[][src]Struct gdnative::RigidBody

pub struct RigidBody { /* fields omitted */ }

core class RigidBody 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.

RigidBody 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 RigidBody::free.

Class hierarchy

RigidBody inherits methods from:

Methods

impl RigidBody[src]

Constants

impl RigidBody[src]

pub fn new() -> RigidBody[src]

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 RigidBody::free.

pub unsafe fn free(self)[src]

Manually deallocate the object.

pub unsafe fn _body_enter_tree(&mut self, arg0: i64)[src]

pub unsafe fn _body_exit_tree(&mut self, arg0: i64)[src]

pub unsafe fn _direct_state_changed(&mut self, arg0: Option<Object>)[src]

pub unsafe fn _integrate_forces(
    &mut self,
    state: Option<PhysicsDirectBodyState>
)
[src]

pub unsafe fn _reload_physics_characteristics(&mut self)[src]

pub unsafe fn add_central_force(&mut self, force: Vector3D<f32, UnknownUnit>)[src]

pub unsafe fn add_force(
    &mut self,
    force: Vector3D<f32, UnknownUnit>,
    position: Vector3D<f32, UnknownUnit>
)
[src]

pub unsafe fn add_torque(&mut self, torque: Vector3D<f32, UnknownUnit>)[src]

pub unsafe fn apply_central_impulse(
    &mut self,
    impulse: Vector3D<f32, UnknownUnit>
)
[src]

pub unsafe fn apply_impulse(
    &mut self,
    position: Vector3D<f32, UnknownUnit>,
    impulse: Vector3D<f32, UnknownUnit>
)
[src]

pub unsafe fn apply_torque_impulse(
    &mut self,
    impulse: Vector3D<f32, UnknownUnit>
)
[src]

pub unsafe fn get_angular_damp(&self) -> f64[src]

pub unsafe fn get_angular_velocity(&self) -> Vector3D<f32, UnknownUnit>[src]

pub unsafe fn get_axis_lock(&self, axis: i64) -> bool[src]

pub unsafe fn get_bounce(&self) -> f64[src]

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

pub unsafe fn get_friction(&self) -> f64[src]

pub unsafe fn get_gravity_scale(&self) -> f64[src]

pub unsafe fn get_linear_damp(&self) -> f64[src]

pub unsafe fn get_linear_velocity(&self) -> Vector3D<f32, UnknownUnit>[src]

pub unsafe fn get_mass(&self) -> f64[src]

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

pub unsafe fn get_mode(&self) -> RigidBodyMode[src]

pub unsafe fn get_physics_material_override(&self) -> Option<PhysicsMaterial>[src]

pub unsafe fn get_weight(&self) -> f64[src]

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

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

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

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

pub unsafe fn is_using_custom_integrator(&mut self) -> bool[src]

pub unsafe fn set_angular_damp(&mut self, angular_damp: f64)[src]

pub unsafe fn set_angular_velocity(
    &mut self,
    angular_velocity: Vector3D<f32, UnknownUnit>
)
[src]

pub unsafe fn set_axis_lock(&mut self, axis: i64, lock: bool)[src]

pub unsafe fn set_axis_velocity(
    &mut self,
    axis_velocity: Vector3D<f32, UnknownUnit>
)
[src]

pub unsafe fn set_bounce(&mut self, bounce: f64)[src]

pub unsafe fn set_can_sleep(&mut self, able_to_sleep: bool)[src]

pub unsafe fn set_contact_monitor(&mut self, enabled: bool)[src]

pub unsafe fn set_friction(&mut self, friction: f64)[src]

pub unsafe fn set_gravity_scale(&mut self, gravity_scale: f64)[src]

pub unsafe fn set_linear_damp(&mut self, linear_damp: f64)[src]

pub unsafe fn set_linear_velocity(
    &mut self,
    linear_velocity: Vector3D<f32, UnknownUnit>
)
[src]

pub unsafe fn set_mass(&mut self, mass: f64)[src]

pub unsafe fn set_max_contacts_reported(&mut self, amount: i64)[src]

pub unsafe fn set_mode(&mut self, mode: i64)[src]

pub unsafe fn set_physics_material_override(
    &mut self,
    physics_material_override: Option<PhysicsMaterial>
)
[src]

pub unsafe fn set_sleeping(&mut self, sleeping: bool)[src]

pub unsafe fn set_use_continuous_collision_detection(&mut self, enable: bool)[src]

pub unsafe fn set_use_custom_integrator(&mut self, enable: bool)[src]

pub unsafe fn set_weight(&mut self, weight: f64)[src]

pub unsafe fn to_physics_body(&self) -> PhysicsBody[src]

Up-cast.

pub unsafe fn to_collision_object(&self) -> CollisionObject[src]

Up-cast.

pub unsafe fn to_spatial(&self) -> Spatial[src]

Up-cast.

pub unsafe fn to_node(&self) -> Node[src]

Up-cast.

pub unsafe fn to_object(&self) -> Object[src]

Up-cast.

pub unsafe fn cast<T>(&self) -> Option<T> where
    T: GodotObject
[src]

Generic dynamic cast.

Methods from Deref<Target = PhysicsBody>

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

pub unsafe fn _set_layers(&mut self, mask: i64)[src]

pub unsafe fn add_collision_exception_with(&mut self, body: Option<Node>)[src]

pub unsafe fn get_collision_exceptions(&mut self) -> VariantArray[src]

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

pub unsafe fn get_collision_layer_bit(&self, bit: i64) -> bool[src]

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

pub unsafe fn get_collision_mask_bit(&self, bit: i64) -> bool[src]

pub unsafe fn remove_collision_exception_with(&mut self, body: Option<Node>)[src]

pub unsafe fn set_collision_layer(&mut self, layer: i64)[src]

pub unsafe fn set_collision_layer_bit(&mut self, bit: i64, value: bool)[src]

pub unsafe fn set_collision_mask(&mut self, mask: i64)[src]

pub unsafe fn set_collision_mask_bit(&mut self, bit: i64, value: bool)[src]

pub unsafe fn to_collision_object(&self) -> CollisionObject[src]

Up-cast.

pub unsafe fn to_spatial(&self) -> Spatial[src]

Up-cast.

pub unsafe fn to_node(&self) -> Node[src]

Up-cast.

pub unsafe fn to_object(&self) -> Object[src]

Up-cast.

pub unsafe fn cast<T>(&self) -> Option<T> where
    T: GodotObject
[src]

Generic dynamic cast.

Trait Implementations

impl Clone for RigidBody[src]

impl Copy for RigidBody[src]

impl Debug for RigidBody[src]

impl Deref for RigidBody[src]

type Target = PhysicsBody

The resulting type after dereferencing.

impl DerefMut for RigidBody[src]

impl Free for RigidBody[src]

impl FromVariant for RigidBody[src]

impl GodotObject for RigidBody[src]

impl Instanciable for RigidBody[src]

impl QueueFree for RigidBody[src]

impl ToVariant for RigidBody[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> Export for T where
    T: GodotObject + ToVariant
[src]

type Hint = ()

A type-specific hint type that is valid for the type being exported.

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

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

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

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.