[−][src]Struct gdnative::api::SegmentShape2D
core class SegmentShape2D inherits Shape2D (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
SegmentShape2D 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 SegmentShape2D[src]
pub fn new() -> Ref<SegmentShape2D, 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 a(&self) -> Vector2D<f32, UnknownUnit>[src]
The segment's first point position.
pub fn b(&self) -> Vector2D<f32, UnknownUnit>[src]
The segment's second point position.
pub fn set_a(&self, a: Vector2D<f32, UnknownUnit>)[src]
The segment's first point position.
pub fn set_b(&self, b: Vector2D<f32, UnknownUnit>)[src]
The segment's second point position.
Methods from Deref<Target = Shape2D>
pub fn collide(
&self,
local_xform: Transform2D<f32, UnknownUnit, UnknownUnit>,
with_shape: impl AsArg<Shape2D>,
shape_xform: Transform2D<f32, UnknownUnit, UnknownUnit>
) -> bool[src]
&self,
local_xform: Transform2D<f32, UnknownUnit, UnknownUnit>,
with_shape: impl AsArg<Shape2D>,
shape_xform: Transform2D<f32, UnknownUnit, UnknownUnit>
) -> bool
Returns [code]true[/code] if this shape is colliding with another.
This method needs the transformation matrix for this shape ([code]local_xform[/code]), the shape to check collisions with ([code]with_shape[/code]), and the transformation matrix of that shape ([code]shape_xform[/code]).
pub fn collide_and_get_contacts(
&self,
local_xform: Transform2D<f32, UnknownUnit, UnknownUnit>,
with_shape: impl AsArg<Shape2D>,
shape_xform: Transform2D<f32, UnknownUnit, UnknownUnit>
) -> VariantArray<Shared>[src]
&self,
local_xform: Transform2D<f32, UnknownUnit, UnknownUnit>,
with_shape: impl AsArg<Shape2D>,
shape_xform: Transform2D<f32, UnknownUnit, UnknownUnit>
) -> VariantArray<Shared>
Returns a list of the points where this shape touches another. If there are no collisions the list is empty.
This method needs the transformation matrix for this shape ([code]local_xform[/code]), the shape to check collisions with ([code]with_shape[/code]), and the transformation matrix of that shape ([code]shape_xform[/code]).
pub fn collide_with_motion(
&self,
local_xform: Transform2D<f32, UnknownUnit, UnknownUnit>,
local_motion: Vector2D<f32, UnknownUnit>,
with_shape: impl AsArg<Shape2D>,
shape_xform: Transform2D<f32, UnknownUnit, UnknownUnit>,
shape_motion: Vector2D<f32, UnknownUnit>
) -> bool[src]
&self,
local_xform: Transform2D<f32, UnknownUnit, UnknownUnit>,
local_motion: Vector2D<f32, UnknownUnit>,
with_shape: impl AsArg<Shape2D>,
shape_xform: Transform2D<f32, UnknownUnit, UnknownUnit>,
shape_motion: Vector2D<f32, UnknownUnit>
) -> bool
Returns whether this shape would collide with another, if a given movement was applied.
This method needs the transformation matrix for this shape ([code]local_xform[/code]), the movement to test on this shape ([code]local_motion[/code]), the shape to check collisions with ([code]with_shape[/code]), the transformation matrix of that shape ([code]shape_xform[/code]), and the movement to test onto the other object ([code]shape_motion[/code]).
pub fn collide_with_motion_and_get_contacts(
&self,
local_xform: Transform2D<f32, UnknownUnit, UnknownUnit>,
local_motion: Vector2D<f32, UnknownUnit>,
with_shape: impl AsArg<Shape2D>,
shape_xform: Transform2D<f32, UnknownUnit, UnknownUnit>,
shape_motion: Vector2D<f32, UnknownUnit>
) -> VariantArray<Shared>[src]
&self,
local_xform: Transform2D<f32, UnknownUnit, UnknownUnit>,
local_motion: Vector2D<f32, UnknownUnit>,
with_shape: impl AsArg<Shape2D>,
shape_xform: Transform2D<f32, UnknownUnit, UnknownUnit>,
shape_motion: Vector2D<f32, UnknownUnit>
) -> VariantArray<Shared>
Returns a list of the points where this shape would touch another, if a given movement was applied. If there are no collisions the list is empty.
This method needs the transformation matrix for this shape ([code]local_xform[/code]), the movement to test on this shape ([code]local_motion[/code]), the shape to check collisions with ([code]with_shape[/code]), the transformation matrix of that shape ([code]shape_xform[/code]), and the movement to test onto the other object ([code]shape_motion[/code]).
pub fn draw(&self, canvas_item: Rid, color: Color)[src]
Draws a solid shape onto a [CanvasItem] with the [VisualServer] API filled with the specified [code]color[/code]. The exact drawing method is specific for each shape and cannot be configured.
pub fn custom_solver_bias(&self) -> f64[src]
The shape's custom solver bias.
pub fn set_custom_solver_bias(&self, bias: f64)[src]
The shape's custom solver bias.
Trait Implementations
impl Debug for SegmentShape2D[src]
impl Deref for SegmentShape2D[src]
impl DerefMut for SegmentShape2D[src]
impl GodotObject for SegmentShape2D[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
fn class_name() -> &'static str[src]
fn null() -> Null<Self>[src]
fn new() -> Ref<Self, Unique> where
Self: Instanciable, [src]
Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>, [src]
T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject, [src]
Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>[src]
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>, [src]
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>[src]
impl Instanciable for SegmentShape2D[src]
fn construct() -> Ref<SegmentShape2D, Unique>[src]
impl SubClass<Object> for SegmentShape2D[src]
impl SubClass<Reference> for SegmentShape2D[src]
impl SubClass<Resource> for SegmentShape2D[src]
impl SubClass<Shape2D> for SegmentShape2D[src]
Auto Trait Implementations
impl RefUnwindSafe for SegmentShape2D
impl !Send for SegmentShape2D
impl !Sync for SegmentShape2D
impl Unpin for SegmentShape2D
impl UnwindSafe for SegmentShape2D
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized, [src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized, [src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized, [src]
T: ?Sized,
fn borrow_mut(&mut self) -> &mut T[src]
impl<T> From<T> for T[src]
impl<T, U> Into<U> for T where
U: From<T>, [src]
U: From<T>,
impl<T> SubClass<T> for T where
T: GodotObject, [src]
T: GodotObject,
impl<T, U> TryFrom<U> for T where
U: Into<T>, [src]
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>[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>, [src]
U: TryFrom<T>,