Struct gdnative::PhysicsDirectBodyState [−][src]
pub struct PhysicsDirectBodyState { /* fields omitted */ }
core class PhysicsDirectBodyState : Object
(manually managed)
Base class
PhysicsDirectBodyState inherits Object and all of its methods.
Methods
impl PhysicsDirectBodyState
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impl PhysicsDirectBodyState
pub fn as_object(&self) -> Object
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pub fn as_object(&self) -> Object
Up-cast.
pub fn get_total_gravity(&self) -> Vector3
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pub fn get_total_gravity(&self) -> Vector3
pub fn get_total_linear_damp(&self) -> f64
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pub fn get_total_linear_damp(&self) -> f64
pub fn get_total_angular_damp(&self) -> f64
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pub fn get_total_angular_damp(&self) -> f64
pub fn get_center_of_mass(&self) -> Vector3
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pub fn get_center_of_mass(&self) -> Vector3
pub fn get_principal_inertia_axes(&self) -> Basis
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pub fn get_principal_inertia_axes(&self) -> Basis
pub fn get_inverse_mass(&self) -> f64
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pub fn get_inverse_mass(&self) -> f64
pub fn get_inverse_inertia(&self) -> Vector3
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pub fn get_inverse_inertia(&self) -> Vector3
pub fn set_linear_velocity(&mut self, velocity: Vector3)
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pub fn set_linear_velocity(&mut self, velocity: Vector3)
pub fn get_linear_velocity(&self) -> Vector3
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pub fn get_linear_velocity(&self) -> Vector3
pub fn set_angular_velocity(&mut self, velocity: Vector3)
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pub fn set_angular_velocity(&mut self, velocity: Vector3)
pub fn get_angular_velocity(&self) -> Vector3
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pub fn get_angular_velocity(&self) -> Vector3
pub fn set_transform(&mut self, transform: Transform)
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pub fn set_transform(&mut self, transform: Transform)
pub fn get_transform(&self) -> Transform
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pub fn get_transform(&self) -> Transform
pub fn add_force(&mut self, force: Vector3, position: Vector3)
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pub fn add_force(&mut self, force: Vector3, position: Vector3)
pub fn apply_impulse(&mut self, position: Vector3, j: Vector3)
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pub fn apply_impulse(&mut self, position: Vector3, j: Vector3)
pub fn apply_torqe_impulse(&mut self, j: Vector3)
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pub fn apply_torqe_impulse(&mut self, j: Vector3)
pub fn set_sleep_state(&mut self, enabled: bool)
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pub fn set_sleep_state(&mut self, enabled: bool)
pub fn is_sleeping(&self) -> bool
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pub fn is_sleeping(&self) -> bool
pub fn get_contact_count(&self) -> i64
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pub fn get_contact_count(&self) -> i64
pub fn get_contact_local_position(&self, contact_idx: i64) -> Vector3
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pub fn get_contact_local_position(&self, contact_idx: i64) -> Vector3
pub fn get_contact_local_normal(&self, contact_idx: i64) -> Vector3
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pub fn get_contact_local_normal(&self, contact_idx: i64) -> Vector3
pub fn get_contact_local_shape(&self, contact_idx: i64) -> i64
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pub fn get_contact_local_shape(&self, contact_idx: i64) -> i64
pub fn get_contact_collider(&self, contact_idx: i64) -> Rid
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pub fn get_contact_collider(&self, contact_idx: i64) -> Rid
pub fn get_contact_collider_position(&self, contact_idx: i64) -> Vector3
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pub fn get_contact_collider_position(&self, contact_idx: i64) -> Vector3
pub fn get_contact_collider_id(&self, contact_idx: i64) -> i64
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pub fn get_contact_collider_id(&self, contact_idx: i64) -> i64
pub fn get_contact_collider_object(&self, contact_idx: i64) -> Option<Object>
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pub fn get_contact_collider_object(&self, contact_idx: i64) -> Option<Object>
pub fn get_contact_collider_shape(&self, contact_idx: i64) -> i64
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pub fn get_contact_collider_shape(&self, contact_idx: i64) -> i64
pub fn get_contact_collider_velocity_at_position(
&self,
contact_idx: i64
) -> Vector3
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pub fn get_contact_collider_velocity_at_position(
&self,
contact_idx: i64
) -> Vector3
pub fn get_step(&self) -> f64
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pub fn get_step(&self) -> f64
pub fn integrate_forces(&mut self)
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pub fn integrate_forces(&mut self)
pub fn get_space_state(&mut self) -> Option<PhysicsDirectSpaceState>
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pub fn get_space_state(&mut self) -> Option<PhysicsDirectSpaceState>
pub fn cast<T: GodotObject>(&self) -> Option<T>
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pub fn cast<T: GodotObject>(&self) -> Option<T>
Methods from Deref<Target = Object>
pub fn _notification(&mut self, what: i64)
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pub fn _notification(&mut self, what: i64)
pub fn _set(&mut self, property: GodotString, value: Variant) -> bool
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pub fn _set(&mut self, property: GodotString, value: Variant) -> bool
pub fn _get(&mut self, property: GodotString)
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pub fn _get(&mut self, property: GodotString)
pub fn _get_property_list(&mut self) -> VariantArray
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pub fn _get_property_list(&mut self) -> VariantArray
pub fn _init(&mut self)
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pub fn _init(&mut self)
pub fn get_class(&self) -> GodotString
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pub fn get_class(&self) -> GodotString
pub fn is_class(&self, _type: GodotString) -> bool
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pub fn is_class(&self, _type: GodotString) -> bool
pub fn set(&mut self, property: GodotString, value: Variant)
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pub fn set(&mut self, property: GodotString, value: Variant)
pub fn get(&self, property: GodotString) -> Variant
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pub fn get(&self, property: GodotString) -> Variant
pub fn set_indexed(&mut self, property: NodePath, value: Variant)
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pub fn set_indexed(&mut self, property: NodePath, value: Variant)
pub fn get_indexed(&self, property: NodePath) -> Variant
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pub fn get_indexed(&self, property: NodePath) -> Variant
pub fn get_property_list(&self) -> VariantArray
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pub fn get_property_list(&self) -> VariantArray
pub fn get_method_list(&self) -> VariantArray
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pub fn get_method_list(&self) -> VariantArray
pub fn notification(&mut self, what: i64, reversed: bool)
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pub fn notification(&mut self, what: i64, reversed: bool)
pub fn get_instance_id(&self) -> i64
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pub fn get_instance_id(&self) -> i64
pub fn set_script(&mut self, script: Option<Reference>)
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pub fn set_script(&mut self, script: Option<Reference>)
pub fn get_script(&self) -> Option<Reference>
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pub fn get_script(&self) -> Option<Reference>
pub fn set_meta(&mut self, name: GodotString, value: Variant)
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pub fn set_meta(&mut self, name: GodotString, value: Variant)
pub fn get_meta(&self, name: GodotString) -> Variant
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pub fn get_meta(&self, name: GodotString) -> Variant
pub fn has_meta(&self, name: GodotString) -> bool
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pub fn has_meta(&self, name: GodotString) -> bool
pub fn get_meta_list(&self) -> StringArray
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pub fn get_meta_list(&self) -> StringArray
pub fn add_user_signal(&mut self, signal: GodotString, arguments: VariantArray)
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pub fn add_user_signal(&mut self, signal: GodotString, arguments: VariantArray)
pub fn has_user_signal(&self, signal: GodotString) -> bool
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pub fn has_user_signal(&self, signal: GodotString) -> bool
pub fn emit_signal(
&mut self,
signal: GodotString,
varargs: &[Variant]
) -> Variant
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pub fn emit_signal(
&mut self,
signal: GodotString,
varargs: &[Variant]
) -> Variant
pub fn call(&mut self, method: GodotString, varargs: &[Variant]) -> Variant
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pub fn call(&mut self, method: GodotString, varargs: &[Variant]) -> Variant
pub fn call_deferred(
&mut self,
method: GodotString,
varargs: &[Variant]
) -> Variant
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pub fn call_deferred(
&mut self,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub fn callv(&mut self, method: GodotString, arg_array: VariantArray) -> Variant
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pub fn callv(&mut self, method: GodotString, arg_array: VariantArray) -> Variant
pub fn has_method(&self, method: GodotString) -> bool
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pub fn has_method(&self, method: GodotString) -> bool
pub fn get_signal_list(&self) -> VariantArray
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pub fn get_signal_list(&self) -> VariantArray
pub fn get_signal_connection_list(&self, signal: GodotString) -> VariantArray
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pub fn get_signal_connection_list(&self, signal: GodotString) -> VariantArray
pub fn get_incoming_connections(&self) -> VariantArray
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pub fn get_incoming_connections(&self) -> VariantArray
pub fn connect(
&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString,
binds: VariantArray,
flags: i64
) -> GodotResult
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pub fn connect(
&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString,
binds: VariantArray,
flags: i64
) -> GodotResult
pub fn disconnect(
&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString
)
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pub fn disconnect(
&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString
)
pub fn is_connected(
&self,
signal: GodotString,
target: Option<Object>,
method: GodotString
) -> bool
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pub fn is_connected(
&self,
signal: GodotString,
target: Option<Object>,
method: GodotString
) -> bool
pub fn set_block_signals(&mut self, enable: bool)
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pub fn set_block_signals(&mut self, enable: bool)
pub fn is_blocking_signals(&self) -> bool
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pub fn is_blocking_signals(&self) -> bool
pub fn property_list_changed_notify(&mut self)
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pub fn property_list_changed_notify(&mut self)
pub fn set_message_translation(&mut self, enable: bool)
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pub fn set_message_translation(&mut self, enable: bool)
pub fn can_translate_messages(&self) -> bool
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pub fn can_translate_messages(&self) -> bool
pub fn tr(&self, message: GodotString) -> GodotString
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pub fn tr(&self, message: GodotString) -> GodotString
pub fn is_queued_for_deletion(&self) -> bool
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pub fn is_queued_for_deletion(&self) -> bool
pub fn cast<T: GodotObject>(&self) -> Option<T>
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pub fn cast<T: GodotObject>(&self) -> Option<T>
Trait Implementations
impl GodotObject for PhysicsDirectBodyState
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impl GodotObject for PhysicsDirectBodyState
fn class_name() -> &'static str
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fn class_name() -> &'static str
unsafe fn from_sys(obj: *mut godot_object) -> Self
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unsafe fn from_sys(obj: *mut godot_object) -> Self
unsafe fn to_sys(&self) -> *mut godot_object
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unsafe fn to_sys(&self) -> *mut godot_object
impl Deref for PhysicsDirectBodyState
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impl Deref for PhysicsDirectBodyState
type Target = Object
The resulting type after dereferencing.
fn deref(&self) -> &Self::Target
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fn deref(&self) -> &Self::Target
Dereferences the value.
impl DerefMut for PhysicsDirectBodyState
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impl DerefMut for PhysicsDirectBodyState
Auto Trait Implementations
impl !Send for PhysicsDirectBodyState
impl !Send for PhysicsDirectBodyState
impl !Sync for PhysicsDirectBodyState
impl !Sync for PhysicsDirectBodyState