[−][src]Struct gdnative_bindings::Physics2DDirectBodyStateSW
core class Physics2DDirectBodyStateSW inherits Physics2DDirectBodyState (unsafe).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Class hierarchy
Physics2DDirectBodyStateSW 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.
Methods from Deref<Target = Physics2DDirectBodyState>
pub fn add_central_force(&self, force: Vector2)[src]
Adds a constant directional force without affecting rotation.
pub fn add_force(&self, offset: Vector2, force: Vector2)[src]
Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
pub fn add_torque(&self, torque: f64)[src]
Adds a constant rotational force.
pub fn apply_central_impulse(&self, impulse: Vector2)[src]
Applies a directional impulse without affecting rotation.
pub fn apply_impulse(&self, offset: Vector2, impulse: Vector2)[src]
Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise). The offset uses the rotation of the global coordinate system, but is centered at the object's origin.
pub fn apply_torque_impulse(&self, impulse: f64)[src]
Applies a rotational impulse to the body.
pub fn angular_velocity(&self) -> f64[src]
The body's rotational velocity.
pub fn get_contact_collider(&self, contact_idx: i64) -> Rid[src]
Returns the collider's [RID].
pub fn get_contact_collider_id(&self, contact_idx: i64) -> i64[src]
Returns the collider's object id.
pub fn get_contact_collider_object(
&self,
contact_idx: i64
) -> Option<Ref<Object, Shared>>[src]
&self,
contact_idx: i64
) -> Option<Ref<Object, Shared>>
Returns the collider object. This depends on how it was created (will return a scene node if such was used to create it).
pub fn get_contact_collider_position(&self, contact_idx: i64) -> Vector2[src]
Returns the contact position in the collider.
pub fn get_contact_collider_shape(&self, contact_idx: i64) -> i64[src]
Returns the collider's shape index.
pub fn get_contact_collider_shape_metadata(&self, contact_idx: i64) -> Variant[src]
Returns the collided shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
pub fn get_contact_collider_velocity_at_position(
&self,
contact_idx: i64
) -> Vector2[src]
&self,
contact_idx: i64
) -> Vector2
Returns the linear velocity vector at the collider's contact point.
pub fn get_contact_count(&self) -> i64[src]
Returns the number of contacts this body has with other bodies.
[b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody2D.contact_monitor].
pub fn get_contact_local_normal(&self, contact_idx: i64) -> Vector2[src]
Returns the local normal at the contact point.
pub fn get_contact_local_position(&self, contact_idx: i64) -> Vector2[src]
Returns the local position of the contact point.
pub fn get_contact_local_shape(&self, contact_idx: i64) -> i64[src]
Returns the local shape index of the collision.
pub fn inverse_inertia(&self) -> f64[src]
The inverse of the inertia of the body.
pub fn inverse_mass(&self) -> f64[src]
The inverse of the mass of the body.
pub fn linear_velocity(&self) -> Vector2[src]
The body's linear velocity.
pub fn get_space_state(&self) -> Option<Ref<Physics2DDirectSpaceState, Shared>>[src]
Returns the current state of the space, useful for queries.
pub fn step(&self) -> f64[src]
The timestep (delta) used for the simulation.
pub fn total_angular_damp(&self) -> f64[src]
The rate at which the body stops rotating, if there are not any other forces moving it.
pub fn total_gravity(&self) -> Vector2[src]
The total gravity vector being currently applied to this body.
pub fn total_linear_damp(&self) -> f64[src]
The rate at which the body stops moving, if there are not any other forces moving it.
pub fn transform(&self) -> Transform2D[src]
The body's transformation matrix.
pub fn integrate_forces(&self)[src]
Calls the built-in force integration code.
pub fn is_sleeping(&self) -> bool[src]
If [code]true[/code], this body is currently sleeping (not active).
pub fn set_angular_velocity(&self, velocity: f64)[src]
The body's rotational velocity.
pub fn set_linear_velocity(&self, velocity: Vector2)[src]
The body's linear velocity.
pub fn set_sleep_state(&self, enabled: bool)[src]
If [code]true[/code], this body is currently sleeping (not active).
pub fn set_transform(&self, transform: Transform2D)[src]
The body's transformation matrix.
Trait Implementations
impl Debug for Physics2DDirectBodyStateSW[src]
impl Deref for Physics2DDirectBodyStateSW[src]
type Target = Physics2DDirectBodyState
The resulting type after dereferencing.
fn deref(&self) -> &Physics2DDirectBodyState[src]
impl DerefMut for Physics2DDirectBodyStateSW[src]
fn deref_mut(&mut self) -> &mut Physics2DDirectBodyState[src]
impl GodotObject for Physics2DDirectBodyStateSW[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 Sealed for Physics2DDirectBodyStateSW[src]
impl SubClass<Object> for Physics2DDirectBodyStateSW[src]
impl SubClass<Physics2DDirectBodyState> for Physics2DDirectBodyStateSW[src]
Auto Trait Implementations
impl RefUnwindSafe for Physics2DDirectBodyStateSW
impl !Send for Physics2DDirectBodyStateSW
impl !Sync for Physics2DDirectBodyStateSW
impl Unpin for Physics2DDirectBodyStateSW
impl UnwindSafe for Physics2DDirectBodyStateSW
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>,