[][src]Struct gdnative::api::CapsuleShape2D

pub struct CapsuleShape2D { /* fields omitted */ }

core class CapsuleShape2D inherits Shape2D (reference counted).

Official documentation

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

Memory management

The lifetime of this object is automatically managed through reference counting.

Class hierarchy

CapsuleShape2D 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.

Implementations

impl CapsuleShape2D[src]

pub fn new() -> Ref<CapsuleShape2D, Unique>[src]

Creates a new instance of this object.

This is a reference-counted type. The returned object is automatically managed by Ref.

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

The capsule's height.

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

The capsule's radius.

pub fn set_height(&self, height: f64)[src]

The capsule's height.

pub fn set_radius(&self, radius: f64)[src]

The capsule's radius.

Methods from Deref<Target = Shape2D>

pub fn collide(
    &self,
    local_xform: Transform2D<f32, UnknownUnit, UnknownUnit>,
    with_shape: impl AsArg<Shape2D>,
    shape_xform: Transform2D<f32, UnknownUnit, UnknownUnit>
) -> bool
[src]

Returns [code]true[/code] if this shape is colliding with another.
				This method needs the transformation matrix for this shape ([code]local_xform[/code]), the shape to check collisions with ([code]with_shape[/code]), and the transformation matrix of that shape ([code]shape_xform[/code]).

pub fn collide_and_get_contacts(
    &self,
    local_xform: Transform2D<f32, UnknownUnit, UnknownUnit>,
    with_shape: impl AsArg<Shape2D>,
    shape_xform: Transform2D<f32, UnknownUnit, UnknownUnit>
) -> VariantArray<Shared>
[src]

Returns a list of the points where this shape touches another. If there are no collisions the list is empty.
				This method needs the transformation matrix for this shape ([code]local_xform[/code]), the shape to check collisions with ([code]with_shape[/code]), and the transformation matrix of that shape ([code]shape_xform[/code]).

pub fn collide_with_motion(
    &self,
    local_xform: Transform2D<f32, UnknownUnit, UnknownUnit>,
    local_motion: Vector2D<f32, UnknownUnit>,
    with_shape: impl AsArg<Shape2D>,
    shape_xform: Transform2D<f32, UnknownUnit, UnknownUnit>,
    shape_motion: Vector2D<f32, UnknownUnit>
) -> bool
[src]

Returns whether this shape would collide with another, if a given movement was applied.
				This method needs the transformation matrix for this shape ([code]local_xform[/code]), the movement to test on this shape ([code]local_motion[/code]), the shape to check collisions with ([code]with_shape[/code]), the transformation matrix of that shape ([code]shape_xform[/code]), and the movement to test onto the other object ([code]shape_motion[/code]).

pub fn collide_with_motion_and_get_contacts(
    &self,
    local_xform: Transform2D<f32, UnknownUnit, UnknownUnit>,
    local_motion: Vector2D<f32, UnknownUnit>,
    with_shape: impl AsArg<Shape2D>,
    shape_xform: Transform2D<f32, UnknownUnit, UnknownUnit>,
    shape_motion: Vector2D<f32, UnknownUnit>
) -> VariantArray<Shared>
[src]

Returns a list of the points where this shape would touch another, if a given movement was applied. If there are no collisions the list is empty.
				This method needs the transformation matrix for this shape ([code]local_xform[/code]), the movement to test on this shape ([code]local_motion[/code]), the shape to check collisions with ([code]with_shape[/code]), the transformation matrix of that shape ([code]shape_xform[/code]), and the movement to test onto the other object ([code]shape_motion[/code]).

pub fn draw(&self, canvas_item: Rid, color: Color)[src]

Draws a solid shape onto a [CanvasItem] with the [VisualServer] API filled with the specified [code]color[/code]. The exact drawing method is specific for each shape and cannot be configured.

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

The shape's custom solver bias.

pub fn set_custom_solver_bias(&self, bias: f64)[src]

The shape's custom solver bias.

Trait Implementations

impl Debug for CapsuleShape2D[src]

impl Deref for CapsuleShape2D[src]

type Target = Shape2D

The resulting type after dereferencing.

impl DerefMut for CapsuleShape2D[src]

impl GodotObject for CapsuleShape2D[src]

type RefKind = RefCounted

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 Instanciable for CapsuleShape2D[src]

impl SubClass<Object> for CapsuleShape2D[src]

impl SubClass<Reference> for CapsuleShape2D[src]

impl SubClass<Resource> for CapsuleShape2D[src]

impl SubClass<Shape2D> for CapsuleShape2D[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.