Struct gdnative_bindings::PhysicsServer[][src]

pub struct PhysicsServer { /* fields omitted */ }

core singleton class PhysicsServer inherits Object (unsafe).

Official documentation

See the documentation of this class in the Godot engine's official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.

Class hierarchy

PhysicsServer 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 PhysicsServer[src]

Constants

pub const AREA_BODY_ADDED: i64[src]

pub const AREA_BODY_REMOVED: i64[src]

pub const AREA_PARAM_ANGULAR_DAMP: i64[src]

pub const AREA_PARAM_GRAVITY: i64[src]

pub const AREA_PARAM_GRAVITY_DISTANCE_SCALE: i64[src]

pub const AREA_PARAM_GRAVITY_IS_POINT: i64[src]

pub const AREA_PARAM_GRAVITY_POINT_ATTENUATION: i64[src]

pub const AREA_PARAM_GRAVITY_VECTOR: i64[src]

pub const AREA_PARAM_LINEAR_DAMP: i64[src]

pub const AREA_PARAM_PRIORITY: i64[src]

pub const AREA_SPACE_OVERRIDE_COMBINE: i64[src]

pub const AREA_SPACE_OVERRIDE_COMBINE_REPLACE: i64[src]

pub const AREA_SPACE_OVERRIDE_DISABLED: i64[src]

pub const AREA_SPACE_OVERRIDE_REPLACE: i64[src]

pub const AREA_SPACE_OVERRIDE_REPLACE_COMBINE: i64[src]

pub const BODY_AXIS_ANGULAR_X: i64[src]

pub const BODY_AXIS_ANGULAR_Y: i64[src]

pub const BODY_AXIS_ANGULAR_Z: i64[src]

pub const BODY_AXIS_LINEAR_X: i64[src]

pub const BODY_AXIS_LINEAR_Y: i64[src]

pub const BODY_AXIS_LINEAR_Z: i64[src]

pub const BODY_MODE_CHARACTER: i64[src]

pub const BODY_MODE_KINEMATIC: i64[src]

pub const BODY_MODE_RIGID: i64[src]

pub const BODY_MODE_STATIC: i64[src]

pub const BODY_PARAM_ANGULAR_DAMP: i64[src]

pub const BODY_PARAM_BOUNCE: i64[src]

pub const BODY_PARAM_FRICTION: i64[src]

pub const BODY_PARAM_GRAVITY_SCALE: i64[src]

pub const BODY_PARAM_LINEAR_DAMP: i64[src]

pub const BODY_PARAM_MASS: i64[src]

pub const BODY_PARAM_MAX: i64[src]

pub const BODY_STATE_ANGULAR_VELOCITY: i64[src]

pub const BODY_STATE_CAN_SLEEP: i64[src]

pub const BODY_STATE_LINEAR_VELOCITY: i64[src]

pub const BODY_STATE_SLEEPING: i64[src]

pub const BODY_STATE_TRANSFORM: i64[src]

pub const CONE_TWIST_JOINT_BIAS: i64[src]

pub const CONE_TWIST_JOINT_RELAXATION: i64[src]

pub const CONE_TWIST_JOINT_SOFTNESS: i64[src]

pub const CONE_TWIST_JOINT_SWING_SPAN: i64[src]

pub const CONE_TWIST_JOINT_TWIST_SPAN: i64[src]

pub const G6DOF_JOINT_ANGULAR_DAMPING: i64[src]

pub const G6DOF_JOINT_ANGULAR_ERP: i64[src]

pub const G6DOF_JOINT_ANGULAR_FORCE_LIMIT: i64[src]

pub const G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS: i64[src]

pub const G6DOF_JOINT_ANGULAR_LOWER_LIMIT: i64[src]

pub const G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT: i64[src]

pub const G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY: i64[src]

pub const G6DOF_JOINT_ANGULAR_RESTITUTION: i64[src]

pub const G6DOF_JOINT_ANGULAR_UPPER_LIMIT: i64[src]

pub const G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT: i64[src]

pub const G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT: i64[src]

pub const G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR: i64[src]

pub const G6DOF_JOINT_FLAG_ENABLE_MOTOR: i64[src]

pub const G6DOF_JOINT_LINEAR_DAMPING: i64[src]

pub const G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS: i64[src]

pub const G6DOF_JOINT_LINEAR_LOWER_LIMIT: i64[src]

pub const G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT: i64[src]

pub const G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY: i64[src]

pub const G6DOF_JOINT_LINEAR_RESTITUTION: i64[src]

pub const G6DOF_JOINT_LINEAR_UPPER_LIMIT: i64[src]

pub const HINGE_JOINT_BIAS: i64[src]

pub const HINGE_JOINT_FLAG_ENABLE_MOTOR: i64[src]

pub const HINGE_JOINT_FLAG_USE_LIMIT: i64[src]

pub const HINGE_JOINT_LIMIT_BIAS: i64[src]

pub const HINGE_JOINT_LIMIT_LOWER: i64[src]

pub const HINGE_JOINT_LIMIT_RELAXATION: i64[src]

pub const HINGE_JOINT_LIMIT_SOFTNESS: i64[src]

pub const HINGE_JOINT_LIMIT_UPPER: i64[src]

pub const HINGE_JOINT_MOTOR_MAX_IMPULSE: i64[src]

pub const HINGE_JOINT_MOTOR_TARGET_VELOCITY: i64[src]

pub const INFO_ACTIVE_OBJECTS: i64[src]

pub const INFO_COLLISION_PAIRS: i64[src]

pub const INFO_ISLAND_COUNT: i64[src]

pub const JOINT_6DOF: i64[src]

pub const JOINT_CONE_TWIST: i64[src]

pub const JOINT_HINGE: i64[src]

pub const JOINT_PIN: i64[src]

pub const JOINT_SLIDER: i64[src]

pub const PIN_JOINT_BIAS: i64[src]

pub const PIN_JOINT_DAMPING: i64[src]

pub const PIN_JOINT_IMPULSE_CLAMP: i64[src]

pub const SHAPE_BOX: i64[src]

pub const SHAPE_CAPSULE: i64[src]

pub const SHAPE_CONCAVE_POLYGON: i64[src]

pub const SHAPE_CONVEX_POLYGON: i64[src]

pub const SHAPE_CUSTOM: i64[src]

pub const SHAPE_CYLINDER: i64[src]

pub const SHAPE_HEIGHTMAP: i64[src]

pub const SHAPE_PLANE: i64[src]

pub const SHAPE_RAY: i64[src]

pub const SHAPE_SPHERE: i64[src]

pub const SLIDER_JOINT_ANGULAR_LIMIT_DAMPING: i64[src]

pub const SLIDER_JOINT_ANGULAR_LIMIT_LOWER: i64[src]

pub const SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION: i64[src]

pub const SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS: i64[src]

pub const SLIDER_JOINT_ANGULAR_LIMIT_UPPER: i64[src]

pub const SLIDER_JOINT_ANGULAR_MOTION_DAMPING: i64[src]

pub const SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION: i64[src]

pub const SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS: i64[src]

pub const SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING: i64[src]

pub const SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION: i64[src]

pub const SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS: i64[src]

pub const SLIDER_JOINT_LINEAR_LIMIT_DAMPING: i64[src]

pub const SLIDER_JOINT_LINEAR_LIMIT_LOWER: i64[src]

pub const SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION: i64[src]

pub const SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS: i64[src]

pub const SLIDER_JOINT_LINEAR_LIMIT_UPPER: i64[src]

pub const SLIDER_JOINT_LINEAR_MOTION_DAMPING: i64[src]

pub const SLIDER_JOINT_LINEAR_MOTION_RESTITUTION: i64[src]

pub const SLIDER_JOINT_LINEAR_MOTION_SOFTNESS: i64[src]

pub const SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING: i64[src]

pub const SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION: i64[src]

pub const SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS: i64[src]

pub const SLIDER_JOINT_MAX: i64[src]

pub const SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO: i64[src]

pub const SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: i64[src]

pub const SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: i64[src]

pub const SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: i64[src]

pub const SPACE_PARAM_BODY_TIME_TO_SLEEP: i64[src]

pub const SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: i64[src]

pub const SPACE_PARAM_CONTACT_MAX_SEPARATION: i64[src]

pub const SPACE_PARAM_CONTACT_RECYCLE_RADIUS: i64[src]

pub const SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH: i64[src]

impl PhysicsServer[src]

pub unsafe fn godot_singleton() -> &'static Self[src]

Returns a reference to the singleton instance.

Safety

This singleton server is only safe to access from outside the main thread if thread-safe operations are enabled in the project settings. See the official thread-safety guidelines for more information.

pub fn area_add_shape(
    &self,
    area: Rid,
    shape: Rid,
    transform: Transform,
    disabled: bool
)
[src]

Adds a shape to the area, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.

Default Arguments

  • transform - Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )
  • disabled - false

pub fn area_attach_object_instance_id(&self, area: Rid, id: i64)[src]

Assigns the area to a descendant of Object, so it can exist in the node tree.

pub fn area_clear_shapes(&self, area: Rid)[src]

Removes all shapes from an area. It does not delete the shapes, so they can be reassigned later.

pub fn area_create(&self) -> Rid[src]

Creates an Area.

pub fn area_get_object_instance_id(&self, area: Rid) -> i64[src]

Gets the instance ID of the object the area is assigned to.

pub fn area_get_param(&self, area: Rid, param: i64) -> Variant[src]

Returns an area parameter value. A list of available parameters is on the [enum AreaParameter] constants.

pub fn area_get_shape(&self, area: Rid, shape_idx: i64) -> Rid[src]

Returns the [RID] of the nth shape of an area.

pub fn area_get_shape_count(&self, area: Rid) -> i64[src]

Returns the number of shapes assigned to an area.

pub fn area_get_shape_transform(&self, area: Rid, shape_idx: i64) -> Transform[src]

Returns the transform matrix of a shape within an area.

pub fn area_get_space(&self, area: Rid) -> Rid[src]

Returns the space assigned to the area.

pub fn area_get_space_override_mode(&self, area: Rid) -> AreaSpaceOverrideMode[src]

Returns the space override mode for the area.

pub fn area_get_transform(&self, area: Rid) -> Transform[src]

Returns the transform matrix for an area.

pub fn area_is_ray_pickable(&self, area: Rid) -> bool[src]

If true, area collides with rays.

pub fn area_remove_shape(&self, area: Rid, shape_idx: i64)[src]

Removes a shape from an area. It does not delete the shape, so it can be reassigned later.

pub fn area_set_area_monitor_callback(
    &self,
    area: Rid,
    receiver: impl AsArg<Object>,
    method: impl Into<GodotString>
)
[src]

pub fn area_set_collision_layer(&self, area: Rid, layer: i64)[src]

Assigns the area to one or many physics layers.

pub fn area_set_collision_mask(&self, area: Rid, mask: i64)[src]

Sets which physics layers the area will monitor.

pub fn area_set_monitor_callback(
    &self,
    area: Rid,
    receiver: impl AsArg<Object>,
    method: impl Into<GodotString>
)
[src]

Sets the function to call when any body/area enters or exits the area. This callback will be called for any object interacting with the area, and takes five parameters: 1: [constant AREA_BODY_ADDED] or [constant AREA_BODY_REMOVED], depending on whether the object entered or exited the area. 2: [RID] of the object that entered/exited the area. 3: Instance ID of the object that entered/exited the area. 4: The shape index of the object that entered/exited the area. 5: The shape index of the area where the object entered/exited.

pub fn area_set_monitorable(&self, area: Rid, monitorable: bool)[src]

pub fn area_set_param(&self, area: Rid, param: i64, value: impl OwnedToVariant)[src]

Sets the value for an area parameter. A list of available parameters is on the [enum AreaParameter] constants.

pub fn area_set_ray_pickable(&self, area: Rid, enable: bool)[src]

Sets object pickable with rays.

pub fn area_set_shape(&self, area: Rid, shape_idx: i64, shape: Rid)[src]

Substitutes a given area shape by another. The old shape is selected by its index, the new one by its [RID].

pub fn area_set_shape_disabled(&self, area: Rid, shape_idx: i64, disabled: bool)[src]

pub fn area_set_shape_transform(
    &self,
    area: Rid,
    shape_idx: i64,
    transform: Transform
)
[src]

Sets the transform matrix for an area shape.

pub fn area_set_space(&self, area: Rid, space: Rid)[src]

Assigns a space to the area.

pub fn area_set_space_override_mode(&self, area: Rid, mode: i64)[src]

Sets the space override mode for the area. The modes are described in the [enum AreaSpaceOverrideMode] constants.

pub fn area_set_transform(&self, area: Rid, transform: Transform)[src]

Sets the transform matrix for an area.

pub fn body_add_central_force(&self, body: Rid, force: Vector3)[src]

pub fn body_add_collision_exception(&self, body: Rid, excepted_body: Rid)[src]

Adds a body to the list of bodies exempt from collisions.

pub fn body_add_force(&self, body: Rid, force: Vector3, position: Vector3)[src]

pub fn body_add_shape(
    &self,
    body: Rid,
    shape: Rid,
    transform: Transform,
    disabled: bool
)
[src]

Adds a shape to the body, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.

Default Arguments

  • transform - Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )
  • disabled - false

pub fn body_add_torque(&self, body: Rid, torque: Vector3)[src]

pub fn body_apply_central_impulse(&self, body: Rid, impulse: Vector3)[src]

pub fn body_apply_impulse(&self, body: Rid, position: Vector3, impulse: Vector3)[src]

Gives the body a push at a position in the direction of the impulse.

pub fn body_apply_torque_impulse(&self, body: Rid, impulse: Vector3)[src]

Gives the body a push to rotate it.

pub fn body_attach_object_instance_id(&self, body: Rid, id: i64)[src]

Assigns the area to a descendant of Object, so it can exist in the node tree.

pub fn body_clear_shapes(&self, body: Rid)[src]

Removes all shapes from a body.

pub fn body_create(&self, mode: i64, init_sleeping: bool) -> Rid[src]

Creates a physics body. The first parameter can be any value from [enum BodyMode] constants, for the type of body created. Additionally, the body can be created in sleeping state to save processing time.

Default Arguments

  • mode - 2
  • init_sleeping - false

pub fn body_get_collision_layer(&self, body: Rid) -> i64[src]

Returns the physics layer or layers a body belongs to.

pub fn body_get_collision_mask(&self, body: Rid) -> i64[src]

Returns the physics layer or layers a body can collide with.

pub fn body_get_direct_state(
    &self,
    body: Rid
) -> Option<Ref<PhysicsDirectBodyState, Shared>>
[src]

Returns the PhysicsDirectBodyState of the body.

pub fn body_get_kinematic_safe_margin(&self, body: Rid) -> f64[src]

pub fn body_get_max_contacts_reported(&self, body: Rid) -> i64[src]

Returns the maximum contacts that can be reported. See [method body_set_max_contacts_reported].

pub fn body_get_mode(&self, body: Rid) -> BodyMode[src]

Returns the body mode.

pub fn body_get_object_instance_id(&self, body: Rid) -> i64[src]

Gets the instance ID of the object the area is assigned to.

pub fn body_get_param(&self, body: Rid, param: i64) -> f64[src]

Returns the value of a body parameter. A list of available parameters is on the [enum BodyParameter] constants.

pub fn body_get_shape(&self, body: Rid, shape_idx: i64) -> Rid[src]

Returns the [RID] of the nth shape of a body.

pub fn body_get_shape_count(&self, body: Rid) -> i64[src]

Returns the number of shapes assigned to a body.

pub fn body_get_shape_transform(&self, body: Rid, shape_idx: i64) -> Transform[src]

Returns the transform matrix of a body shape.

pub fn body_get_space(&self, body: Rid) -> Rid[src]

Returns the [RID] of the space assigned to a body.

pub fn body_get_state(&self, body: Rid, state: i64) -> Variant[src]

Returns a body state.

pub fn body_is_axis_locked(&self, body: Rid, axis: i64) -> bool[src]

pub fn body_is_continuous_collision_detection_enabled(&self, body: Rid) -> bool[src]

If true, the continuous collision detection mode is enabled.

pub fn body_is_omitting_force_integration(&self, body: Rid) -> bool[src]

Returns whether a body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]).

pub fn body_is_ray_pickable(&self, body: Rid) -> bool[src]

If true, the body can be detected by rays.

pub fn body_remove_collision_exception(&self, body: Rid, excepted_body: Rid)[src]

Removes a body from the list of bodies exempt from collisions. Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided.

pub fn body_remove_shape(&self, body: Rid, shape_idx: i64)[src]

Removes a shape from a body. The shape is not deleted, so it can be reused afterwards.

pub fn body_set_axis_lock(&self, body: Rid, axis: i64, lock: bool)[src]

pub fn body_set_axis_velocity(&self, body: Rid, axis_velocity: Vector3)[src]

Sets an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.

pub fn body_set_collision_layer(&self, body: Rid, layer: i64)[src]

Sets the physics layer or layers a body belongs to.

pub fn body_set_collision_mask(&self, body: Rid, mask: i64)[src]

Sets the physics layer or layers a body can collide with.

pub fn body_set_enable_continuous_collision_detection(
    &self,
    body: Rid,
    enable: bool
)
[src]

If true, the continuous collision detection mode is enabled. Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided.

pub fn body_set_force_integration_callback(
    &self,
    body: Rid,
    receiver: impl AsArg<Object>,
    method: impl Into<GodotString>,
    userdata: impl OwnedToVariant
)
[src]

Sets the function used to calculate physics for an object, if that object allows it (see [method body_set_omit_force_integration]).

Default Arguments

  • userdata - null

pub fn body_set_kinematic_safe_margin(&self, body: Rid, margin: f64)[src]

pub fn body_set_max_contacts_reported(&self, body: Rid, amount: i64)[src]

Sets the maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0.

pub fn body_set_mode(&self, body: Rid, mode: i64)[src]

Sets the body mode, from one of the [enum BodyMode] constants.

pub fn body_set_omit_force_integration(&self, body: Rid, enable: bool)[src]

Sets whether a body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]).

pub fn body_set_param(&self, body: Rid, param: i64, value: f64)[src]

Sets a body parameter. A list of available parameters is on the [enum BodyParameter] constants.

pub fn body_set_ray_pickable(&self, body: Rid, enable: bool)[src]

Sets the body pickable with rays if enabled is set.

pub fn body_set_shape(&self, body: Rid, shape_idx: i64, shape: Rid)[src]

Substitutes a given body shape by another. The old shape is selected by its index, the new one by its [RID].

pub fn body_set_shape_disabled(&self, body: Rid, shape_idx: i64, disabled: bool)[src]

pub fn body_set_shape_transform(
    &self,
    body: Rid,
    shape_idx: i64,
    transform: Transform
)
[src]

Sets the transform matrix for a body shape.

pub fn body_set_space(&self, body: Rid, space: Rid)[src]

Assigns a space to the body (see [method space_create]).

pub fn body_set_state(&self, body: Rid, state: i64, value: impl OwnedToVariant)[src]

Sets a body state (see [enum BodyState] constants).

pub fn cone_twist_joint_get_param(&self, joint: Rid, param: i64) -> f64[src]

Gets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants).

pub fn cone_twist_joint_set_param(&self, joint: Rid, param: i64, value: f64)[src]

Sets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants).

pub fn free_rid(&self, rid: Rid)[src]

Destroys any of the objects created by PhysicsServer. If the [RID] passed is not one of the objects that can be created by PhysicsServer, an error will be sent to the console.

pub fn generic_6dof_joint_get_flag(
    &self,
    joint: Rid,
    axis: i64,
    flag: i64
) -> bool
[src]

Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants).

pub fn generic_6dof_joint_get_param(
    &self,
    joint: Rid,
    axis: i64,
    param: i64
) -> f64
[src]

Gets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] constants).

pub fn generic_6dof_joint_set_flag(
    &self,
    joint: Rid,
    axis: i64,
    flag: i64,
    enable: bool
)
[src]

Sets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants).

pub fn generic_6dof_joint_set_param(
    &self,
    joint: Rid,
    axis: i64,
    param: i64,
    value: f64
)
[src]

Sets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] constants).

pub fn get_process_info(&self, process_info: i64) -> i64[src]

Returns an Info defined by the [enum ProcessInfo] input given.

pub fn hinge_joint_get_flag(&self, joint: Rid, flag: i64) -> bool[src]

Gets a hinge_joint flag (see [enum HingeJointFlag] constants).

pub fn hinge_joint_get_param(&self, joint: Rid, param: i64) -> f64[src]

Gets a hinge_joint parameter (see [enum HingeJointParam]).

pub fn hinge_joint_set_flag(&self, joint: Rid, flag: i64, enabled: bool)[src]

Sets a hinge_joint flag (see [enum HingeJointFlag] constants).

pub fn hinge_joint_set_param(&self, joint: Rid, param: i64, value: f64)[src]

Sets a hinge_joint parameter (see [enum HingeJointParam] constants).

pub fn joint_create_cone_twist(
    &self,
    body_A: Rid,
    local_ref_A: Transform,
    body_B: Rid,
    local_ref_B: Transform
) -> Rid
[src]

Creates a ConeTwistJoint.

pub fn joint_create_generic_6dof(
    &self,
    body_A: Rid,
    local_ref_A: Transform,
    body_B: Rid,
    local_ref_B: Transform
) -> Rid
[src]

Creates a Generic6DOFJoint.

pub fn joint_create_hinge(
    &self,
    body_A: Rid,
    hinge_A: Transform,
    body_B: Rid,
    hinge_B: Transform
) -> Rid
[src]

Creates a HingeJoint.

pub fn joint_create_pin(
    &self,
    body_A: Rid,
    local_A: Vector3,
    body_B: Rid,
    local_B: Vector3
) -> Rid
[src]

Creates a PinJoint.

pub fn joint_create_slider(
    &self,
    body_A: Rid,
    local_ref_A: Transform,
    body_B: Rid,
    local_ref_B: Transform
) -> Rid
[src]

Creates a SliderJoint.

pub fn joint_get_solver_priority(&self, joint: Rid) -> i64[src]

Gets the priority value of the Joint.

pub fn joint_get_type(&self, joint: Rid) -> JointType[src]

Returns the type of the Joint.

pub fn joint_set_solver_priority(&self, joint: Rid, priority: i64)[src]

Sets the priority value of the Joint.

pub fn pin_joint_get_local_a(&self, joint: Rid) -> Vector3[src]

Returns position of the joint in the local space of body a of the joint.

pub fn pin_joint_get_local_b(&self, joint: Rid) -> Vector3[src]

Returns position of the joint in the local space of body b of the joint.

pub fn pin_joint_get_param(&self, joint: Rid, param: i64) -> f64[src]

Gets a pin_joint parameter (see [enum PinJointParam] constants).

pub fn pin_joint_set_local_a(&self, joint: Rid, local_A: Vector3)[src]

Sets position of the joint in the local space of body a of the joint.

pub fn pin_joint_set_local_b(&self, joint: Rid, local_B: Vector3)[src]

Sets position of the joint in the local space of body b of the joint.

pub fn pin_joint_set_param(&self, joint: Rid, param: i64, value: f64)[src]

Sets a pin_joint parameter (see [enum PinJointParam] constants).

pub fn set_active(&self, active: bool)[src]

Activates or deactivates the 3D physics engine.

pub fn shape_create(&self, _type: i64) -> Rid[src]

Creates a shape of a type from [enum ShapeType]. Does not assign it to a body or an area. To do so, you must use [method area_set_shape] or [method body_set_shape].

pub fn shape_get_data(&self, shape: Rid) -> Variant[src]

Returns the shape data.

pub fn shape_get_type(&self, shape: Rid) -> ShapeType[src]

Returns the type of shape (see [enum ShapeType] constants).

pub fn shape_set_data(&self, shape: Rid, data: impl OwnedToVariant)[src]

Sets the shape data that defines its shape and size. The data to be passed depends on the kind of shape created [method shape_get_type].

pub fn slider_joint_get_param(&self, joint: Rid, param: i64) -> f64[src]

Gets a slider_joint parameter (see [enum SliderJointParam] constants).

pub fn slider_joint_set_param(&self, joint: Rid, param: i64, value: f64)[src]

Gets a slider_joint parameter (see [enum SliderJointParam] constants).

pub fn space_create(&self) -> Rid[src]

Creates a space. A space is a collection of parameters for the physics engine that can be assigned to an area or a body. It can be assigned to an area with [method area_set_space], or to a body with [method body_set_space].

pub fn space_get_direct_state(
    &self,
    space: Rid
) -> Option<Ref<PhysicsDirectSpaceState, Shared>>
[src]

Returns the state of a space, a PhysicsDirectSpaceState. This object can be used to make collision/intersection queries.

pub fn space_get_param(&self, space: Rid, param: i64) -> f64[src]

Returns the value of a space parameter.

pub fn space_is_active(&self, space: Rid) -> bool[src]

Returns whether the space is active.

pub fn space_set_active(&self, space: Rid, active: bool)[src]

Marks a space as active. It will not have an effect, unless it is assigned to an area or body.

pub fn space_set_param(&self, space: Rid, param: i64, value: f64)[src]

Sets the value for a space parameter. A list of available parameters is on the [enum SpaceParameter] constants.

Methods from Deref<Target = Object>

pub fn add_user_signal(
    &self,
    signal: impl Into<GodotString>,
    arguments: VariantArray
)
[src]

Adds a user-defined signal. Arguments are optional, but can be added as an [Array] of dictionaries, each containing name: String and type: int (see [enum Variant.Type]) entries.

Default Arguments

  • arguments - [ ]

pub unsafe fn call(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Sample code is GDScript unless otherwise noted.

Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

call("set", "position", Vector2(42.0, 0.0))

Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

Safety

This function bypasses Rust's static type checks (aliasing, thread boundaries, calls to free(), ...).

pub unsafe fn call_deferred(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Sample code is GDScript unless otherwise noted.

Calls the method on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

call_deferred("set", "position", Vector2(42.0, 0.0))

Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

Safety

This function bypasses Rust's static type checks (aliasing, thread boundaries, calls to free(), ...).

pub unsafe fn callv(
    &self,
    method: impl Into<GodotString>,
    arg_array: VariantArray
) -> Variant
[src]

Sample code is GDScript unless otherwise noted.

Calls the method on the object and returns the result. Contrarily to [method call], this method does not support a variable number of arguments but expects all parameters to be via a single [Array].

callv("set", [ "position", Vector2(42.0, 0.0) ])

Safety

This function bypasses Rust's static type checks (aliasing, thread boundaries, calls to free(), ...).

pub fn can_translate_messages(&self) -> bool[src]

Returns true if the object can translate strings. See [method set_message_translation] and [method tr].

pub fn connect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>,
    binds: VariantArray,
    flags: i64
) -> GodotResult
[src]

Sample code is GDScript unless otherwise noted.

Connects a signal to a method on a target object. Pass optional binds to the call as an [Array] of parameters. These parameters will be passed to the method after any parameter used in the call to [method emit_signal]. Use flags to set deferred or one-shot connections. See [enum ConnectFlags] constants. A signal can only be connected once to a method. It will throw an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections. If the target is destroyed in the game's lifecycle, the connection will be lost. Examples:

connect("pressed", self, "_on_Button_pressed") # BaseButton signal
connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal

An example of the relationship between binds passed to [method connect] and parameters used when calling [method emit_signal]:

connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
func _on_Player_hit(hit_by, level, weapon_type, damage):
    print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])

Default Arguments

  • binds - [ ]
  • flags - 0

pub fn disconnect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
)
[src]

Disconnects a signal from a method on the given target. If you try to disconnect a connection that does not exist, the method will throw an error. Use [method is_connected] to ensure that the connection exists.

pub fn emit_signal(
    &self,
    signal: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Sample code is GDScript unless otherwise noted.

Emits the given signal. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

emit_signal("hit", weapon_type, damage)
emit_signal("game_over")

pub fn get(&self, property: impl Into<GodotString>) -> Variant[src]

Returns the Variant value of the given property. If the property doesn't exist, this will return null. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

pub fn get_class(&self) -> GodotString[src]

Returns the object's class as a String.

pub fn get_incoming_connections(&self) -> VariantArray[src]

Returns an [Array] of dictionaries with information about signals that are connected to the object. Each Dictionary contains three String entries:

  • source is a reference to the signal emitter.
  • signal_name is the name of the connected signal.
  • method_name is the name of the method to which the signal is connected.

pub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant[src]

Gets the object's property indexed by the given NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Examples: "position:x" or "material:next_pass:blend_mode".

pub fn get_instance_id(&self) -> i64[src]

Returns the object's unique instance ID. This ID can be saved in EncodedObjectAsID, and can be used to retrieve the object instance with [method @GDScript.instance_from_id].

pub fn get_meta(&self, name: impl Into<GodotString>) -> Variant[src]

Returns the object's metadata entry for the given name.

pub fn get_meta_list(&self) -> StringArray[src]

Returns the object's metadata as a [PoolStringArray].

pub fn get_method_list(&self) -> VariantArray[src]

Returns the object's methods and their signatures as an [Array].

pub fn get_property_list(&self) -> VariantArray[src]

Returns the object's property list as an [Array] of dictionaries. Each property's Dictionary contain at least name: String and type: int (see [enum Variant.Type]) entries. Optionally, it can also include hint: int (see [enum PropertyHint]), hint_string: String, and usage: int (see [enum PropertyUsageFlags]).

pub fn get_script(&self) -> Option<Ref<Reference, Shared>>[src]

Returns the object's Script instance, or null if none is assigned.

pub fn get_signal_connection_list(
    &self,
    signal: impl Into<GodotString>
) -> VariantArray
[src]

Returns an [Array] of connections for the given signal.

pub fn get_signal_list(&self) -> VariantArray[src]

Returns the list of signals as an [Array] of dictionaries.

pub fn has_meta(&self, name: impl Into<GodotString>) -> bool[src]

Returns true if a metadata entry is found with the given name.

pub fn has_method(&self, method: impl Into<GodotString>) -> bool[src]

Returns true if the object contains the given method.

pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool[src]

Returns true if the given signal exists.

pub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool[src]

Returns true if the given user-defined signal exists. Only signals added using [method add_user_signal] are taken into account.

pub fn is_blocking_signals(&self) -> bool[src]

Returns true if signal emission blocking is enabled.

pub fn is_class(&self, class: impl Into<GodotString>) -> bool[src]

Returns true if the object inherits from the given class.

pub fn is_connected(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
) -> bool
[src]

Returns true if a connection exists for a given signal, target, and method.

pub fn is_queued_for_deletion(&self) -> bool[src]

Returns true if the [method Node.queue_free] method was called for the object.

pub fn notification(&self, what: i64, reversed: bool)[src]

Send a given notification to the object, which will also trigger a call to the [method _notification] method of all classes that the object inherits from. If reversed is true, [method _notification] is called first on the object's own class, and then up to its successive parent classes. If reversed is false, [method _notification] is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes.

Default Arguments

  • reversed - false

pub fn property_list_changed_notify(&self)[src]

Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.

pub fn remove_meta(&self, name: impl Into<GodotString>)[src]

Removes a given entry from the object's metadata. See also [method set_meta].

pub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)[src]

Assigns a new value to the given property. If the property does not exist, nothing will happen. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

pub fn set_block_signals(&self, enable: bool)[src]

If set to true, signal emission is blocked.

pub fn set_deferred(
    &self,
    property: impl Into<GodotString>,
    value: impl OwnedToVariant
)
[src]

Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling [method set] via [method call_deferred], i.e. call_deferred("set", property, value). Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

pub fn set_indexed(
    &self,
    property: impl Into<NodePath>,
    value: impl OwnedToVariant
)
[src]

Sample code is GDScript unless otherwise noted.

Assigns a new value to the property identified by the NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Example:

set_indexed("position", Vector2(42, 0))
set_indexed("position:y", -10)
print(position) # (42, -10)

pub fn set_message_translation(&self, enable: bool)[src]

Defines whether the object can translate strings (with calls to [method tr]). Enabled by default.

pub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)[src]

Adds, changes or removes a given entry in the object's metadata. Metadata are serialized and can take any Variant value. To remove a given entry from the object's metadata, use [method remove_meta]. Metadata is also removed if its value is set to null. This means you can also use set_meta("name", null) to remove metadata for "name".

pub fn set_script(&self, script: impl AsArg<Reference>)[src]

Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality. If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script's [method _init] method will be called.

pub fn to_string(&self) -> GodotString[src]

Returns a String representing the object. If not overridden, defaults to "[ClassName:RID]". Override the method [method _to_string] to customize the String representation.

pub fn tr(&self, message: impl Into<GodotString>) -> GodotString[src]

Translates a message using translation catalogs configured in the Project Settings. Only works if message translation is enabled (which it is by default), otherwise it returns the message unchanged. See [method set_message_translation].

Trait Implementations

impl Debug for PhysicsServer[src]

impl Deref for PhysicsServer[src]

type Target = Object

The resulting type after dereferencing.

impl DerefMut for PhysicsServer[src]

impl GodotObject for PhysicsServer[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

impl Sealed for PhysicsServer[src]

impl SubClass<Object> for PhysicsServer[src]

impl SubClass<PhysicsServer> for BulletPhysicsServer[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> SubClass<T> for T where
    T: GodotObject
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.