[][src]Struct gdnative::api::RigidBody2D

pub struct RigidBody2D { /* fields omitted */ }

core class RigidBody2D inherits PhysicsBody2D (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.

RigidBody2D is a reference-only type. Persistent references can only exist in the unsafe Ref<RigidBody2D> 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

RigidBody2D 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 RigidBody2D[src]

Constants

impl RigidBody2D[src]

pub fn new() -> Ref<RigidBody2D, 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 add_central_force(&self, force: Vector2D<f32, UnknownUnit>)[src]

Adds a constant directional force without affecting rotation.

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

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

pub fn add_torque(&self, torque: f64)[src]

Adds a constant rotational force.

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

Applies a directional impulse without affecting rotation.

pub fn apply_impulse(
    &self,
    offset: Vector2D<f32, UnknownUnit>,
    impulse: Vector2D<f32, UnknownUnit>
)
[src]

Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason it should only be used when simulating one-time impacts (use the "_force" functions otherwise). The position uses the rotation of the global coordinate system, but is centered at the object's origin.

pub fn apply_torque_impulse(&self, torque: f64)[src]

Applies a rotational impulse to the body.

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

Damps the body's [member angular_velocity]. If [code]-1[/code], the body will use the [b]Default Angular Damp[/b] defined in [b]Project > Project Settings > Physics > 2d[/b].

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

The body's rotational velocity.

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

The body's total applied force.

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

The body's total applied torque.

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

The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
			Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override].

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

Returns a list of the bodies colliding with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions.
				[b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.

pub fn continuous_collision_detection_mode(&self) -> CcdMode[src]

Continuous collision detection mode.
			Continuous collision detection tries to predict where a moving body will collide instead of moving it and correcting its movement after collision. Continuous collision detection is slower, but more precise and misses fewer collisions with small, fast-moving objects. Raycasting and shapecasting methods are available. See [enum CCDMode] for details.

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

The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction).
			Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override].

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

Multiplies the gravity applied to the body. The body's gravity is calculated from the [b]Default Gravity[/b] value in [b]Project > Project Settings > Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s.

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

The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body. The moment of inertia is usually computed automatically from the mass and the shapes, but this function allows you to set a custom value. Set 0 inertia to return to automatically computing it.

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

Damps the body's [member linear_velocity]. If [code]-1[/code], the body will use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > Physics > 2d[/b].

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

The body's linear velocity.

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

The body's mass.

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

The maximum number of contacts that will be recorded. Requires [member contact_monitor] to be set to [code]true[/code].
			[b]Note:[/b] The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end), and collisions between parallel faces will result in four contacts (one at each corner).

pub fn mode(&self) -> Mode[src]

The body's mode. See [enum Mode] for possible values.

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

The physics material override for the body.
			If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.

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

The body's weight based on its mass and the [b]Default Gravity[/b] value in [b]Project > Project Settings > Physics > 2d[/b].

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

If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping].
			[b]Note:[/b] A RigidBody2D will never enter sleep mode automatically if its [member mode] is [constant MODE_CHARACTER]. It can still be put to sleep manually by setting its [member sleeping] property to [code]true[/code].

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

If [code]true[/code], the body will emit signals when it collides with another RigidBody2D. See also [member contacts_reported].

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

If [code]true[/code], the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the [method apply_impulse] or [method add_force] methods.

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

If [code]true[/code], internal force integration is disabled for this body. Aside from collision response, the body will only move as determined by the [method _integrate_forces] function.

pub fn set_angular_damp(&self, angular_damp: f64)[src]

Damps the body's [member angular_velocity]. If [code]-1[/code], the body will use the [b]Default Angular Damp[/b] defined in [b]Project > Project Settings > Physics > 2d[/b].

pub fn set_angular_velocity(&self, angular_velocity: f64)[src]

The body's rotational velocity.

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

The body's total applied force.

pub fn set_applied_torque(&self, torque: f64)[src]

The body's total applied torque.

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

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

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

The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
			Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override].

pub fn set_can_sleep(&self, able_to_sleep: bool)[src]

If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping].
			[b]Note:[/b] A RigidBody2D will never enter sleep mode automatically if its [member mode] is [constant MODE_CHARACTER]. It can still be put to sleep manually by setting its [member sleeping] property to [code]true[/code].

pub fn set_contact_monitor(&self, enabled: bool)[src]

If [code]true[/code], the body will emit signals when it collides with another RigidBody2D. See also [member contacts_reported].

pub fn set_continuous_collision_detection_mode(&self, mode: i64)[src]

Continuous collision detection mode.
			Continuous collision detection tries to predict where a moving body will collide instead of moving it and correcting its movement after collision. Continuous collision detection is slower, but more precise and misses fewer collisions with small, fast-moving objects. Raycasting and shapecasting methods are available. See [enum CCDMode] for details.

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

The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction).
			Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override].

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

Multiplies the gravity applied to the body. The body's gravity is calculated from the [b]Default Gravity[/b] value in [b]Project > Project Settings > Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s.

pub fn set_inertia(&self, inertia: f64)[src]

The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body. The moment of inertia is usually computed automatically from the mass and the shapes, but this function allows you to set a custom value. Set 0 inertia to return to automatically computing it.

pub fn set_linear_damp(&self, linear_damp: f64)[src]

Damps the body's [member linear_velocity]. If [code]-1[/code], the body will use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > Physics > 2d[/b].

pub fn set_linear_velocity(&self, linear_velocity: Vector2D<f32, UnknownUnit>)[src]

The body's linear velocity.

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

The body's mass.

pub fn set_max_contacts_reported(&self, amount: i64)[src]

The maximum number of contacts that will be recorded. Requires [member contact_monitor] to be set to [code]true[/code].
			[b]Note:[/b] The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end), and collisions between parallel faces will result in four contacts (one at each corner).

pub fn set_mode(&self, mode: i64)[src]

The body's mode. See [enum Mode] for possible values.

pub fn set_physics_material_override(
    &self,
    physics_material_override: impl AsArg<PhysicsMaterial>
)
[src]

The physics material override for the body.
			If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.

pub fn set_sleeping(&self, sleeping: bool)[src]

If [code]true[/code], the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the [method apply_impulse] or [method add_force] methods.

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

If [code]true[/code], internal force integration is disabled for this body. Aside from collision response, the body will only move as determined by the [method _integrate_forces] function.

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

The body's weight based on its mass and the [b]Default Gravity[/b] value in [b]Project > Project Settings > Physics > 2d[/b].

pub fn test_motion(
    &self,
    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 vector. [code]margin[/code] increases the size of the shapes involved in the collision detection, and [code]result[/code] is an object of type [Physics2DTestMotionResult], which contains additional information about the collision (should there be one).

Default Arguments

  • infinite_inertia - true
  • margin - 0.08
  • result - null

Methods from Deref<Target = PhysicsBody2D>

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 RigidBody2D[src]

impl Deref for RigidBody2D[src]

type Target = PhysicsBody2D

The resulting type after dereferencing.

impl DerefMut for RigidBody2D[src]

impl GodotObject for RigidBody2D[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 RigidBody2D[src]

impl QueueFree for RigidBody2D[src]

impl SubClass<CanvasItem> for RigidBody2D[src]

impl SubClass<CollisionObject2D> for RigidBody2D[src]

impl SubClass<Node> for RigidBody2D[src]

impl SubClass<Node2D> for RigidBody2D[src]

impl SubClass<Object> for RigidBody2D[src]

impl SubClass<PhysicsBody2D> for RigidBody2D[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.