[−][src]Struct gdnative::api::Physics2DShapeQueryParameters
core class Physics2DShapeQueryParameters
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
Physics2DShapeQueryParameters 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 Physics2DShapeQueryParameters
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pub fn new() -> Ref<Physics2DShapeQueryParameters, Unique>
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Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
pub fn collision_layer(&self) -> i64
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The physics layer(s) the query will take into account (as a bitmask). 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 exclude(&self) -> VariantArray<Shared>
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The list of objects or object [RID]s that will be excluded from collisions.
pub fn margin(&self) -> f64
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The collision margin for the shape.
pub fn motion(&self) -> Vector2D<f32, UnknownUnit>
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The motion of the shape being queried for.
pub fn shape_rid(&self) -> Rid
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The queried shape's [RID]. See also [method set_shape].
pub fn transform(&self) -> Transform2D<f32, UnknownUnit, UnknownUnit>
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The queried shape's transform matrix.
pub fn is_collide_with_areas_enabled(&self) -> bool
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If [code]true[/code], the query will take [Area2D]s into account.
pub fn is_collide_with_bodies_enabled(&self) -> bool
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If [code]true[/code], the query will take [PhysicsBody2D]s into account.
pub fn set_collide_with_areas(&self, enable: bool)
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If [code]true[/code], the query will take [Area2D]s into account.
pub fn set_collide_with_bodies(&self, enable: bool)
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If [code]true[/code], the query will take [PhysicsBody2D]s into account.
pub fn set_collision_layer(&self, collision_layer: i64)
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The physics layer(s) the query will take into account (as a bitmask). 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_exclude(&self, exclude: VariantArray<Shared>)
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The list of objects or object [RID]s that will be excluded from collisions.
pub fn set_margin(&self, margin: f64)
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The collision margin for the shape.
pub fn set_motion(&self, motion: Vector2D<f32, UnknownUnit>)
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The motion of the shape being queried for.
pub fn set_shape(&self, shape: impl AsArg<Resource>)
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Sets the [Shape2D] that will be used for collision/intersection queries.
pub fn set_shape_rid(&self, shape: Rid)
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The queried shape's [RID]. See also [method set_shape].
pub fn set_transform(
&self,
transform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
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&self,
transform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
The queried shape's transform matrix.
Methods from Deref<Target = Reference>
pub fn init_ref(&self) -> bool
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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 Physics2DShapeQueryParameters
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impl Deref for Physics2DShapeQueryParameters
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impl DerefMut for Physics2DShapeQueryParameters
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impl GodotObject for Physics2DShapeQueryParameters
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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
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,
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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 Physics2DShapeQueryParameters
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fn construct() -> Ref<Physics2DShapeQueryParameters, Unique>
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impl SubClass<Object> for Physics2DShapeQueryParameters
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impl SubClass<Reference> for Physics2DShapeQueryParameters
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Auto Trait Implementations
impl RefUnwindSafe for Physics2DShapeQueryParameters
impl !Send for Physics2DShapeQueryParameters
impl !Sync for Physics2DShapeQueryParameters
impl Unpin for Physics2DShapeQueryParameters
impl UnwindSafe for Physics2DShapeQueryParameters
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>,