[−][src]Struct gdnative_bindings::PinJoint2D
core class PinJoint2D inherits Joint2D (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.
PinJoint2D is a reference-only type. Persistent references can
only exist in the unsafe Ref<PinJoint2D> 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
PinJoint2D 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 PinJoint2D[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 softness(&self) -> f64[src]
The higher this value, the more the bond to the pinned partner can flex.
pub fn set_softness(&self, softness: f64)[src]
The higher this value, the more the bond to the pinned partner can flex.
Methods from Deref<Target = Joint2D>
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].
Trait Implementations
impl Debug for PinJoint2D[src]
impl Deref for PinJoint2D[src]
impl DerefMut for PinJoint2D[src]
impl GodotObject for PinJoint2D[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 PinJoint2D[src]
impl QueueFree for PinJoint2D[src]
unsafe fn godot_queue_free(obj: *mut godot_object)[src]
impl Sealed for PinJoint2D[src]
impl SubClass<CanvasItem> for PinJoint2D[src]
impl SubClass<Joint2D> for PinJoint2D[src]
impl SubClass<Node> for PinJoint2D[src]
impl SubClass<Node2D> for PinJoint2D[src]
impl SubClass<Object> for PinJoint2D[src]
Auto Trait Implementations
impl RefUnwindSafe for PinJoint2D
impl !Send for PinJoint2D
impl !Sync for PinJoint2D
impl Unpin for PinJoint2D
impl UnwindSafe for PinJoint2D
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>,