[][src]Struct gdnative::api::BulletPhysicsDirectBodyState

pub struct BulletPhysicsDirectBodyState { /* fields omitted */ }

core class BulletPhysicsDirectBodyState inherits PhysicsDirectBodyState (unsafe).

Official documentation

See the documentation of this class in the Godot engine's official documentation.

Class hierarchy

BulletPhysicsDirectBodyState inherits methods from:

Safety

All types in the Godot API have "interior mutability" in Rust parlance. To enforce that the official thread-safety guidelines are followed, the typestate pattern is used in the Ref and TRef smart pointers, and the Instance API. The typestate Access in these types tracks whether the access is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Methods from Deref<Target = PhysicsDirectBodyState>

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

Adds a constant directional force without affecting rotation.
				This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code].

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

Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.

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

Adds a constant rotational force without affecting position.

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

Applies a single directional impulse without affecting rotation.
				This is equivalent to [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code].

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

Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason it should only be used when simulating one-time impacts. The position uses the rotation of the global coordinate system, but is centered at the object's origin.

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

Apply a torque impulse (which will be affected by the body mass and shape). This will rotate the body around the vector [code]j[/code] passed as parameter.

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

The body's rotational velocity.

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

pub fn get_contact_collider(&self, contact_idx: i64) -> Rid[src]

Returns the collider's [RID].

pub fn get_contact_collider_id(&self, contact_idx: i64) -> i64[src]

Returns the collider's object id.

pub fn get_contact_collider_object(
    &self,
    contact_idx: i64
) -> Option<Ref<Object, Shared>>
[src]

Returns the collider object.

pub fn get_contact_collider_position(
    &self,
    contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
[src]

Returns the contact position in the collider.

pub fn get_contact_collider_shape(&self, contact_idx: i64) -> i64[src]

Returns the collider's shape index.

pub fn get_contact_collider_velocity_at_position(
    &self,
    contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
[src]

Returns the linear velocity vector at the collider's contact point.

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

Returns the number of contacts this body has with other bodies.
				[b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody.contact_monitor].

pub fn get_contact_impulse(&self, contact_idx: i64) -> f64[src]

Impulse created by the contact. Only implemented for Bullet physics.

pub fn get_contact_local_normal(
    &self,
    contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
[src]

Returns the local normal at the contact point.

pub fn get_contact_local_position(
    &self,
    contact_idx: i64
) -> Vector3D<f32, UnknownUnit>
[src]

Returns the local position of the contact point.

pub fn get_contact_local_shape(&self, contact_idx: i64) -> i64[src]

Returns the local shape index of the collision.

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

The inverse of the inertia of the body.

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

The inverse of the mass of the body.

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

The body's linear velocity.

pub fn principal_inertia_axes(&self) -> Basis[src]

pub fn get_space_state(&self) -> Option<Ref<PhysicsDirectSpaceState, Shared>>[src]

Returns the current state of the space, useful for queries.

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

The timestep (delta) used for the simulation.

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

The rate at which the body stops rotating, if there are not any other forces moving it.

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

The total gravity vector being currently applied to this body.

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

The rate at which the body stops moving, if there are not any other forces moving it.

pub fn transform(&self) -> Transform[src]

The body's transformation matrix.

pub fn integrate_forces(&self)[src]

Calls the built-in force integration code.

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

If [code]true[/code], this body is currently sleeping (not active).

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

The body's rotational velocity.

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

The body's linear velocity.

pub fn set_sleep_state(&self, enabled: bool)[src]

If [code]true[/code], this body is currently sleeping (not active).

pub fn set_transform(&self, transform: Transform)[src]

The body's transformation matrix.

Trait Implementations

impl Debug for BulletPhysicsDirectBodyState[src]

impl Deref for BulletPhysicsDirectBodyState[src]

type Target = PhysicsDirectBodyState

The resulting type after dereferencing.

impl DerefMut for BulletPhysicsDirectBodyState[src]

impl GodotObject for BulletPhysicsDirectBodyState[src]

type RefKind = ManuallyManaged

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information. Read more

impl SubClass<Object> for BulletPhysicsDirectBodyState[src]

impl SubClass<PhysicsDirectBodyState> for BulletPhysicsDirectBodyState[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> From<T> for T[src]

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

impl<T> SubClass<T> for T where
    T: GodotObject
[src]

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.