[−][src]Struct gdnative::PhysicsDirectBodyState
core class PhysicsDirectBodyState
inherits Object
(unsafe).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Class hierarchy
PhysicsDirectBodyState inherits methods from:
Methods
impl PhysicsDirectBodyState
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pub unsafe fn add_central_force(&mut self, force: Vector3D<f32, UnknownUnit>)
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pub unsafe fn add_force(
&mut self,
force: Vector3D<f32, UnknownUnit>,
position: Vector3D<f32, UnknownUnit>
)
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&mut self,
force: Vector3D<f32, UnknownUnit>,
position: Vector3D<f32, UnknownUnit>
)
pub unsafe fn add_torque(&mut self, torque: Vector3D<f32, UnknownUnit>)
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pub unsafe fn apply_central_impulse(&mut self, j: Vector3D<f32, UnknownUnit>)
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pub unsafe fn apply_impulse(
&mut self,
position: Vector3D<f32, UnknownUnit>,
j: Vector3D<f32, UnknownUnit>
)
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&mut self,
position: Vector3D<f32, UnknownUnit>,
j: Vector3D<f32, UnknownUnit>
)
pub unsafe fn apply_torque_impulse(&mut self, j: Vector3D<f32, UnknownUnit>)
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pub unsafe fn get_angular_velocity(&self) -> Vector3D<f32, UnknownUnit>
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pub unsafe fn get_center_of_mass(&self) -> Vector3D<f32, UnknownUnit>
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pub unsafe fn get_contact_collider(&self, contact_idx: i64) -> Rid
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pub unsafe fn get_contact_collider_id(&self, contact_idx: i64) -> i64
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pub unsafe fn get_contact_collider_object(
&self,
contact_idx: i64
) -> Option<Object>
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&self,
contact_idx: i64
) -> Option<Object>
pub unsafe fn get_contact_collider_position(
&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
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&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
pub unsafe fn get_contact_collider_shape(&self, contact_idx: i64) -> i64
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pub unsafe fn get_contact_collider_velocity_at_position(
&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
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&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
pub unsafe fn get_contact_count(&self) -> i64
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pub unsafe fn get_contact_impulse(&self, contact_idx: i64) -> f64
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pub unsafe fn get_contact_local_normal(
&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
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&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
pub unsafe fn get_contact_local_position(
&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
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&self,
contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
pub unsafe fn get_contact_local_shape(&self, contact_idx: i64) -> i64
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pub unsafe fn get_inverse_inertia(&self) -> Vector3D<f32, UnknownUnit>
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pub unsafe fn get_inverse_mass(&self) -> f64
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pub unsafe fn get_linear_velocity(&self) -> Vector3D<f32, UnknownUnit>
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pub unsafe fn get_principal_inertia_axes(&self) -> Basis
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pub unsafe fn get_space_state(&mut self) -> Option<PhysicsDirectSpaceState>
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pub unsafe fn get_step(&self) -> f64
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pub unsafe fn get_total_angular_damp(&self) -> f64
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pub unsafe fn get_total_gravity(&self) -> Vector3D<f32, UnknownUnit>
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pub unsafe fn get_total_linear_damp(&self) -> f64
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pub unsafe fn get_transform(&self) -> Transform
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pub unsafe fn integrate_forces(&mut self)
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pub unsafe fn is_sleeping(&self) -> bool
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pub unsafe fn set_angular_velocity(
&mut self,
velocity: Vector3D<f32, UnknownUnit>
)
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&mut self,
velocity: Vector3D<f32, UnknownUnit>
)
pub unsafe fn set_linear_velocity(
&mut self,
velocity: Vector3D<f32, UnknownUnit>
)
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&mut self,
velocity: Vector3D<f32, UnknownUnit>
)
pub unsafe fn set_sleep_state(&mut self, enabled: bool)
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pub unsafe fn set_transform(&mut self, transform: Transform)
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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 = Object>
pub const NOTIFICATION_POSTINITIALIZE: i64
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pub const CONNECT_PERSIST: i64
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pub const CONNECT_DEFERRED: i64
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pub const NOTIFICATION_PREDELETE: i64
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pub const CONNECT_REFERENCE_COUNTED: i64
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pub const CONNECT_ONESHOT: i64
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pub unsafe fn _get(&mut self, property: GodotString) -> Variant
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pub unsafe fn _get_property_list(&mut self) -> VariantArray
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pub unsafe fn _init(&mut self)
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pub unsafe fn _notification(&mut self, what: i64)
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pub unsafe fn _set(&mut self, property: GodotString, value: Variant) -> bool
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pub unsafe fn _to_string(&mut self) -> GodotString
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pub unsafe fn add_user_signal(
&mut self,
signal: GodotString,
arguments: VariantArray
)
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&mut self,
signal: GodotString,
arguments: VariantArray
)
pub unsafe fn call(
&mut self,
method: GodotString,
varargs: &[Variant]
) -> Variant
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&mut self,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub unsafe fn call_deferred(
&mut self,
method: GodotString,
varargs: &[Variant]
) -> Variant
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&mut self,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub unsafe fn callv(
&mut self,
method: GodotString,
arg_array: VariantArray
) -> Variant
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&mut self,
method: GodotString,
arg_array: VariantArray
) -> Variant
pub unsafe fn can_translate_messages(&self) -> bool
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pub unsafe fn connect(
&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString,
binds: VariantArray,
flags: i64
) -> Result<(), GodotError>
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&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString,
binds: VariantArray,
flags: i64
) -> Result<(), GodotError>
pub unsafe fn disconnect(
&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString
)
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&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString
)
pub unsafe fn emit_signal(
&mut self,
signal: GodotString,
varargs: &[Variant]
) -> Variant
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&mut self,
signal: GodotString,
varargs: &[Variant]
) -> Variant
pub unsafe fn get(&self, property: GodotString) -> Variant
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pub unsafe fn get_class(&self) -> GodotString
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pub unsafe fn get_incoming_connections(&self) -> VariantArray
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pub unsafe fn get_indexed(&self, property: NodePath) -> Variant
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pub unsafe fn get_instance_id(&self) -> i64
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pub unsafe fn get_meta(&self, name: GodotString) -> Variant
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pub unsafe fn get_meta_list(&self) -> StringArray
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pub unsafe fn get_method_list(&self) -> VariantArray
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pub unsafe fn get_property_list(&self) -> VariantArray
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pub unsafe fn get_script(&self) -> Option<Reference>
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pub unsafe fn get_signal_connection_list(
&self,
signal: GodotString
) -> VariantArray
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&self,
signal: GodotString
) -> VariantArray
pub unsafe fn get_signal_list(&self) -> VariantArray
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pub unsafe fn has_meta(&self, name: GodotString) -> bool
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pub unsafe fn has_method(&self, method: GodotString) -> bool
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pub unsafe fn has_user_signal(&self, signal: GodotString) -> bool
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pub unsafe fn is_blocking_signals(&self) -> bool
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pub unsafe fn is_class(&self, class: GodotString) -> bool
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pub unsafe fn is_connected(
&self,
signal: GodotString,
target: Option<Object>,
method: GodotString
) -> bool
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&self,
signal: GodotString,
target: Option<Object>,
method: GodotString
) -> bool
pub unsafe fn is_queued_for_deletion(&self) -> bool
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pub unsafe fn notification(&mut self, what: i64, reversed: bool)
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pub unsafe fn property_list_changed_notify(&mut self)
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pub unsafe fn remove_meta(&mut self, name: GodotString)
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pub unsafe fn set(&mut self, property: GodotString, value: Variant)
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pub unsafe fn set_block_signals(&mut self, enable: bool)
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pub unsafe fn set_deferred(&mut self, property: GodotString, value: Variant)
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pub unsafe fn set_indexed(&mut self, property: NodePath, value: Variant)
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pub unsafe fn set_message_translation(&mut self, enable: bool)
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pub unsafe fn set_meta(&mut self, name: GodotString, value: Variant)
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pub unsafe fn set_script(&mut self, script: Option<Reference>)
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pub unsafe fn to_string(&mut self) -> GodotString
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pub unsafe fn tr(&self, message: GodotString) -> GodotString
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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 PhysicsDirectBodyState
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fn clone(&self) -> PhysicsDirectBodyState
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fn clone_from(&mut self, source: &Self)
1.0.0[src]
impl Copy for PhysicsDirectBodyState
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impl Debug for PhysicsDirectBodyState
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impl Deref for PhysicsDirectBodyState
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impl DerefMut for PhysicsDirectBodyState
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impl FromVariant for PhysicsDirectBodyState
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fn from_variant(
variant: &Variant
) -> Result<PhysicsDirectBodyState, FromVariantError>
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variant: &Variant
) -> Result<PhysicsDirectBodyState, FromVariantError>
impl GodotObject for PhysicsDirectBodyState
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut c_void) -> PhysicsDirectBodyState
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unsafe fn from_return_position_sys(obj: *mut c_void) -> PhysicsDirectBodyState
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unsafe fn to_sys(&self) -> *mut c_void
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impl ToVariant for PhysicsDirectBodyState
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for PhysicsDirectBodyState
impl !Send for PhysicsDirectBodyState
impl !Sync for PhysicsDirectBodyState
impl Unpin for PhysicsDirectBodyState
impl UnwindSafe for PhysicsDirectBodyState
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>,