Struct gdnative::Physics2DDirectBodyState
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pub struct Physics2DDirectBodyState { /* fields omitted */ }
Methods
impl Physics2DDirectBodyState
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pub fn get_total_gravity(&self) -> Vector2
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pub fn get_total_linear_damp(&self) -> f64
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pub fn get_total_angular_damp(&self) -> f64
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pub fn get_inverse_mass(&self) -> f64
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pub fn get_inverse_inertia(&self) -> f64
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pub fn set_linear_velocity(&self, velocity: Vector2)
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pub fn get_linear_velocity(&self) -> Vector2
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pub fn set_angular_velocity(&self, velocity: f64)
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pub fn get_angular_velocity(&self) -> f64
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pub fn set_transform(&self, transform: Transform2D)
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pub fn get_transform(&self) -> Transform2D
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pub fn set_sleep_state(&self, enabled: bool)
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pub fn is_sleeping(&self) -> bool
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pub fn get_contact_count(&self) -> i64
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pub fn get_contact_local_position(&self, contact_idx: i64) -> Vector2
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pub fn get_contact_local_normal(&self, contact_idx: i64) -> Vector2
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pub fn get_contact_local_shape(&self, contact_idx: i64) -> i64
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pub fn get_contact_collider(&self, contact_idx: i64) -> Rid
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pub fn get_contact_collider_position(&self, contact_idx: i64) -> Vector2
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pub fn get_contact_collider_id(&self, contact_idx: i64) -> i64
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pub fn get_contact_collider_object(
&self,
contact_idx: i64
) -> Option<GodotRef<Object>>
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&self,
contact_idx: i64
) -> Option<GodotRef<Object>>
pub fn get_contact_collider_shape(&self, contact_idx: i64) -> i64
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pub fn get_contact_collider_shape_metadata(&self, contact_idx: i64) -> Variant
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pub fn get_contact_collider_velocity_at_position(
&self,
contact_idx: i64
) -> Vector2
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&self,
contact_idx: i64
) -> Vector2
pub fn get_step(&self) -> f64
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pub fn integrate_forces(&self)
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pub fn get_space_state(&self) -> Option<GodotRef<Physics2DDirectSpaceState>>
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Methods from Deref<Target = Object>
pub fn free(&self)
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pub fn _notification(&self, what: i64)
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pub fn _set(&self, property: GodotString, value: Variant) -> bool
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pub fn _get(&self, property: GodotString)
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pub fn _get_property_list(&self) -> VariantArray
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pub fn _init(&self)
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pub fn get_class(&self) -> GodotString
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pub fn is_class(&self, _type: GodotString) -> bool
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pub fn set(&self, property: GodotString, value: Variant)
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pub fn get(&self, property: GodotString) -> Variant
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pub fn set_indexed(&self, property: NodePath, value: Variant)
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pub fn get_indexed(&self, property: NodePath) -> Variant
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pub fn get_property_list(&self) -> VariantArray
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pub fn get_method_list(&self) -> VariantArray
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pub fn notification(&self, what: i64, reversed: bool)
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pub fn get_instance_id(&self) -> i64
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pub fn set_script(&self, script: Option<GodotRef<Reference>>)
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pub fn get_script(&self) -> Option<GodotRef<Reference>>
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pub fn set_meta(&self, name: GodotString, value: Variant)
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pub fn get_meta(&self, name: GodotString) -> Variant
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pub fn has_meta(&self, name: GodotString) -> bool
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pub fn get_meta_list(&self) -> StringArray
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pub fn add_user_signal(&self, signal: GodotString, arguments: VariantArray)
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pub fn has_user_signal(&self, signal: GodotString) -> bool
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pub fn emit_signal(&self, signal: GodotString, varargs: &[Variant]) -> Variant
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pub fn call(&self, method: GodotString, varargs: &[Variant]) -> Variant
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pub fn call_deferred(&self, method: GodotString, varargs: &[Variant]) -> Variant
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pub fn callv(&self, method: GodotString, arg_array: VariantArray) -> Variant
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pub fn has_method(&self, method: GodotString) -> bool
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pub fn get_signal_list(&self) -> VariantArray
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pub fn get_signal_connection_list(&self, signal: GodotString) -> VariantArray
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pub fn get_incoming_connections(&self) -> VariantArray
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pub fn connect(
&self,
signal: GodotString,
target: Option<GodotRef<Object>>,
method: GodotString,
binds: VariantArray,
flags: i64
) -> GodotResult
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&self,
signal: GodotString,
target: Option<GodotRef<Object>>,
method: GodotString,
binds: VariantArray,
flags: i64
) -> GodotResult
pub fn disconnect(
&self,
signal: GodotString,
target: Option<GodotRef<Object>>,
method: GodotString
)
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&self,
signal: GodotString,
target: Option<GodotRef<Object>>,
method: GodotString
)
pub fn is_connected(
&self,
signal: GodotString,
target: Option<GodotRef<Object>>,
method: GodotString
) -> bool
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&self,
signal: GodotString,
target: Option<GodotRef<Object>>,
method: GodotString
) -> bool
pub fn set_block_signals(&self, enable: bool)
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pub fn is_blocking_signals(&self) -> bool
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pub fn property_list_changed_notify(&self)
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pub fn set_message_translation(&self, enable: bool)
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pub fn can_translate_messages(&self) -> bool
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pub fn tr(&self, message: GodotString) -> GodotString
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pub fn is_queued_for_deletion(&self) -> bool
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Trait Implementations
impl GodotClass for Physics2DDirectBodyState
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type ClassData = Physics2DDirectBodyState
type Reference = Physics2DDirectBodyState
fn godot_name() -> &'static str
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unsafe fn register_class(_desc: *mut c_void)
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fn godot_info(&self) -> &GodotClassInfo
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unsafe fn reference(
_this: *mut godot_object,
data: &Self::ClassData
) -> &Self::Reference
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_this: *mut godot_object,
data: &Self::ClassData
) -> &Self::Reference