[][src]Struct gdnative::api::PhysicalBone

pub struct PhysicalBone { /* fields omitted */ }

core class PhysicalBone inherits PhysicsBody (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.

PhysicalBone is a reference-only type. Persistent references can only exist in the unsafe Ref<PhysicalBone> 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

PhysicalBone 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 PhysicalBone[src]

Constants

impl PhysicalBone[src]

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

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 apply_central_impulse(&self, impulse: Vector3D<f32, UnknownUnit>)[src]

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

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

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

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

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

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

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

pub fn joint_type(&self) -> JointType[src]

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

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

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

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

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

pub fn set_body_offset(&self, offset: Transform)[src]

pub fn set_bounce(&self, bounce: f64)[src]

pub fn set_friction(&self, friction: f64)[src]

pub fn set_gravity_scale(&self, gravity_scale: f64)[src]

pub fn set_joint_offset(&self, offset: Transform)[src]

pub fn set_joint_type(&self, joint_type: i64)[src]

pub fn set_mass(&self, mass: f64)[src]

pub fn set_weight(&self, weight: f64)[src]

Methods from Deref<Target = PhysicsBody>

pub fn add_collision_exception_with(&self, body: impl AsArg<Node>)[src]

Adds a body to the list of bodies that this body can't collide with.

pub fn get_collision_exceptions(&self) -> VariantArray<Shared>[src]

Returns an array of nodes that were added as collision exceptions for this body.

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

The physics layers this area is in.
			Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the [member collision_mask] property.
			A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.

pub fn get_collision_layer_bit(&self, bit: i64) -> bool[src]

Returns an individual bit on the [member collision_layer].

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

The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.

pub fn get_collision_mask_bit(&self, bit: i64) -> bool[src]

Returns an individual bit on the [member collision_mask].

pub fn remove_collision_exception_with(&self, body: impl AsArg<Node>)[src]

Removes a body from the list of bodies that this body can't collide with.

pub fn set_collision_layer(&self, layer: i64)[src]

The physics layers this area is in.
			Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the [member collision_mask] property.
			A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.

pub fn set_collision_layer_bit(&self, bit: i64, value: bool)[src]

Sets individual bits on the [member collision_layer] bitmask. Use this if you only need to change one layer's value.

pub fn set_collision_mask(&self, mask: i64)[src]

The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.

pub fn set_collision_mask_bit(&self, bit: i64, value: bool)[src]

Sets individual bits on the [member collision_mask] bitmask. Use this if you only need to change one layer's value.

Trait Implementations

impl Debug for PhysicalBone[src]

impl Deref for PhysicalBone[src]

type Target = PhysicsBody

The resulting type after dereferencing.

impl DerefMut for PhysicalBone[src]

impl GodotObject for PhysicalBone[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 Instanciable for PhysicalBone[src]

impl QueueFree for PhysicalBone[src]

impl SubClass<CollisionObject> for PhysicalBone[src]

impl SubClass<Node> for PhysicalBone[src]

impl SubClass<Object> for PhysicalBone[src]

impl SubClass<PhysicsBody> for PhysicalBone[src]

impl SubClass<Spatial> for PhysicalBone[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.