Struct gdnative::BulletPhysicsDirectBodyState [−][src]
pub struct BulletPhysicsDirectBodyState { /* fields omitted */ }core class BulletPhysicsDirectBodyState : PhysicsDirectBodyState (manually managed)
Base class
BulletPhysicsDirectBodyState inherits PhysicsDirectBodyState and all of its methods.
Methods
impl BulletPhysicsDirectBodyState[src]
impl BulletPhysicsDirectBodyStatepub fn as_physics_direct_body_state(&self) -> PhysicsDirectBodyState[src]
pub fn as_physics_direct_body_state(&self) -> PhysicsDirectBodyStateUp-cast.
pub fn cast<T: GodotObject>(&self) -> Option<T>[src]
pub fn cast<T: GodotObject>(&self) -> Option<T>Methods from Deref<Target = PhysicsDirectBodyState>
pub fn as_object(&self) -> Object[src]
pub fn as_object(&self) -> ObjectUp-cast.
pub fn get_total_gravity(&self) -> Vector3[src]
pub fn get_total_gravity(&self) -> Vector3pub fn get_total_linear_damp(&self) -> f64[src]
pub fn get_total_linear_damp(&self) -> f64pub fn get_total_angular_damp(&self) -> f64[src]
pub fn get_total_angular_damp(&self) -> f64pub fn get_center_of_mass(&self) -> Vector3[src]
pub fn get_center_of_mass(&self) -> Vector3pub fn get_principal_inertia_axes(&self) -> Basis[src]
pub fn get_principal_inertia_axes(&self) -> Basispub fn get_inverse_mass(&self) -> f64[src]
pub fn get_inverse_mass(&self) -> f64pub fn get_inverse_inertia(&self) -> Vector3[src]
pub fn get_inverse_inertia(&self) -> Vector3pub fn set_linear_velocity(&mut self, velocity: Vector3)[src]
pub fn set_linear_velocity(&mut self, velocity: Vector3)pub fn get_linear_velocity(&self) -> Vector3[src]
pub fn get_linear_velocity(&self) -> Vector3pub fn set_angular_velocity(&mut self, velocity: Vector3)[src]
pub fn set_angular_velocity(&mut self, velocity: Vector3)pub fn get_angular_velocity(&self) -> Vector3[src]
pub fn get_angular_velocity(&self) -> Vector3pub fn set_transform(&mut self, transform: Transform)[src]
pub fn set_transform(&mut self, transform: Transform)pub fn get_transform(&self) -> Transform[src]
pub fn get_transform(&self) -> Transformpub fn add_force(&mut self, force: Vector3, position: Vector3)[src]
pub fn add_force(&mut self, force: Vector3, position: Vector3)pub fn apply_impulse(&mut self, position: Vector3, j: Vector3)[src]
pub fn apply_impulse(&mut self, position: Vector3, j: Vector3)pub fn apply_torqe_impulse(&mut self, j: Vector3)[src]
pub fn apply_torqe_impulse(&mut self, j: Vector3)pub fn set_sleep_state(&mut self, enabled: bool)[src]
pub fn set_sleep_state(&mut self, enabled: bool)pub fn is_sleeping(&self) -> bool[src]
pub fn is_sleeping(&self) -> boolpub fn get_contact_count(&self) -> i64[src]
pub fn get_contact_count(&self) -> i64pub fn get_contact_local_position(&self, contact_idx: i64) -> Vector3[src]
pub fn get_contact_local_position(&self, contact_idx: i64) -> Vector3pub fn get_contact_local_normal(&self, contact_idx: i64) -> Vector3[src]
pub fn get_contact_local_normal(&self, contact_idx: i64) -> Vector3pub fn get_contact_local_shape(&self, contact_idx: i64) -> i64[src]
pub fn get_contact_local_shape(&self, contact_idx: i64) -> i64pub fn get_contact_collider(&self, contact_idx: i64) -> Rid[src]
pub fn get_contact_collider(&self, contact_idx: i64) -> Ridpub fn get_contact_collider_position(&self, contact_idx: i64) -> Vector3[src]
pub fn get_contact_collider_position(&self, contact_idx: i64) -> Vector3pub fn get_contact_collider_id(&self, contact_idx: i64) -> i64[src]
pub fn get_contact_collider_id(&self, contact_idx: i64) -> i64pub fn get_contact_collider_object(&self, contact_idx: i64) -> Option<Object>[src]
pub fn get_contact_collider_object(&self, contact_idx: i64) -> Option<Object>pub fn get_contact_collider_shape(&self, contact_idx: i64) -> i64[src]
pub fn get_contact_collider_shape(&self, contact_idx: i64) -> i64pub fn get_contact_collider_velocity_at_position(
&self,
contact_idx: i64
) -> Vector3[src]
pub fn get_contact_collider_velocity_at_position(
&self,
contact_idx: i64
) -> Vector3pub fn get_step(&self) -> f64[src]
pub fn get_step(&self) -> f64pub fn integrate_forces(&mut self)[src]
pub fn integrate_forces(&mut self)pub fn get_space_state(&mut self) -> Option<PhysicsDirectSpaceState>[src]
pub fn get_space_state(&mut self) -> Option<PhysicsDirectSpaceState>pub fn cast<T: GodotObject>(&self) -> Option<T>[src]
pub fn cast<T: GodotObject>(&self) -> Option<T>Trait Implementations
impl GodotObject for BulletPhysicsDirectBodyState[src]
impl GodotObject for BulletPhysicsDirectBodyStatefn class_name() -> &'static str[src]
fn class_name() -> &'static strunsafe fn from_sys(obj: *mut godot_object) -> Self[src]
unsafe fn from_sys(obj: *mut godot_object) -> Selfunsafe fn to_sys(&self) -> *mut godot_object[src]
unsafe fn to_sys(&self) -> *mut godot_objectimpl Deref for BulletPhysicsDirectBodyState[src]
impl Deref for BulletPhysicsDirectBodyStatetype Target = PhysicsDirectBodyState
The resulting type after dereferencing.
fn deref(&self) -> &Self::Target[src]
fn deref(&self) -> &Self::TargetDereferences the value.
impl DerefMut for BulletPhysicsDirectBodyState[src]
impl DerefMut for BulletPhysicsDirectBodyStateAuto Trait Implementations
impl !Send for BulletPhysicsDirectBodyState
impl !Send for BulletPhysicsDirectBodyStateimpl !Sync for BulletPhysicsDirectBodyState
impl !Sync for BulletPhysicsDirectBodyState