[−][src]Struct gdnative::api::DampedSpringJoint2D
core class DampedSpringJoint2D
inherits Joint2D
(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.
DampedSpringJoint2D
is a reference-only type. Persistent references can
only exist in the unsafe Ref<DampedSpringJoint2D>
form.
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 Ref::free
, or Ref::queue_free
if it is a Node
.
Class hierarchy
DampedSpringJoint2D 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 DampedSpringJoint2D
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pub fn new() -> Ref<DampedSpringJoint2D, Unique>
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Creates a new instance of this object.
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 Ref::free
, or preferably
Ref::queue_free
if it is a Node
.
pub fn damping(&self) -> f64
[src]
The spring joint's damping ratio. A value between [code]0[/code] and [code]1[/code]. When the two bodies move into different directions the system tries to align them to the spring axis again. A high [code]damping[/code] value forces the attached bodies to align faster.
pub fn length(&self) -> f64
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The spring joint's maximum length. The two attached bodies cannot stretch it past this value.
pub fn rest_length(&self) -> f64
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When the bodies attached to the spring joint move they stretch or squash it. The joint always tries to resize towards this length.
pub fn stiffness(&self) -> f64
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The higher the value, the less the bodies attached to the joint will deform it. The joint applies an opposing force to the bodies, the product of the stiffness multiplied by the size difference from its resting length.
pub fn set_damping(&self, damping: f64)
[src]
The spring joint's damping ratio. A value between [code]0[/code] and [code]1[/code]. When the two bodies move into different directions the system tries to align them to the spring axis again. A high [code]damping[/code] value forces the attached bodies to align faster.
pub fn set_length(&self, length: f64)
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The spring joint's maximum length. The two attached bodies cannot stretch it past this value.
pub fn set_rest_length(&self, rest_length: f64)
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When the bodies attached to the spring joint move they stretch or squash it. The joint always tries to resize towards this length.
pub fn set_stiffness(&self, stiffness: f64)
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The higher the value, the less the bodies attached to the joint will deform it. The joint applies an opposing force to the bodies, the product of the stiffness multiplied by the size difference from its resting length.
Methods from Deref<Target = Joint2D>
pub fn bias(&self) -> f64
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When [member node_a] and [member node_b] move in different directions the [code]bias[/code] controls how fast the joint pulls them back to their original position. The lower the [code]bias[/code] the more the two bodies can pull on the joint.
pub fn exclude_nodes_from_collision(&self) -> bool
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If [code]true[/code], [member node_a] and [member node_b] can not collide.
pub fn node_a(&self) -> NodePath
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The first body attached to the joint. Must derive from [PhysicsBody2D].
pub fn node_b(&self) -> NodePath
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The second body attached to the joint. Must derive from [PhysicsBody2D].
pub fn set_bias(&self, bias: f64)
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When [member node_a] and [member node_b] move in different directions the [code]bias[/code] controls how fast the joint pulls them back to their original position. The lower the [code]bias[/code] the more the two bodies can pull on the joint.
pub fn set_exclude_nodes_from_collision(&self, enable: bool)
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If [code]true[/code], [member node_a] and [member node_b] can not collide.
pub fn set_node_a(&self, node: impl Into<NodePath>)
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The first body attached to the joint. Must derive from [PhysicsBody2D].
pub fn set_node_b(&self, node: impl Into<NodePath>)
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The second body attached to the joint. Must derive from [PhysicsBody2D].
Trait Implementations
impl Debug for DampedSpringJoint2D
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impl Deref for DampedSpringJoint2D
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impl DerefMut for DampedSpringJoint2D
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impl GodotObject for DampedSpringJoint2D
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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
fn class_name() -> &'static str
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fn null() -> Null<Self>
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fn new() -> Ref<Self, Unique> where
Self: Instanciable,
[src]
Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
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T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
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Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
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unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
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Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
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impl Instanciable for DampedSpringJoint2D
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fn construct() -> Ref<DampedSpringJoint2D, Unique>
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impl QueueFree for DampedSpringJoint2D
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unsafe fn godot_queue_free(obj: *mut c_void)
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impl SubClass<CanvasItem> for DampedSpringJoint2D
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impl SubClass<Joint2D> for DampedSpringJoint2D
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impl SubClass<Node> for DampedSpringJoint2D
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impl SubClass<Node2D> for DampedSpringJoint2D
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impl SubClass<Object> for DampedSpringJoint2D
[src]
Auto Trait Implementations
impl RefUnwindSafe for DampedSpringJoint2D
impl !Send for DampedSpringJoint2D
impl !Sync for DampedSpringJoint2D
impl Unpin for DampedSpringJoint2D
impl UnwindSafe for DampedSpringJoint2D
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> 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> SubClass<T> for T where
T: GodotObject,
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T: GodotObject,
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>,