[][src]Struct gdnative::api::KinematicCollision2D

pub struct KinematicCollision2D { /* fields omitted */ }

core class KinematicCollision2D inherits Reference (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

KinematicCollision2D 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 KinematicCollision2D[src]

pub fn new() -> Ref<KinematicCollision2D, 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 collider(&self) -> Option<Ref<Object, Shared>>[src]

The colliding body.

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

The colliding body's unique instance ID. See [method Object.get_instance_id].

pub fn collider_metadata(&self) -> Variant[src]

The colliding body's metadata. See [Object].

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

The colliding body's shape.

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

The colliding shape's index. See [CollisionObject2D].

pub fn collider_velocity(&self) -> Vector2D<f32, UnknownUnit>[src]

The colliding object's velocity.

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

The moving object's colliding shape.

pub fn normal(&self) -> Vector2D<f32, UnknownUnit>[src]

The colliding body's shape's normal at the point of collision.

pub fn position(&self) -> Vector2D<f32, UnknownUnit>[src]

The point of collision, in global coordinates.

pub fn remainder(&self) -> Vector2D<f32, UnknownUnit>[src]

The moving object's remaining movement vector.

pub fn travel(&self) -> Vector2D<f32, UnknownUnit>[src]

The distance the moving object traveled before collision.

Methods from Deref<Target = Reference>

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

Initializes the internal reference counter. Use this only if you really know what you are doing.
				Returns whether the initialization was successful.

Trait Implementations

impl Debug for KinematicCollision2D[src]

impl Deref for KinematicCollision2D[src]

type Target = Reference

The resulting type after dereferencing.

impl DerefMut for KinematicCollision2D[src]

impl GodotObject for KinematicCollision2D[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 KinematicCollision2D[src]

impl SubClass<Object> for KinematicCollision2D[src]

impl SubClass<Reference> for KinematicCollision2D[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.