[−][src]Struct gdnative::RigidBody2D
core class RigidBody2D
inherits PhysicsBody2D
(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.
RigidBody2D
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 RigidBody2D::free
.
Class hierarchy
RigidBody2D inherits methods from:
Methods
impl RigidBody2D
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Constants
pub const MODE_KINEMATIC: i64
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pub const MODE_CHARACTER: i64
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pub const CCD_MODE_DISABLED: i64
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pub const CCD_MODE_CAST_SHAPE: i64
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pub const CCD_MODE_CAST_RAY: i64
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pub const MODE_RIGID: i64
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pub const MODE_STATIC: i64
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impl RigidBody2D
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pub fn new() -> RigidBody2D
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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 RigidBody2D::free
.
pub unsafe fn free(self)
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Manually deallocate the object.
pub unsafe fn _body_enter_tree(&mut self, arg0: i64)
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pub unsafe fn _body_exit_tree(&mut self, arg0: i64)
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pub unsafe fn _direct_state_changed(&mut self, arg0: Option<Object>)
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pub unsafe fn _integrate_forces(
&mut self,
state: Option<Physics2DDirectBodyState>
)
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&mut self,
state: Option<Physics2DDirectBodyState>
)
pub unsafe fn _reload_physics_characteristics(&mut self)
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pub unsafe fn add_central_force(&mut self, force: Vector2D<f32, UnknownUnit>)
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pub unsafe fn add_force(
&mut self,
offset: Vector2D<f32, UnknownUnit>,
force: Vector2D<f32, UnknownUnit>
)
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&mut self,
offset: Vector2D<f32, UnknownUnit>,
force: Vector2D<f32, UnknownUnit>
)
pub unsafe fn add_torque(&mut self, torque: f64)
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pub unsafe fn apply_central_impulse(
&mut self,
impulse: Vector2D<f32, UnknownUnit>
)
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&mut self,
impulse: Vector2D<f32, UnknownUnit>
)
pub unsafe fn apply_impulse(
&mut self,
offset: Vector2D<f32, UnknownUnit>,
impulse: Vector2D<f32, UnknownUnit>
)
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&mut self,
offset: Vector2D<f32, UnknownUnit>,
impulse: Vector2D<f32, UnknownUnit>
)
pub unsafe fn apply_torque_impulse(&mut self, torque: f64)
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pub unsafe fn get_angular_damp(&self) -> f64
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pub unsafe fn get_angular_velocity(&self) -> f64
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pub unsafe fn get_applied_force(&self) -> Vector2D<f32, UnknownUnit>
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pub unsafe fn get_applied_torque(&self) -> f64
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pub unsafe fn get_bounce(&self) -> f64
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pub unsafe fn get_colliding_bodies(&self) -> VariantArray
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pub unsafe fn get_continuous_collision_detection_mode(
&self
) -> RigidBody2DCCDMode
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&self
) -> RigidBody2DCCDMode
pub unsafe fn get_friction(&self) -> f64
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pub unsafe fn get_gravity_scale(&self) -> f64
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pub unsafe fn get_inertia(&self) -> f64
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pub unsafe fn get_linear_damp(&self) -> f64
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pub unsafe fn get_linear_velocity(&self) -> Vector2D<f32, UnknownUnit>
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pub unsafe fn get_mass(&self) -> f64
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pub unsafe fn get_max_contacts_reported(&self) -> i64
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pub unsafe fn get_mode(&self) -> RigidBody2DMode
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pub unsafe fn get_physics_material_override(&self) -> Option<PhysicsMaterial>
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pub unsafe fn get_weight(&self) -> f64
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pub unsafe fn is_able_to_sleep(&self) -> bool
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pub unsafe fn is_contact_monitor_enabled(&self) -> bool
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pub unsafe fn is_sleeping(&self) -> bool
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pub unsafe fn is_using_custom_integrator(&mut self) -> bool
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pub unsafe fn set_angular_damp(&mut self, angular_damp: f64)
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pub unsafe fn set_angular_velocity(&mut self, angular_velocity: f64)
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pub unsafe fn set_applied_force(&mut self, force: Vector2D<f32, UnknownUnit>)
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pub unsafe fn set_applied_torque(&mut self, torque: f64)
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pub unsafe fn set_axis_velocity(
&mut self,
axis_velocity: Vector2D<f32, UnknownUnit>
)
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&mut self,
axis_velocity: Vector2D<f32, UnknownUnit>
)
pub unsafe fn set_bounce(&mut self, bounce: f64)
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pub unsafe fn set_can_sleep(&mut self, able_to_sleep: bool)
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pub unsafe fn set_contact_monitor(&mut self, enabled: bool)
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pub unsafe fn set_continuous_collision_detection_mode(&mut self, mode: i64)
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pub unsafe fn set_friction(&mut self, friction: f64)
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pub unsafe fn set_gravity_scale(&mut self, gravity_scale: f64)
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pub unsafe fn set_inertia(&mut self, inertia: f64)
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pub unsafe fn set_linear_damp(&mut self, linear_damp: f64)
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pub unsafe fn set_linear_velocity(
&mut self,
linear_velocity: Vector2D<f32, UnknownUnit>
)
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&mut self,
linear_velocity: Vector2D<f32, UnknownUnit>
)
pub unsafe fn set_mass(&mut self, mass: f64)
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pub unsafe fn set_max_contacts_reported(&mut self, amount: i64)
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pub unsafe fn set_mode(&mut self, mode: i64)
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pub unsafe fn set_physics_material_override(
&mut self,
physics_material_override: Option<PhysicsMaterial>
)
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&mut self,
physics_material_override: Option<PhysicsMaterial>
)
pub unsafe fn set_sleeping(&mut self, sleeping: bool)
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pub unsafe fn set_use_custom_integrator(&mut self, enable: bool)
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pub unsafe fn set_weight(&mut self, weight: f64)
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pub unsafe fn test_motion(
&mut self,
motion: Vector2D<f32, UnknownUnit>,
infinite_inertia: bool,
margin: f64,
result: Option<Physics2DTestMotionResult>
) -> bool
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&mut self,
motion: Vector2D<f32, UnknownUnit>,
infinite_inertia: bool,
margin: f64,
result: Option<Physics2DTestMotionResult>
) -> bool
pub unsafe fn to_physics_body_2d(&self) -> PhysicsBody2D
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Up-cast.
pub unsafe fn to_collision_object_2d(&self) -> CollisionObject2D
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Up-cast.
pub unsafe fn to_node_2d(&self) -> Node2D
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Up-cast.
pub unsafe fn to_canvas_item(&self) -> CanvasItem
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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 = PhysicsBody2D>
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_2d(&self) -> CollisionObject2D
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Up-cast.
pub unsafe fn to_node_2d(&self) -> Node2D
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Up-cast.
pub unsafe fn to_canvas_item(&self) -> CanvasItem
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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 RigidBody2D
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fn clone(&self) -> RigidBody2D
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fn clone_from(&mut self, source: &Self)
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impl Copy for RigidBody2D
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impl Debug for RigidBody2D
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impl Deref for RigidBody2D
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type Target = PhysicsBody2D
The resulting type after dereferencing.
fn deref(&self) -> &PhysicsBody2D
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impl DerefMut for RigidBody2D
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fn deref_mut(&mut self) -> &mut PhysicsBody2D
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impl Free for RigidBody2D
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unsafe fn godot_free(self)
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impl FromVariant for RigidBody2D
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fn from_variant(variant: &Variant) -> Result<RigidBody2D, FromVariantError>
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impl GodotObject for RigidBody2D
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut c_void) -> RigidBody2D
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unsafe fn from_return_position_sys(obj: *mut c_void) -> RigidBody2D
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unsafe fn to_sys(&self) -> *mut c_void
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impl Instanciable for RigidBody2D
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fn construct() -> RigidBody2D
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impl QueueFree for RigidBody2D
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unsafe fn godot_queue_free(&mut self)
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impl ToVariant for RigidBody2D
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for RigidBody2D
impl !Send for RigidBody2D
impl !Sync for RigidBody2D
impl Unpin for RigidBody2D
impl UnwindSafe for RigidBody2D
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>,