[−][src]Struct gdnative::Physics2DServer
core singleton class Physics2DServer
inherits Object
(unsafe).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Class hierarchy
Physics2DServer inherits methods from:
Implementations
impl Physics2DServer
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Constants
pub const BODY_PARAM_INERTIA: i64
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pub const SPACE_PARAM_CONTACT_RECYCLE_RADIUS: i64
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pub const SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: i64
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pub const DAMPED_STRING_STIFFNESS: i64
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pub const SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: i64
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pub const SHAPE_SEGMENT: i64
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pub const SHAPE_CIRCLE: i64
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pub const AREA_BODY_ADDED: i64
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pub const DAMPED_STRING_REST_LENGTH: i64
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pub const BODY_MODE_STATIC: i64
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pub const BODY_STATE_LINEAR_VELOCITY: i64
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pub const INFO_ACTIVE_OBJECTS: i64
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pub const JOINT_PARAM_BIAS: i64
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pub const AREA_PARAM_GRAVITY_POINT_ATTENUATION: i64
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pub const AREA_SPACE_OVERRIDE_DISABLED: i64
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pub const AREA_SPACE_OVERRIDE_REPLACE_COMBINE: i64
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pub const AREA_PARAM_GRAVITY_VECTOR: i64
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pub const SHAPE_CAPSULE: i64
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pub const CCD_MODE_CAST_SHAPE: i64
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pub const SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: i64
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pub const DAMPED_STRING_DAMPING: i64
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pub const BODY_MODE_RIGID: i64
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pub const JOINT_GROOVE: i64
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pub const SPACE_PARAM_CONTACT_MAX_SEPARATION: i64
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pub const BODY_MODE_KINEMATIC: i64
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pub const SHAPE_RAY: i64
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pub const AREA_PARAM_PRIORITY: i64
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pub const INFO_ISLAND_COUNT: i64
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pub const BODY_PARAM_GRAVITY_SCALE: i64
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pub const SHAPE_CONCAVE_POLYGON: i64
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pub const CCD_MODE_CAST_RAY: i64
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pub const AREA_BODY_REMOVED: i64
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pub const JOINT_PARAM_MAX_BIAS: i64
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pub const AREA_SPACE_OVERRIDE_REPLACE: i64
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pub const SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH: i64
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pub const JOINT_DAMPED_SPRING: i64
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pub const AREA_SPACE_OVERRIDE_COMBINE_REPLACE: i64
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pub const SHAPE_CONVEX_POLYGON: i64
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pub const AREA_PARAM_LINEAR_DAMP: i64
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pub const BODY_PARAM_FRICTION: i64
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pub const CCD_MODE_DISABLED: i64
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pub const AREA_PARAM_GRAVITY: i64
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pub const INFO_COLLISION_PAIRS: i64
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pub const SHAPE_CUSTOM: i64
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pub const BODY_PARAM_LINEAR_DAMP: i64
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pub const SHAPE_RECTANGLE: i64
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pub const SHAPE_LINE: i64
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pub const AREA_PARAM_ANGULAR_DAMP: i64
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pub const SPACE_PARAM_BODY_TIME_TO_SLEEP: i64
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pub const BODY_PARAM_BOUNCE: i64
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pub const SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: i64
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pub const BODY_PARAM_MASS: i64
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pub const BODY_PARAM_MAX: i64
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pub const JOINT_PIN: i64
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pub const BODY_PARAM_ANGULAR_DAMP: i64
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pub const AREA_PARAM_GRAVITY_IS_POINT: i64
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pub const AREA_PARAM_GRAVITY_DISTANCE_SCALE: i64
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pub const BODY_STATE_SLEEPING: i64
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pub const BODY_STATE_ANGULAR_VELOCITY: i64
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pub const BODY_STATE_TRANSFORM: i64
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pub const JOINT_PARAM_MAX_FORCE: i64
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pub const BODY_MODE_CHARACTER: i64
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pub const AREA_SPACE_OVERRIDE_COMBINE: i64
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pub const BODY_STATE_CAN_SLEEP: i64
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impl Physics2DServer
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pub fn godot_singleton() -> Physics2DServer
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pub fn area_add_shape(
&mut self,
area: Rid,
shape: Rid,
transform: Transform2D<f32, UnknownUnit, UnknownUnit>,
disabled: bool
)
[src]
&mut self,
area: Rid,
shape: Rid,
transform: Transform2D<f32, UnknownUnit, UnknownUnit>,
disabled: bool
)
pub fn area_attach_canvas_instance_id(&mut self, area: Rid, id: i64)
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pub fn area_attach_object_instance_id(&mut self, area: Rid, id: i64)
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pub fn area_clear_shapes(&mut self, area: Rid)
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pub fn area_create(&mut self) -> Rid
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pub fn area_get_canvas_instance_id(&self, area: Rid) -> i64
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pub fn area_get_object_instance_id(&self, area: Rid) -> i64
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pub fn area_get_param(&self, area: Rid, param: i64) -> Variant
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pub fn area_get_shape(&self, area: Rid, shape_idx: i64) -> Rid
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pub fn area_get_shape_count(&self, area: Rid) -> i64
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pub fn area_get_shape_transform(
&self,
area: Rid,
shape_idx: i64
) -> Transform2D<f32, UnknownUnit, UnknownUnit>
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&self,
area: Rid,
shape_idx: i64
) -> Transform2D<f32, UnknownUnit, UnknownUnit>
pub fn area_get_space(&self, area: Rid) -> Rid
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pub fn area_get_space_override_mode(
&self,
area: Rid
) -> Physics2DServerAreaSpaceOverrideMode
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&self,
area: Rid
) -> Physics2DServerAreaSpaceOverrideMode
pub fn area_get_transform(
&self,
area: Rid
) -> Transform2D<f32, UnknownUnit, UnknownUnit>
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&self,
area: Rid
) -> Transform2D<f32, UnknownUnit, UnknownUnit>
pub fn area_remove_shape(&mut self, area: Rid, shape_idx: i64)
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pub fn area_set_area_monitor_callback(
&mut self,
area: Rid,
receiver: Option<Object>,
method: GodotString
)
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&mut self,
area: Rid,
receiver: Option<Object>,
method: GodotString
)
pub fn area_set_collision_layer(&mut self, area: Rid, layer: i64)
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pub fn area_set_collision_mask(&mut self, area: Rid, mask: i64)
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pub fn area_set_monitor_callback(
&mut self,
area: Rid,
receiver: Option<Object>,
method: GodotString
)
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&mut self,
area: Rid,
receiver: Option<Object>,
method: GodotString
)
pub fn area_set_monitorable(&mut self, area: Rid, monitorable: bool)
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pub fn area_set_param(&mut self, area: Rid, param: i64, value: Variant)
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pub fn area_set_shape(&mut self, area: Rid, shape_idx: i64, shape: Rid)
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pub fn area_set_shape_disabled(
&mut self,
area: Rid,
shape_idx: i64,
disabled: bool
)
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&mut self,
area: Rid,
shape_idx: i64,
disabled: bool
)
pub fn area_set_shape_transform(
&mut self,
area: Rid,
shape_idx: i64,
transform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
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&mut self,
area: Rid,
shape_idx: i64,
transform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
pub fn area_set_space(&mut self, area: Rid, space: Rid)
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pub fn area_set_space_override_mode(&mut self, area: Rid, mode: i64)
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pub fn area_set_transform(
&mut self,
area: Rid,
transform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
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&mut self,
area: Rid,
transform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
pub fn body_add_central_force(
&mut self,
body: Rid,
force: Vector2D<f32, UnknownUnit>
)
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&mut self,
body: Rid,
force: Vector2D<f32, UnknownUnit>
)
pub fn body_add_collision_exception(&mut self, body: Rid, excepted_body: Rid)
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pub fn body_add_force(
&mut self,
body: Rid,
offset: Vector2D<f32, UnknownUnit>,
force: Vector2D<f32, UnknownUnit>
)
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&mut self,
body: Rid,
offset: Vector2D<f32, UnknownUnit>,
force: Vector2D<f32, UnknownUnit>
)
pub fn body_add_shape(
&mut self,
body: Rid,
shape: Rid,
transform: Transform2D<f32, UnknownUnit, UnknownUnit>,
disabled: bool
)
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&mut self,
body: Rid,
shape: Rid,
transform: Transform2D<f32, UnknownUnit, UnknownUnit>,
disabled: bool
)
pub fn body_add_torque(&mut self, body: Rid, torque: f64)
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pub fn body_apply_central_impulse(
&mut self,
body: Rid,
impulse: Vector2D<f32, UnknownUnit>
)
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&mut self,
body: Rid,
impulse: Vector2D<f32, UnknownUnit>
)
pub fn body_apply_impulse(
&mut self,
body: Rid,
position: Vector2D<f32, UnknownUnit>,
impulse: Vector2D<f32, UnknownUnit>
)
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&mut self,
body: Rid,
position: Vector2D<f32, UnknownUnit>,
impulse: Vector2D<f32, UnknownUnit>
)
pub fn body_apply_torque_impulse(&mut self, body: Rid, impulse: f64)
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pub fn body_attach_canvas_instance_id(&mut self, body: Rid, id: i64)
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pub fn body_attach_object_instance_id(&mut self, body: Rid, id: i64)
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pub fn body_clear_shapes(&mut self, body: Rid)
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pub fn body_create(&mut self) -> Rid
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pub fn body_get_canvas_instance_id(&self, body: Rid) -> i64
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pub fn body_get_collision_layer(&self, body: Rid) -> i64
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pub fn body_get_collision_mask(&self, body: Rid) -> i64
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pub fn body_get_continuous_collision_detection_mode(
&self,
body: Rid
) -> Physics2DServerCCDMode
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&self,
body: Rid
) -> Physics2DServerCCDMode
pub fn body_get_direct_state(
&mut self,
body: Rid
) -> Option<Physics2DDirectBodyState>
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&mut self,
body: Rid
) -> Option<Physics2DDirectBodyState>
pub fn body_get_max_contacts_reported(&self, body: Rid) -> i64
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pub fn body_get_mode(&self, body: Rid) -> Physics2DServerBodyMode
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pub fn body_get_object_instance_id(&self, body: Rid) -> i64
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pub fn body_get_param(&self, body: Rid, param: i64) -> f64
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pub fn body_get_shape(&self, body: Rid, shape_idx: i64) -> Rid
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pub fn body_get_shape_count(&self, body: Rid) -> i64
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pub fn body_get_shape_metadata(&self, body: Rid, shape_idx: i64) -> Variant
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pub fn body_get_shape_transform(
&self,
body: Rid,
shape_idx: i64
) -> Transform2D<f32, UnknownUnit, UnknownUnit>
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&self,
body: Rid,
shape_idx: i64
) -> Transform2D<f32, UnknownUnit, UnknownUnit>
pub fn body_get_space(&self, body: Rid) -> Rid
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pub fn body_get_state(&self, body: Rid, state: i64) -> Variant
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pub fn body_is_omitting_force_integration(&self, body: Rid) -> bool
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pub fn body_remove_collision_exception(&mut self, body: Rid, excepted_body: Rid)
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pub fn body_remove_shape(&mut self, body: Rid, shape_idx: i64)
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pub fn body_set_axis_velocity(
&mut self,
body: Rid,
axis_velocity: Vector2D<f32, UnknownUnit>
)
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&mut self,
body: Rid,
axis_velocity: Vector2D<f32, UnknownUnit>
)
pub fn body_set_collision_layer(&mut self, body: Rid, layer: i64)
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pub fn body_set_collision_mask(&mut self, body: Rid, mask: i64)
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pub fn body_set_continuous_collision_detection_mode(
&mut self,
body: Rid,
mode: i64
)
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&mut self,
body: Rid,
mode: i64
)
pub fn body_set_force_integration_callback(
&mut self,
body: Rid,
receiver: Option<Object>,
method: GodotString,
userdata: Variant
)
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&mut self,
body: Rid,
receiver: Option<Object>,
method: GodotString,
userdata: Variant
)
pub fn body_set_max_contacts_reported(&mut self, body: Rid, amount: i64)
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pub fn body_set_mode(&mut self, body: Rid, mode: i64)
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pub fn body_set_omit_force_integration(&mut self, body: Rid, enable: bool)
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pub fn body_set_param(&mut self, body: Rid, param: i64, value: f64)
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pub fn body_set_shape(&mut self, body: Rid, shape_idx: i64, shape: Rid)
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pub fn body_set_shape_as_one_way_collision(
&mut self,
body: Rid,
shape_idx: i64,
enable: bool,
margin: f64
)
[src]
&mut self,
body: Rid,
shape_idx: i64,
enable: bool,
margin: f64
)
pub fn body_set_shape_disabled(
&mut self,
body: Rid,
shape_idx: i64,
disabled: bool
)
[src]
&mut self,
body: Rid,
shape_idx: i64,
disabled: bool
)
pub fn body_set_shape_metadata(
&mut self,
body: Rid,
shape_idx: i64,
metadata: Variant
)
[src]
&mut self,
body: Rid,
shape_idx: i64,
metadata: Variant
)
pub fn body_set_shape_transform(
&mut self,
body: Rid,
shape_idx: i64,
transform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
[src]
&mut self,
body: Rid,
shape_idx: i64,
transform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
pub fn body_set_space(&mut self, body: Rid, space: Rid)
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pub fn body_set_state(&mut self, body: Rid, state: i64, value: Variant)
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pub fn body_test_motion(
&mut self,
body: Rid,
from: Transform2D<f32, UnknownUnit, UnknownUnit>,
motion: Vector2D<f32, UnknownUnit>,
infinite_inertia: bool,
margin: f64,
result: Option<Physics2DTestMotionResult>
) -> bool
[src]
&mut self,
body: Rid,
from: Transform2D<f32, UnknownUnit, UnknownUnit>,
motion: Vector2D<f32, UnknownUnit>,
infinite_inertia: bool,
margin: f64,
result: Option<Physics2DTestMotionResult>
) -> bool
pub fn capsule_shape_create(&mut self) -> Rid
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pub fn circle_shape_create(&mut self) -> Rid
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pub fn concave_polygon_shape_create(&mut self) -> Rid
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pub fn convex_polygon_shape_create(&mut self) -> Rid
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pub fn damped_spring_joint_create(
&mut self,
anchor_a: Vector2D<f32, UnknownUnit>,
anchor_b: Vector2D<f32, UnknownUnit>,
body_a: Rid,
body_b: Rid
) -> Rid
[src]
&mut self,
anchor_a: Vector2D<f32, UnknownUnit>,
anchor_b: Vector2D<f32, UnknownUnit>,
body_a: Rid,
body_b: Rid
) -> Rid
pub fn damped_string_joint_get_param(&self, joint: Rid, param: i64) -> f64
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pub fn damped_string_joint_set_param(
&mut self,
joint: Rid,
param: i64,
value: f64
)
[src]
&mut self,
joint: Rid,
param: i64,
value: f64
)
pub fn free_rid(&mut self, rid: Rid)
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pub fn get_process_info(&mut self, process_info: i64) -> i64
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pub fn groove_joint_create(
&mut self,
groove1_a: Vector2D<f32, UnknownUnit>,
groove2_a: Vector2D<f32, UnknownUnit>,
anchor_b: Vector2D<f32, UnknownUnit>,
body_a: Rid,
body_b: Rid
) -> Rid
[src]
&mut self,
groove1_a: Vector2D<f32, UnknownUnit>,
groove2_a: Vector2D<f32, UnknownUnit>,
anchor_b: Vector2D<f32, UnknownUnit>,
body_a: Rid,
body_b: Rid
) -> Rid
pub fn joint_get_param(&self, joint: Rid, param: i64) -> f64
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pub fn joint_get_type(&self, joint: Rid) -> Physics2DServerJointType
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pub fn joint_set_param(&mut self, joint: Rid, param: i64, value: f64)
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pub fn line_shape_create(&mut self) -> Rid
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pub fn pin_joint_create(
&mut self,
anchor: Vector2D<f32, UnknownUnit>,
body_a: Rid,
body_b: Rid
) -> Rid
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&mut self,
anchor: Vector2D<f32, UnknownUnit>,
body_a: Rid,
body_b: Rid
) -> Rid
pub fn ray_shape_create(&mut self) -> Rid
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pub fn rectangle_shape_create(&mut self) -> Rid
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pub fn segment_shape_create(&mut self) -> Rid
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pub fn set_active(&mut self, active: bool)
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pub fn shape_get_data(&self, shape: Rid) -> Variant
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pub fn shape_get_type(&self, shape: Rid) -> Physics2DServerShapeType
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pub fn shape_set_data(&mut self, shape: Rid, data: Variant)
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pub fn space_create(&mut self) -> Rid
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pub fn space_get_direct_state(
&mut self,
space: Rid
) -> Option<Physics2DDirectSpaceState>
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&mut self,
space: Rid
) -> Option<Physics2DDirectSpaceState>
pub fn space_get_param(&self, space: Rid, param: i64) -> f64
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pub fn space_is_active(&self, space: Rid) -> bool
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pub fn space_set_active(&mut self, space: Rid, active: bool)
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pub fn space_set_param(&mut self, space: Rid, param: i64, value: f64)
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pub fn to_object(&self) -> Object
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Up-cast.
pub fn cast<T>(&self) -> Option<T> where
T: GodotObject,
[src]
T: GodotObject,
Generic dynamic cast.
Methods from Deref<Target = Object>
pub const CONNECT_ONESHOT: i64
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pub const CONNECT_PERSIST: i64
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pub const CONNECT_REFERENCE_COUNTED: i64
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pub const NOTIFICATION_POSTINITIALIZE: i64
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pub const CONNECT_DEFERRED: i64
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pub const NOTIFICATION_PREDELETE: 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
[src]
pub unsafe fn _to_string(&mut self) -> GodotString
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pub unsafe fn add_user_signal(
&mut self,
signal: GodotString,
arguments: VariantArray
)
[src]
&mut self,
signal: GodotString,
arguments: VariantArray
)
pub unsafe fn call(
&mut self,
method: GodotString,
varargs: &[Variant]
) -> Variant
[src]
&mut self,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub unsafe fn call_deferred(
&mut self,
method: GodotString,
varargs: &[Variant]
) -> Variant
[src]
&mut self,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub unsafe fn callv(
&mut self,
method: GodotString,
arg_array: VariantArray
) -> Variant
[src]
&mut self,
method: GodotString,
arg_array: VariantArray
) -> Variant
pub unsafe fn can_translate_messages(&self) -> bool
[src]
pub unsafe fn connect(
&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString,
binds: VariantArray,
flags: i64
) -> Result<(), GodotError>
[src]
&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
)
[src]
&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString
)
pub unsafe fn emit_signal(
&mut self,
signal: GodotString,
varargs: &[Variant]
) -> Variant
[src]
&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
[src]
pub unsafe fn get_instance_id(&self) -> i64
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pub unsafe fn get_meta(&self, name: GodotString) -> Variant
[src]
pub unsafe fn get_meta_list(&self) -> StringArray
[src]
pub unsafe fn get_method_list(&self) -> VariantArray
[src]
pub unsafe fn get_property_list(&self) -> VariantArray
[src]
pub unsafe fn get_script(&self) -> Option<Reference>
[src]
pub unsafe fn get_signal_connection_list(
&self,
signal: GodotString
) -> VariantArray
[src]
&self,
signal: GodotString
) -> VariantArray
pub unsafe fn get_signal_list(&self) -> VariantArray
[src]
pub unsafe fn has_meta(&self, name: GodotString) -> bool
[src]
pub unsafe fn has_method(&self, method: GodotString) -> bool
[src]
pub unsafe fn has_user_signal(&self, signal: GodotString) -> bool
[src]
pub unsafe fn is_blocking_signals(&self) -> bool
[src]
pub unsafe fn is_class(&self, class: GodotString) -> bool
[src]
pub unsafe fn is_connected(
&self,
signal: GodotString,
target: Option<Object>,
method: GodotString
) -> bool
[src]
&self,
signal: GodotString,
target: Option<Object>,
method: GodotString
) -> bool
pub unsafe fn is_queued_for_deletion(&self) -> bool
[src]
pub unsafe fn notification(&mut self, what: i64, reversed: bool)
[src]
pub unsafe fn property_list_changed_notify(&mut self)
[src]
pub unsafe fn remove_meta(&mut self, name: GodotString)
[src]
pub unsafe fn set(&mut self, property: GodotString, value: Variant)
[src]
pub unsafe fn set_block_signals(&mut self, enable: bool)
[src]
pub unsafe fn set_deferred(&mut self, property: GodotString, value: Variant)
[src]
pub unsafe fn set_indexed(&mut self, property: NodePath, value: Variant)
[src]
pub unsafe fn set_message_translation(&mut self, enable: bool)
[src]
pub unsafe fn set_meta(&mut self, name: GodotString, value: Variant)
[src]
pub unsafe fn set_script(&mut self, script: Option<Reference>)
[src]
pub unsafe fn to_string(&mut self) -> GodotString
[src]
pub unsafe fn tr(&self, message: GodotString) -> GodotString
[src]
pub unsafe fn cast<T>(&self) -> Option<T> where
T: GodotObject,
[src]
T: GodotObject,
Generic dynamic cast.
Trait Implementations
impl Clone for Physics2DServer
[src]
fn clone(&self) -> Physics2DServer
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fn clone_from(&mut self, source: &Self)
1.0.0[src]
impl Copy for Physics2DServer
[src]
impl Debug for Physics2DServer
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impl Deref for Physics2DServer
[src]
impl DerefMut for Physics2DServer
[src]
impl FromVariant for Physics2DServer
[src]
fn from_variant(variant: &Variant) -> Result<Physics2DServer, FromVariantError>
[src]
impl GodotObject for Physics2DServer
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut c_void) -> Physics2DServer
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unsafe fn from_return_position_sys(obj: *mut c_void) -> Physics2DServer
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unsafe fn to_sys(&self) -> *mut c_void
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unsafe fn claim(&self) -> Self
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impl ToVariant for Physics2DServer
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for Physics2DServer
impl !Send for Physics2DServer
impl !Sync for Physics2DServer
impl Unpin for Physics2DServer
impl UnwindSafe for Physics2DServer
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>,