[][src]Struct gdnative::api::Physics2DServer

pub struct Physics2DServer { /* fields omitted */ }

core singleton class Physics2DServer inherits Object (unsafe).

Official documentation

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

Class hierarchy

Physics2DServer 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 Physics2DServer[src]

Constants

pub const AREA_BODY_ADDED: i64[src]

pub const AREA_BODY_REMOVED: i64[src]

pub const AREA_PARAM_ANGULAR_DAMP: i64[src]

pub const AREA_PARAM_GRAVITY: i64[src]

pub const AREA_PARAM_GRAVITY_DISTANCE_SCALE: i64[src]

pub const AREA_PARAM_GRAVITY_IS_POINT: i64[src]

pub const AREA_PARAM_GRAVITY_POINT_ATTENUATION: i64[src]

pub const AREA_PARAM_GRAVITY_VECTOR: i64[src]

pub const AREA_PARAM_LINEAR_DAMP: i64[src]

pub const AREA_PARAM_PRIORITY: i64[src]

pub const AREA_SPACE_OVERRIDE_COMBINE: i64[src]

pub const AREA_SPACE_OVERRIDE_COMBINE_REPLACE: i64[src]

pub const AREA_SPACE_OVERRIDE_DISABLED: i64[src]

pub const AREA_SPACE_OVERRIDE_REPLACE: i64[src]

pub const AREA_SPACE_OVERRIDE_REPLACE_COMBINE: i64[src]

pub const BODY_MODE_CHARACTER: i64[src]

pub const BODY_MODE_KINEMATIC: i64[src]

pub const BODY_MODE_RIGID: i64[src]

pub const BODY_MODE_STATIC: i64[src]

pub const BODY_PARAM_ANGULAR_DAMP: i64[src]

pub const BODY_PARAM_BOUNCE: i64[src]

pub const BODY_PARAM_FRICTION: i64[src]

pub const BODY_PARAM_GRAVITY_SCALE: i64[src]

pub const BODY_PARAM_INERTIA: i64[src]

pub const BODY_PARAM_LINEAR_DAMP: i64[src]

pub const BODY_PARAM_MASS: i64[src]

pub const BODY_PARAM_MAX: i64[src]

pub const BODY_STATE_ANGULAR_VELOCITY: i64[src]

pub const BODY_STATE_CAN_SLEEP: i64[src]

pub const BODY_STATE_LINEAR_VELOCITY: i64[src]

pub const BODY_STATE_SLEEPING: i64[src]

pub const BODY_STATE_TRANSFORM: i64[src]

pub const CCD_MODE_CAST_RAY: i64[src]

pub const CCD_MODE_CAST_SHAPE: i64[src]

pub const CCD_MODE_DISABLED: i64[src]

pub const DAMPED_STRING_DAMPING: i64[src]

pub const DAMPED_STRING_REST_LENGTH: i64[src]

pub const DAMPED_STRING_STIFFNESS: i64[src]

pub const INFO_ACTIVE_OBJECTS: i64[src]

pub const INFO_COLLISION_PAIRS: i64[src]

pub const INFO_ISLAND_COUNT: i64[src]

pub const JOINT_DAMPED_SPRING: i64[src]

pub const JOINT_GROOVE: i64[src]

pub const JOINT_PARAM_BIAS: i64[src]

pub const JOINT_PARAM_MAX_BIAS: i64[src]

pub const JOINT_PARAM_MAX_FORCE: i64[src]

pub const JOINT_PIN: i64[src]

pub const SHAPE_CAPSULE: i64[src]

pub const SHAPE_CIRCLE: i64[src]

pub const SHAPE_CONCAVE_POLYGON: i64[src]

pub const SHAPE_CONVEX_POLYGON: i64[src]

pub const SHAPE_CUSTOM: i64[src]

pub const SHAPE_LINE: i64[src]

pub const SHAPE_RAY: i64[src]

pub const SHAPE_RECTANGLE: i64[src]

pub const SHAPE_SEGMENT: i64[src]

pub const SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: i64[src]

pub const SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: i64[src]

pub const SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: i64[src]

pub const SPACE_PARAM_BODY_TIME_TO_SLEEP: i64[src]

pub const SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: i64[src]

pub const SPACE_PARAM_CONTACT_MAX_SEPARATION: i64[src]

pub const SPACE_PARAM_CONTACT_RECYCLE_RADIUS: i64[src]

pub const SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH: i64[src]

impl Physics2DServer[src]

pub unsafe fn godot_singleton() -> &'static Physics2DServer[src]

Returns a reference to the singleton instance.

Safety

This singleton server is only safe to access from outside the main thread if thread-safe operations are enabled in the project settings. See the official thread-safety guidelines for more information.

pub fn area_add_shape(
    &self,
    area: Rid,
    shape: Rid,
    transform: Transform2D<f32, UnknownUnit, UnknownUnit>,
    disabled: bool
)
[src]

Adds a shape to the area, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.

Default Arguments

  • transform - Transform2D( 1, 0, 0, 1, 0, 0 )
  • disabled - false

pub fn area_attach_canvas_instance_id(&self, area: Rid, id: i64)[src]

pub fn area_attach_object_instance_id(&self, area: Rid, id: i64)[src]

Assigns the area to a descendant of [Object], so it can exist in the node tree.

pub fn area_clear_shapes(&self, area: Rid)[src]

Removes all shapes from an area. It does not delete the shapes, so they can be reassigned later.

pub fn area_create(&self) -> Rid[src]

Creates an [Area2D].

pub fn area_get_canvas_instance_id(&self, area: Rid) -> i64[src]

pub fn area_get_object_instance_id(&self, area: Rid) -> i64[src]

Gets the instance ID of the object the area is assigned to.

pub fn area_get_param(&self, area: Rid, param: i64) -> Variant[src]

Returns an area parameter value. See [enum AreaParameter] for a list of available parameters.

pub fn area_get_shape(&self, area: Rid, shape_idx: i64) -> Rid[src]

Returns the [RID] of the nth shape of an area.

pub fn area_get_shape_count(&self, area: Rid) -> i64[src]

Returns the number of shapes assigned to an area.

pub fn area_get_shape_transform(
    &self,
    area: Rid,
    shape_idx: i64
) -> Transform2D<f32, UnknownUnit, UnknownUnit>
[src]

Returns the transform matrix of a shape within an area.

pub fn area_get_space(&self, area: Rid) -> Rid[src]

Returns the space assigned to the area.

pub fn area_get_space_override_mode(&self, area: Rid) -> AreaSpaceOverrideMode[src]

Returns the space override mode for the area.

pub fn area_get_transform(
    &self,
    area: Rid
) -> Transform2D<f32, UnknownUnit, UnknownUnit>
[src]

Returns the transform matrix for an area.

pub fn area_remove_shape(&self, area: Rid, shape_idx: i64)[src]

Removes a shape from an area. It does not delete the shape, so it can be reassigned later.

pub fn area_set_area_monitor_callback(
    &self,
    area: Rid,
    receiver: impl AsArg<Object>,
    method: impl Into<GodotString>
)
[src]

pub fn area_set_collision_layer(&self, area: Rid, layer: i64)[src]

Assigns the area to one or many physics layers.

pub fn area_set_collision_mask(&self, area: Rid, mask: i64)[src]

Sets which physics layers the area will monitor.

pub fn area_set_monitor_callback(
    &self,
    area: Rid,
    receiver: impl AsArg<Object>,
    method: impl Into<GodotString>
)
[src]

Sets the function to call when any body/area enters or exits the area. This callback will be called for any object interacting with the area, and takes five parameters:
				1: [constant AREA_BODY_ADDED] or [constant AREA_BODY_REMOVED], depending on whether the object entered or exited the area.
				2: [RID] of the object that entered/exited the area.
				3: Instance ID of the object that entered/exited the area.
				4: The shape index of the object that entered/exited the area.
				5: The shape index of the area where the object entered/exited.

pub fn area_set_monitorable(&self, area: Rid, monitorable: bool)[src]

pub fn area_set_param(&self, area: Rid, param: i64, value: impl OwnedToVariant)[src]

Sets the value for an area parameter. See [enum AreaParameter] for a list of available parameters.

pub fn area_set_shape(&self, area: Rid, shape_idx: i64, shape: Rid)[src]

Substitutes a given area shape by another. The old shape is selected by its index, the new one by its [RID].

pub fn area_set_shape_disabled(&self, area: Rid, shape_idx: i64, disabled: bool)[src]

Disables a given shape in an area.

pub fn area_set_shape_transform(
    &self,
    area: Rid,
    shape_idx: i64,
    transform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
[src]

Sets the transform matrix for an area shape.

pub fn area_set_space(&self, area: Rid, space: Rid)[src]

Assigns a space to the area.

pub fn area_set_space_override_mode(&self, area: Rid, mode: i64)[src]

Sets the space override mode for the area. See [enum AreaSpaceOverrideMode] for a list of available modes.

pub fn area_set_transform(
    &self,
    area: Rid,
    transform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
[src]

Sets the transform matrix for an area.

pub fn body_add_central_force(
    &self,
    body: Rid,
    force: Vector2D<f32, UnknownUnit>
)
[src]

pub fn body_add_collision_exception(&self, body: Rid, excepted_body: Rid)[src]

Adds a body to the list of bodies exempt from collisions.

pub fn body_add_force(
    &self,
    body: Rid,
    offset: Vector2D<f32, UnknownUnit>,
    force: Vector2D<f32, UnknownUnit>
)
[src]

Adds a positioned force to the applied force and torque. As with [method body_apply_impulse], both the force and the offset from the body origin are in global coordinates. A force differs from an impulse in that, while the two are forces, the impulse clears itself after being applied.

pub fn body_add_shape(
    &self,
    body: Rid,
    shape: Rid,
    transform: Transform2D<f32, UnknownUnit, UnknownUnit>,
    disabled: bool
)
[src]

Adds a shape to the body, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.

Default Arguments

  • transform - Transform2D( 1, 0, 0, 1, 0, 0 )
  • disabled - false

pub fn body_add_torque(&self, body: Rid, torque: f64)[src]

pub fn body_apply_central_impulse(
    &self,
    body: Rid,
    impulse: Vector2D<f32, UnknownUnit>
)
[src]

pub fn body_apply_impulse(
    &self,
    body: Rid,
    position: Vector2D<f32, UnknownUnit>,
    impulse: Vector2D<f32, UnknownUnit>
)
[src]

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

pub fn body_apply_torque_impulse(&self, body: Rid, impulse: f64)[src]

pub fn body_attach_canvas_instance_id(&self, body: Rid, id: i64)[src]

pub fn body_attach_object_instance_id(&self, body: Rid, id: i64)[src]

Assigns the area to a descendant of [Object], so it can exist in the node tree.

pub fn body_clear_shapes(&self, body: Rid)[src]

Removes all shapes from a body.

pub fn body_create(&self) -> Rid[src]

Creates a physics body.

pub fn body_get_canvas_instance_id(&self, body: Rid) -> i64[src]

pub fn body_get_collision_layer(&self, body: Rid) -> i64[src]

Returns the physics layer or layers a body belongs to.

pub fn body_get_collision_mask(&self, body: Rid) -> i64[src]

Returns the physics layer or layers a body can collide with.

pub fn body_get_continuous_collision_detection_mode(&self, body: Rid) -> CcdMode[src]

Returns the continuous collision detection mode.

pub fn body_get_direct_state(
    &self,
    body: Rid
) -> Option<Ref<Physics2DDirectBodyState, Shared>>
[src]

Returns the [Physics2DDirectBodyState] of the body.

pub fn body_get_max_contacts_reported(&self, body: Rid) -> i64[src]

Returns the maximum contacts that can be reported. See [method body_set_max_contacts_reported].

pub fn body_get_mode(&self, body: Rid) -> BodyMode[src]

Returns the body mode.

pub fn body_get_object_instance_id(&self, body: Rid) -> i64[src]

Gets the instance ID of the object the area is assigned to.

pub fn body_get_param(&self, body: Rid, param: i64) -> f64[src]

Returns the value of a body parameter. See [enum BodyParameter] for a list of available parameters.

pub fn body_get_shape(&self, body: Rid, shape_idx: i64) -> Rid[src]

Returns the [RID] of the nth shape of a body.

pub fn body_get_shape_count(&self, body: Rid) -> i64[src]

Returns the number of shapes assigned to a body.

pub fn body_get_shape_metadata(&self, body: Rid, shape_idx: i64) -> Variant[src]

Returns the metadata of a shape of a body.

pub fn body_get_shape_transform(
    &self,
    body: Rid,
    shape_idx: i64
) -> Transform2D<f32, UnknownUnit, UnknownUnit>
[src]

Returns the transform matrix of a body shape.

pub fn body_get_space(&self, body: Rid) -> Rid[src]

Returns the [RID] of the space assigned to a body.

pub fn body_get_state(&self, body: Rid, state: i64) -> Variant[src]

Returns a body state.

pub fn body_is_omitting_force_integration(&self, body: Rid) -> bool[src]

Returns whether a body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]).

pub fn body_remove_collision_exception(&self, body: Rid, excepted_body: Rid)[src]

Removes a body from the list of bodies exempt from collisions.

pub fn body_remove_shape(&self, body: Rid, shape_idx: i64)[src]

Removes a shape from a body. The shape is not deleted, so it can be reused afterwards.

pub fn body_set_axis_velocity(
    &self,
    body: Rid,
    axis_velocity: Vector2D<f32, UnknownUnit>
)
[src]

Sets an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.

pub fn body_set_collision_layer(&self, body: Rid, layer: i64)[src]

Sets the physics layer or layers a body belongs to.

pub fn body_set_collision_mask(&self, body: Rid, mask: i64)[src]

Sets the physics layer or layers a body can collide with.

pub fn body_set_continuous_collision_detection_mode(&self, body: Rid, mode: i64)[src]

Sets the continuous collision detection mode using one of the [enum CCDMode] constants.
				Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided.

pub fn body_set_force_integration_callback(
    &self,
    body: Rid,
    receiver: impl AsArg<Object>,
    method: impl Into<GodotString>,
    userdata: impl OwnedToVariant
)
[src]

Sets the function used to calculate physics for an object, if that object allows it (see [method body_set_omit_force_integration]).

Default Arguments

  • userdata - null

pub fn body_set_max_contacts_reported(&self, body: Rid, amount: i64)[src]

Sets the maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0.

pub fn body_set_mode(&self, body: Rid, mode: i64)[src]

Sets the body mode using one of the [enum BodyMode] constants.

pub fn body_set_omit_force_integration(&self, body: Rid, enable: bool)[src]

Sets whether a body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]).

pub fn body_set_param(&self, body: Rid, param: i64, value: f64)[src]

Sets a body parameter. See [enum BodyParameter] for a list of available parameters.

pub fn body_set_shape(&self, body: Rid, shape_idx: i64, shape: Rid)[src]

Substitutes a given body shape by another. The old shape is selected by its index, the new one by its [RID].

pub fn body_set_shape_as_one_way_collision(
    &self,
    body: Rid,
    shape_idx: i64,
    enable: bool,
    margin: f64
)
[src]

Enables one way collision on body if [code]enable[/code] is [code]true[/code].

pub fn body_set_shape_disabled(&self, body: Rid, shape_idx: i64, disabled: bool)[src]

Disables shape in body if [code]disable[/code] is [code]true[/code].

pub fn body_set_shape_metadata(
    &self,
    body: Rid,
    shape_idx: i64,
    metadata: impl OwnedToVariant
)
[src]

Sets metadata of a shape within a body. This metadata is different from [method Object.set_meta], and can be retrieved on shape queries.

pub fn body_set_shape_transform(
    &self,
    body: Rid,
    shape_idx: i64,
    transform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
[src]

Sets the transform matrix for a body shape.

pub fn body_set_space(&self, body: Rid, space: Rid)[src]

Assigns a space to the body (see [method space_create]).

pub fn body_set_state(&self, body: Rid, state: i64, value: impl OwnedToVariant)[src]

Sets a body state using one of the [enum BodyState] constants.
				Note that the method doesn't take effect immediately. The state will change on the next physics frame.

pub fn body_test_motion(
    &self,
    body: Rid,
    from: Transform2D<f32, UnknownUnit, UnknownUnit>,
    motion: Vector2D<f32, UnknownUnit>,
    infinite_inertia: bool,
    margin: f64,
    result: impl AsArg<Physics2DTestMotionResult>
) -> bool
[src]

Returns [code]true[/code] if a collision would result from moving in the given direction from a given point in space. Margin increases the size of the shapes involved in the collision detection. [Physics2DTestMotionResult] can be passed to return additional information in.

Default Arguments

  • margin - 0.08
  • result - null

pub fn capsule_shape_create(&self) -> Rid[src]

pub fn circle_shape_create(&self) -> Rid[src]

pub fn concave_polygon_shape_create(&self) -> Rid[src]

pub fn convex_polygon_shape_create(&self) -> Rid[src]

pub fn damped_spring_joint_create(
    &self,
    anchor_a: Vector2D<f32, UnknownUnit>,
    anchor_b: Vector2D<f32, UnknownUnit>,
    body_a: Rid,
    body_b: Rid
) -> Rid
[src]

Creates a damped spring joint between two bodies. If not specified, the second body is assumed to be the joint itself.

pub fn damped_string_joint_get_param(&self, joint: Rid, param: i64) -> f64[src]

Returns the value of a damped spring joint parameter.

pub fn damped_string_joint_set_param(&self, joint: Rid, param: i64, value: f64)[src]

Sets a damped spring joint parameter. See [enum DampedStringParam] for a list of available parameters.

pub fn free_rid(&self, rid: Rid)[src]

Destroys any of the objects created by Physics2DServer. If the [RID] passed is not one of the objects that can be created by Physics2DServer, an error will be sent to the console.

pub fn get_process_info(&self, process_info: i64) -> i64[src]

Returns information about the current state of the 2D physics engine. See [enum ProcessInfo] for a list of available states.

pub fn groove_joint_create(
    &self,
    groove1_a: Vector2D<f32, UnknownUnit>,
    groove2_a: Vector2D<f32, UnknownUnit>,
    anchor_b: Vector2D<f32, UnknownUnit>,
    body_a: Rid,
    body_b: Rid
) -> Rid
[src]

Creates a groove joint between two bodies. If not specified, the bodies are assumed to be the joint itself.

pub fn joint_get_param(&self, joint: Rid, param: i64) -> f64[src]

Returns the value of a joint parameter.

pub fn joint_get_type(&self, joint: Rid) -> JointType[src]

Returns a joint's type (see [enum JointType]).

pub fn joint_set_param(&self, joint: Rid, param: i64, value: f64)[src]

Sets a joint parameter. See [enum JointParam] for a list of available parameters.

pub fn line_shape_create(&self) -> Rid[src]

pub fn pin_joint_create(
    &self,
    anchor: Vector2D<f32, UnknownUnit>,
    body_a: Rid,
    body_b: Rid
) -> Rid
[src]

Creates a pin joint between two bodies. If not specified, the second body is assumed to be the joint itself.

pub fn ray_shape_create(&self) -> Rid[src]

pub fn rectangle_shape_create(&self) -> Rid[src]

pub fn segment_shape_create(&self) -> Rid[src]

pub fn set_active(&self, active: bool)[src]

Activates or deactivates the 2D physics engine.

pub fn shape_get_data(&self, shape: Rid) -> Variant[src]

Returns the shape data.

pub fn shape_get_type(&self, shape: Rid) -> ShapeType[src]

Returns a shape's type (see [enum ShapeType]).

pub fn shape_set_data(&self, shape: Rid, data: impl OwnedToVariant)[src]

Sets the shape data that defines its shape and size. The data to be passed depends on the kind of shape created [method shape_get_type].

pub fn space_create(&self) -> Rid[src]

Creates a space. A space is a collection of parameters for the physics engine that can be assigned to an area or a body. It can be assigned to an area with [method area_set_space], or to a body with [method body_set_space].

pub fn space_get_direct_state(
    &self,
    space: Rid
) -> Option<Ref<Physics2DDirectSpaceState, Shared>>
[src]

Returns the state of a space, a [Physics2DDirectSpaceState]. This object can be used to make collision/intersection queries.

pub fn space_get_param(&self, space: Rid, param: i64) -> f64[src]

Returns the value of a space parameter.

pub fn space_is_active(&self, space: Rid) -> bool[src]

Returns whether the space is active.

pub fn space_set_active(&self, space: Rid, active: bool)[src]

Marks a space as active. It will not have an effect, unless it is assigned to an area or body.

pub fn space_set_param(&self, space: Rid, param: i64, value: f64)[src]

Sets the value for a space parameter. See [enum SpaceParameter] for a list of available parameters.

Methods from Deref<Target = Object>

pub fn add_user_signal(
    &self,
    signal: impl Into<GodotString>,
    arguments: VariantArray<Shared>
)
[src]

Adds a user-defined [code]signal[/code]. Arguments are optional, but can be added as an [Array] of dictionaries, each containing [code]name: String[/code] and [code]type: int[/code] (see [enum Variant.Type]) entries.

Default Arguments

  • arguments - [ ]

pub unsafe fn call(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Calls the [code]method[/code] on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
				[codeblock]
				call("set", "position", Vector2(42.0, 0.0))
				[/codeblock]
				[b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

pub unsafe fn call_deferred(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Calls the [code]method[/code] on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
				[codeblock]
				call_deferred("set", "position", Vector2(42.0, 0.0))
				[/codeblock]
				[b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

pub fn callv(
    &self,
    method: impl Into<GodotString>,
    arg_array: VariantArray<Shared>
) -> Variant
[src]

Calls the [code]method[/code] on the object and returns the result. Contrarily to [method call], this method does not support a variable number of arguments but expects all parameters to be via a single [Array].
				[codeblock]
				callv("set", [ "position", Vector2(42.0, 0.0) ])
				[/codeblock]

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

Returns [code]true[/code] if the object can translate strings. See [method set_message_translation] and [method tr].

pub fn connect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>,
    binds: VariantArray<Shared>,
    flags: i64
) -> Result<(), GodotError>
[src]

Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/code] object. Pass optional [code]binds[/code] to the call as an [Array] of parameters. These parameters will be passed to the method after any parameter used in the call to [method emit_signal]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants.
				A [code]signal[/code] can only be connected once to a [code]method[/code]. It will throw an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections.
				If the [code]target[/code] is destroyed in the game's lifecycle, the connection will be lost.
				Examples:
				[codeblock]
				connect("pressed", self, "_on_Button_pressed") # BaseButton signal
				connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
				connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal
				[/codeblock]
				An example of the relationship between [code]binds[/code] passed to [method connect] and parameters used when calling [method emit_signal]:
				[codeblock]
				connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
				emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
				func _on_Player_hit(hit_by, level, weapon_type, damage):
				    print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])
				[/codeblock]

Default Arguments

  • binds - [ ]
  • flags - 0

pub fn disconnect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
)
[src]

Disconnects a [code]signal[/code] from a [code]method[/code] on the given [code]target[/code].
				If you try to disconnect a connection that does not exist, the method will throw an error. Use [method is_connected] to ensure that the connection exists.

pub fn emit_signal(
    &self,
    signal: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Emits the given [code]signal[/code]. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
				[codeblock]
				emit_signal("hit", weapon_type, damage)
				emit_signal("game_over")
				[/codeblock]

pub fn get(&self, property: impl Into<GodotString>) -> Variant[src]

Returns the [Variant] value of the given [code]property[/code]. If the [code]property[/code] doesn't exist, this will return [code]null[/code].
				[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

pub fn get_class(&self) -> GodotString[src]

Returns the object's class as a [String].

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

Returns an [Array] of dictionaries with information about signals that are connected to the object.
				Each [Dictionary] contains three String entries:
				- [code]source[/code] is a reference to the signal emitter.
				- [code]signal_name[/code] is the name of the connected signal.
				- [code]method_name[/code] is the name of the method to which the signal is connected.

pub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant[src]

Gets the object's property indexed by the given [NodePath]. The node path should be relative to the current object and can use the colon character ([code]:[/code]) to access nested properties. Examples: [code]"position:x"[/code] or [code]"material:next_pass:blend_mode"[/code].

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

Returns the object's unique instance ID.
				This ID can be saved in [EncodedObjectAsID], and can be used to retrieve the object instance with [method @GDScript.instance_from_id].

pub fn get_meta(&self, name: impl Into<GodotString>) -> Variant[src]

Returns the object's metadata entry for the given [code]name[/code].

pub fn get_meta_list(&self) -> TypedArray<GodotString>[src]

Returns the object's metadata as a [PoolStringArray].

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

Returns the object's methods and their signatures as an [Array].

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

Returns the object's property list as an [Array] of dictionaries.
				Each property's [Dictionary] contain at least [code]name: String[/code] and [code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it can also include [code]hint: int[/code] (see [enum PropertyHint]), [code]hint_string: String[/code], and [code]usage: int[/code] (see [enum PropertyUsageFlags]).

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

Returns the object's [Script] instance, or [code]null[/code] if none is assigned.

pub fn get_signal_connection_list(
    &self,
    signal: impl Into<GodotString>
) -> VariantArray<Shared>
[src]

Returns an [Array] of connections for the given [code]signal[/code].

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

Returns the list of signals as an [Array] of dictionaries.

pub fn has_meta(&self, name: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] if a metadata entry is found with the given [code]name[/code].

pub fn has_method(&self, method: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] if the object contains the given [code]method[/code].

pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] if the given [code]signal[/code] exists.

pub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] if the given user-defined [code]signal[/code] exists. Only signals added using [method add_user_signal] are taken into account.

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

Returns [code]true[/code] if signal emission blocking is enabled.

pub fn is_class(&self, class: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] if the object inherits from the given [code]class[/code].

pub fn is_connected(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
) -> bool
[src]

Returns [code]true[/code] if a connection exists for a given [code]signal[/code], [code]target[/code], and [code]method[/code].

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

Returns [code]true[/code] if the [method Node.queue_free] method was called for the object.

pub fn notification(&self, what: i64, reversed: bool)[src]

Send a given notification to the object, which will also trigger a call to the [method _notification] method of all classes that the object inherits from.
				If [code]reversed[/code] is [code]true[/code], [method _notification] is called first on the object's own class, and then up to its successive parent classes. If [code]reversed[/code] is [code]false[/code], [method _notification] is called first on the highest ancestor ([Object] itself), and then down to its successive inheriting classes.

Default Arguments

  • reversed - false

pub fn property_list_changed_notify(&self)[src]

Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.

pub fn remove_meta(&self, name: impl Into<GodotString>)[src]

Removes a given entry from the object's metadata. See also [method set_meta].

pub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)[src]

Assigns a new value to the given property. If the [code]property[/code] does not exist, nothing will happen.
				[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

pub fn set_block_signals(&self, enable: bool)[src]

If set to [code]true[/code], signal emission is blocked.

pub fn set_deferred(
    &self,
    property: impl Into<GodotString>,
    value: impl OwnedToVariant
)
[src]

Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling [method set] via [method call_deferred], i.e. [code]call_deferred("set", property, value)[/code].
				[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

pub fn set_indexed(
    &self,
    property: impl Into<NodePath>,
    value: impl OwnedToVariant
)
[src]

Assigns a new value to the property identified by the [NodePath]. The node path should be relative to the current object and can use the colon character ([code]:[/code]) to access nested properties. Example:
				[codeblock]
				set_indexed("position", Vector2(42, 0))
				set_indexed("position:y", -10)
				print(position) # (42, -10)
				[/codeblock]

pub fn set_message_translation(&self, enable: bool)[src]

Defines whether the object can translate strings (with calls to [method tr]). Enabled by default.

pub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)[src]

Adds, changes or removes a given entry in the object's metadata. Metadata are serialized and can take any [Variant] value.
				To remove a given entry from the object's metadata, use [method remove_meta]. Metadata is also removed if its value is set to [code]null[/code]. This means you can also use [code]set_meta("name", null)[/code] to remove metadata for [code]"name"[/code].

pub fn set_script(&self, script: impl AsArg<Reference>)[src]

Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality.
				If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script's [method _init] method will be called.

pub fn to_string(&self) -> GodotString[src]

Returns a [String] representing the object. If not overridden, defaults to [code]"[ClassName:RID]"[/code].
				Override the method [method _to_string] to customize the [String] representation.

pub fn tr(&self, message: impl Into<GodotString>) -> GodotString[src]

Translates a message using translation catalogs configured in the Project Settings.
				Only works if message translation is enabled (which it is by default), otherwise it returns the [code]message[/code] unchanged. See [method set_message_translation].

Trait Implementations

impl Debug for Physics2DServer[src]

impl Deref for Physics2DServer[src]

type Target = Object

The resulting type after dereferencing.

impl DerefMut for Physics2DServer[src]

impl GodotObject for Physics2DServer[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 Physics2DServer[src]

impl SubClass<Physics2DServer> for Physics2DServerSW[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.