collision(&self, enable: bool)[src]
If [code]true[/code], [member node_a] and [member node_b] can not collide.
pub fn set_node_a(&self, node: impl Into<NodePath>)[src]
The first body attached to the joint. Must derive from [PhysicsBody2D].
pub fn set_node_b(&self, node: impl Into<NodePath>)[src]
The second body attached to the joint. Must derive from [PhysicsBody2D].
Methods from Deref<Target = Node2D>
pub fn apply_scale(&self, ratio: Vector2)[src]
Multiplies the current scale by the [code]ratio[/code] vector.
pub fn get_angle_to(&self, point: Vector2) -> f64[src]
Returns the angle between the node and the [code]point[/code] in radians.
pub fn global_position(&self) -> Vector2[src]
Global position.
pub fn global_rotation(&self) -> f64[src]
Global rotation in radians.
pub fn global_rotation_degrees(&self) -> f64[src]
Global rotation in degrees.
pub fn global_scale(&self) -> Vector2[src]
Global scale.
pub fn position(&self) -> Vector2[src]
Position, relative to the node's parent.
pub fn get_relative_transform_to_parent(
&self,
parent: impl AsArg<Node>
) -> Transform2D[src]
&self,
parent: impl AsArg<Node>
) -> Transform2D
Returns the [Transform2D] relative to this node's parent.
pub fn rotation(&self) -> f64[src]
Rotation in radians, relative to the node's parent.
pub fn rotation_degrees(&self) -> f64[src]
Rotation in degrees, relative to the node's parent.
pub fn scale(&self) -> Vector2[src]
The node's scale. Unscaled value: [code](1, 1)[/code].
pub fn z_index(&self) -> i64[src]
Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others.
pub fn global_translate(&self, offset: Vector2)[src]
Adds the [code]offset[/code] vector to the node's global position.
pub fn is_z_relative(&self) -> bool[src]
If [code]true[/code], the node's Z index is relative to its parent's Z index. If this node's Z index is 2 and its parent's effective Z index is 3, then this node's effective Z index will be 2 + 3 = 5.
pub fn look_at(&self, point: Vector2)[src]
Rotates the node so it points towards the [code]point[/code], which is expected to use global coordinates.
pub fn move_local_x(&self, delta: f64, scaled: bool)[src]
Applies a local translation on the node's X axis based on the [method Node._process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/code], normalizes the movement.
Default Arguments
scaled-false
pub fn move_local_y(&self, delta: f64, scaled: bool)[src]
Applies a local translation on the node's Y axis based on the [method Node._process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/code], normalizes the movement.
Default Arguments
scaled-false
pub fn rotate(&self, radians: f64)[src]
Applies a rotation to the node, in radians, starting from its current rotation.
pub fn set_global_position(&self, position: Vector2)[src]
Global position.
pub fn set_global_rotation(&self, radians: f64)[src]
Global rotation in radians.
pub fn set_global_rotation_degrees(&self, degrees: f64)[src]
Global rotation in degrees.
pub fn set_global_scale(&self, scale: Vector2)[src]
Global scale.
pub fn set_global_transform(&self, xform: Transform2D)[src]
Global [Transform2D].
pub fn set_position(&self, position: Vector2)[src]
Position, relative to the node's parent.
pub fn set_rotation(&self, radians: f64)[src]
Rotation in radians, relative to the node's parent.
pub fn set_rotation_degrees(&self, degrees: f64)[src]
Rotation in degrees, relative to the node's parent.
pub fn set_scale(&self, scale: Vector2)[src]
The node's scale. Unscaled value: [code](1, 1)[/code].
pub fn set_transform(&self, xform: Transform2D)[src]
Local [Transform2D].
pub fn set_z_as_relative(&self, enable: bool)[src]
If [code]true[/code], the node's Z index is relative to its parent's Z index. If this node's Z index is 2 and its parent's effective Z index is 3, then this node's effective Z index will be 2 + 3 = 5.
pub fn set_z_index(&self, z_index: i64)[src]
Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others.
pub fn to_global(&self, local_point: Vector2) -> Vector2[src]
Transforms the provided local position into a position in global coordinate space. The input is expected to be local relative to the [Node2D] it is called on. e.g. Applying this method to the positions of child nodes will correctly transform their positions into the global coordinate space, but applying it to a node's own position will give an incorrect result, as it will incorporate the node's own transformation into its global position.
pub fn to_local(&self, global_point: Vector2) -> Vector2[src]
Transforms the provided global position into a position in local coordinate space. The output will be local relative to the [Node2D] it is called on. e.g. It is appropriate for determining the positions of child nodes, but it is not appropriate for determining its own position relative to its parent.
pub fn translate(&self, offset: Vector2)[src]
Translates the node by the given [code]offset[/code] in local coordinates.
Trait Implementations
impl Debug for Joint2D[src]
impl Deref for Joint2D[src]
impl DerefMut for Joint2D[src]
impl GodotObject for Joint2D[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 QueueFree for Joint2D[src]
unsafe fn godot_queue_free(obj: *mut godot_object)[src]
impl Sealed for Joint2D[src]
impl SubClass<CanvasItem> for Joint2D[src]
impl SubClass<Joint2D> for GrooveJoint2D[src]
impl SubClass<Joint2D> for PinJoint2D[src]
impl SubClass<Joint2D> for DampedSpringJoint2D[src]
impl SubClass<Node> for Joint2D[src]
impl SubClass<Node2D> for Joint2D[src]
impl SubClass<Object> for Joint2D[src]
Auto Trait Implementations
impl RefUnwindSafe for Joint2D
impl !Send for Joint2D
impl !Sync for Joint2D
impl Unpin for Joint2D
impl UnwindSafe for Joint2D
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>,