[−][src]Struct gdnative::KinematicBody
core class KinematicBody
inherits PhysicsBody
(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.
KinematicBody
is an unsafe pointer, and all of its methods are unsafe.
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 KinematicBody::free
.
Class hierarchy
KinematicBody inherits methods from:
Methods
impl KinematicBody
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pub fn new() -> KinematicBody
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Constructor.
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 KinematicBody::free
.
pub unsafe fn free(self)
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Manually deallocate the object.
pub unsafe fn get_axis_lock(&self, axis: i64) -> bool
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pub unsafe fn get_floor_normal(&self) -> Vector3D<f32, UnknownUnit>
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pub unsafe fn get_floor_velocity(&self) -> Vector3D<f32, UnknownUnit>
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pub unsafe fn get_safe_margin(&self) -> f64
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pub unsafe fn get_slide_collision(
&mut self,
slide_idx: i64
) -> Option<KinematicCollision>
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&mut self,
slide_idx: i64
) -> Option<KinematicCollision>
pub unsafe fn get_slide_count(&self) -> i64
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pub unsafe fn is_on_ceiling(&self) -> bool
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pub unsafe fn is_on_floor(&self) -> bool
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pub unsafe fn is_on_wall(&self) -> bool
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pub unsafe fn move_and_collide(
&mut self,
rel_vec: Vector3D<f32, UnknownUnit>,
infinite_inertia: bool,
exclude_raycast_shapes: bool,
test_only: bool
) -> Option<KinematicCollision>
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&mut self,
rel_vec: Vector3D<f32, UnknownUnit>,
infinite_inertia: bool,
exclude_raycast_shapes: bool,
test_only: bool
) -> Option<KinematicCollision>
pub unsafe fn move_and_slide(
&mut self,
linear_velocity: Vector3D<f32, UnknownUnit>,
up_direction: Vector3D<f32, UnknownUnit>,
stop_on_slope: bool,
max_slides: i64,
floor_max_angle: f64,
infinite_inertia: bool
) -> Vector3D<f32, UnknownUnit>
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&mut self,
linear_velocity: Vector3D<f32, UnknownUnit>,
up_direction: Vector3D<f32, UnknownUnit>,
stop_on_slope: bool,
max_slides: i64,
floor_max_angle: f64,
infinite_inertia: bool
) -> Vector3D<f32, UnknownUnit>
pub unsafe fn move_and_slide_with_snap(
&mut self,
linear_velocity: Vector3D<f32, UnknownUnit>,
snap: Vector3D<f32, UnknownUnit>,
up_direction: Vector3D<f32, UnknownUnit>,
stop_on_slope: bool,
max_slides: i64,
floor_max_angle: f64,
infinite_inertia: bool
) -> Vector3D<f32, UnknownUnit>
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&mut self,
linear_velocity: Vector3D<f32, UnknownUnit>,
snap: Vector3D<f32, UnknownUnit>,
up_direction: Vector3D<f32, UnknownUnit>,
stop_on_slope: bool,
max_slides: i64,
floor_max_angle: f64,
infinite_inertia: bool
) -> Vector3D<f32, UnknownUnit>
pub unsafe fn set_axis_lock(&mut self, axis: i64, lock: bool)
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pub unsafe fn set_safe_margin(&mut self, pixels: f64)
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pub unsafe fn test_move(
&mut self,
from: Transform,
rel_vec: Vector3D<f32, UnknownUnit>,
infinite_inertia: bool
) -> bool
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&mut self,
from: Transform,
rel_vec: Vector3D<f32, UnknownUnit>,
infinite_inertia: bool
) -> bool
pub unsafe fn to_physics_body(&self) -> PhysicsBody
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Up-cast.
pub unsafe fn to_collision_object(&self) -> CollisionObject
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Up-cast.
pub unsafe fn to_spatial(&self) -> Spatial
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Up-cast.
pub unsafe fn to_node(&self) -> Node
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Up-cast.
pub unsafe fn to_object(&self) -> Object
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Up-cast.
pub unsafe fn cast<T>(&self) -> Option<T> where
T: GodotObject,
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T: GodotObject,
Generic dynamic cast.
Methods from Deref<Target = PhysicsBody>
pub unsafe fn _get_layers(&self) -> i64
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pub unsafe fn _set_layers(&mut self, mask: i64)
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pub unsafe fn add_collision_exception_with(&mut self, body: Option<Node>)
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pub unsafe fn get_collision_exceptions(&mut self) -> VariantArray
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pub unsafe fn get_collision_layer(&self) -> i64
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pub unsafe fn get_collision_layer_bit(&self, bit: i64) -> bool
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pub unsafe fn get_collision_mask(&self) -> i64
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pub unsafe fn get_collision_mask_bit(&self, bit: i64) -> bool
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pub unsafe fn remove_collision_exception_with(&mut self, body: Option<Node>)
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pub unsafe fn set_collision_layer(&mut self, layer: i64)
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pub unsafe fn set_collision_layer_bit(&mut self, bit: i64, value: bool)
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pub unsafe fn set_collision_mask(&mut self, mask: i64)
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pub unsafe fn set_collision_mask_bit(&mut self, bit: i64, value: bool)
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pub unsafe fn to_collision_object(&self) -> CollisionObject
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Up-cast.
pub unsafe fn to_spatial(&self) -> Spatial
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Up-cast.
pub unsafe fn to_node(&self) -> Node
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Up-cast.
pub unsafe fn to_object(&self) -> Object
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Up-cast.
pub unsafe fn cast<T>(&self) -> Option<T> where
T: GodotObject,
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T: GodotObject,
Generic dynamic cast.
Trait Implementations
impl Clone for KinematicBody
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fn clone(&self) -> KinematicBody
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fn clone_from(&mut self, source: &Self)
1.0.0[src]
impl Copy for KinematicBody
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impl Debug for KinematicBody
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impl Deref for KinematicBody
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type Target = PhysicsBody
The resulting type after dereferencing.
fn deref(&self) -> &PhysicsBody
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impl DerefMut for KinematicBody
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fn deref_mut(&mut self) -> &mut PhysicsBody
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impl Free for KinematicBody
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unsafe fn godot_free(self)
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impl FromVariant for KinematicBody
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fn from_variant(variant: &Variant) -> Result<KinematicBody, FromVariantError>
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impl GodotObject for KinematicBody
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut c_void) -> KinematicBody
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unsafe fn from_return_position_sys(obj: *mut c_void) -> KinematicBody
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unsafe fn to_sys(&self) -> *mut c_void
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impl Instanciable for KinematicBody
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fn construct() -> KinematicBody
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impl QueueFree for KinematicBody
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unsafe fn godot_queue_free(&mut self)
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impl ToVariant for KinematicBody
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for KinematicBody
impl !Send for KinematicBody
impl !Sync for KinematicBody
impl Unpin for KinematicBody
impl UnwindSafe for KinematicBody
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> Export for T where
T: GodotObject + ToVariant,
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T: GodotObject + ToVariant,
type Hint = ()
A type-specific hint type that is valid for the type being exported.
fn export_info(_hint: Option<<T as Export>::Hint>) -> ExportInfo
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
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fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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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>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,