godot::classes

Struct PhysicsDirectBodyState3D

#[repr(C)]
pub struct PhysicsDirectBodyState3D { /* private fields */ }
Expand description

Godot class PhysicsDirectBodyState3D.

Inherits Object.

Related symbols:

See also Godot docs for PhysicsDirectBodyState3D.

§Not instantiable

This class cannot be constructed. Obtain Gd<PhysicsDirectBodyState3D> instances via Godot APIs.

Implementations§

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impl PhysicsDirectBodyState3D

pub fn get_total_gravity(&self) -> Vector3

pub fn get_total_linear_damp(&self) -> f32

pub fn get_total_angular_damp(&self) -> f32

pub fn get_center_of_mass(&self) -> Vector3

pub fn get_center_of_mass_local(&self) -> Vector3

pub fn get_principal_inertia_axes(&self) -> Basis

pub fn get_inverse_mass(&self) -> f32

pub fn get_inverse_inertia(&self) -> Vector3

pub fn get_inverse_inertia_tensor(&self) -> Basis

pub fn set_linear_velocity(&mut self, velocity: Vector3)

pub fn get_linear_velocity(&self) -> Vector3

pub fn set_angular_velocity(&mut self, velocity: Vector3)

pub fn get_angular_velocity(&self) -> Vector3

pub fn set_transform(&mut self, transform: Transform3D)

pub fn get_transform(&self) -> Transform3D

pub fn get_velocity_at_local_position(&self, local_position: Vector3) -> Vector3

pub fn apply_central_impulse(&mut self)

To set the default parameters, use Self::apply_central_impulse_ex and its builder methods. See the book for detailed usage instructions.

pub fn apply_central_impulse_ex<'a>(&'a mut self) -> ExApplyCentralImpulse<'a>

pub fn apply_impulse(&mut self, impulse: Vector3)

To set the default parameters, use Self::apply_impulse_ex and its builder methods. See the book for detailed usage instructions.

pub fn apply_impulse_ex<'a>( &'a mut self, impulse: Vector3, ) -> ExApplyImpulse<'a>

pub fn apply_torque_impulse(&mut self, impulse: Vector3)

pub fn apply_central_force(&mut self)

To set the default parameters, use Self::apply_central_force_ex and its builder methods. See the book for detailed usage instructions.

pub fn apply_central_force_ex<'a>(&'a mut self) -> ExApplyCentralForce<'a>

pub fn apply_force(&mut self, force: Vector3)

To set the default parameters, use Self::apply_force_ex and its builder methods. See the book for detailed usage instructions.

pub fn apply_force_ex<'a>(&'a mut self, force: Vector3) -> ExApplyForce<'a>

pub fn apply_torque(&mut self, torque: Vector3)

pub fn add_constant_central_force(&mut self)

To set the default parameters, use Self::add_constant_central_force_ex and its builder methods. See the book for detailed usage instructions.

pub fn add_constant_central_force_ex<'a>( &'a mut self, ) -> ExAddConstantCentralForce<'a>

pub fn add_constant_force(&mut self, force: Vector3)

To set the default parameters, use Self::add_constant_force_ex and its builder methods. See the book for detailed usage instructions.

pub fn add_constant_force_ex<'a>( &'a mut self, force: Vector3, ) -> ExAddConstantForce<'a>

pub fn add_constant_torque(&mut self, torque: Vector3)

pub fn set_constant_force(&mut self, force: Vector3)

pub fn get_constant_force(&self) -> Vector3

pub fn set_constant_torque(&mut self, torque: Vector3)

pub fn get_constant_torque(&self) -> Vector3

pub fn set_sleep_state(&mut self, enabled: bool)

pub fn is_sleeping(&self) -> bool

pub fn get_contact_count(&self) -> i32

pub fn get_contact_local_position(&self, contact_idx: i32) -> Vector3

pub fn get_contact_local_normal(&self, contact_idx: i32) -> Vector3

pub fn get_contact_impulse(&self, contact_idx: i32) -> Vector3

pub fn get_contact_local_shape(&self, contact_idx: i32) -> i32

pub fn get_contact_local_velocity_at_position( &self, contact_idx: i32, ) -> Vector3

pub fn get_contact_collider(&self, contact_idx: i32) -> Rid

pub fn get_contact_collider_position(&self, contact_idx: i32) -> Vector3

pub fn get_contact_collider_id(&self, contact_idx: i32) -> u64

pub fn get_contact_collider_object( &self, contact_idx: i32, ) -> Option<Gd<Object>>

pub fn get_contact_collider_shape(&self, contact_idx: i32) -> i32

pub fn get_contact_collider_velocity_at_position( &self, contact_idx: i32, ) -> Vector3

pub fn get_step(&self) -> f32

pub fn integrate_forces(&mut self)

pub fn get_space_state(&mut self) -> Option<Gd<PhysicsDirectSpaceState3D>>

Methods from Deref<Target = Object>§

pub fn get_class(&self) -> GString

pub fn is_class(&self, class: GString) -> bool

pub fn set(&mut self, property: StringName, value: &Variant)

pub fn get(&self, property: StringName) -> Variant

pub fn set_indexed(&mut self, property_path: NodePath, value: &Variant)

pub fn get_indexed(&self, property_path: NodePath) -> Variant

pub fn get_property_list(&self) -> Array<Dictionary>

pub fn get_method_list(&self) -> Array<Dictionary>

pub fn property_can_revert(&self, property: StringName) -> bool

pub fn property_get_revert(&self, property: StringName) -> Variant

pub fn set_script(&mut self, script: &Variant)

pub fn get_script(&self) -> Variant

pub fn set_meta(&mut self, name: StringName, value: &Variant)

pub fn remove_meta(&mut self, name: StringName)

pub fn get_meta(&self, name: StringName) -> Variant

To set the default parameters, use Self::get_meta_ex and its builder methods. See the book for detailed usage instructions.

pub fn get_meta_ex<'a>(&'a self, name: StringName) -> ExGetMeta<'a>

pub fn has_meta(&self, name: StringName) -> bool

pub fn get_meta_list(&self) -> Array<StringName>

pub fn add_user_signal(&mut self, signal: GString)

To set the default parameters, use Self::add_user_signal_ex and its builder methods. See the book for detailed usage instructions.

pub fn add_user_signal_ex<'a>( &'a mut self, signal: GString, ) -> ExAddUserSignal<'a>

pub fn has_user_signal(&self, signal: StringName) -> bool

pub fn remove_user_signal(&mut self, signal: StringName)

pub fn emit_signal(&mut self, signal: StringName, varargs: &[Variant]) -> Error

§Panics

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will panic in such a case.

pub fn try_emit_signal( &mut self, signal: StringName, varargs: &[Variant], ) -> Result<Error, CallError>

§Return type

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will return Err in such a case.

pub fn call(&mut self, method: StringName, varargs: &[Variant]) -> Variant

§Panics

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will panic in such a case.

pub fn try_call( &mut self, method: StringName, varargs: &[Variant], ) -> Result<Variant, CallError>

§Return type

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will return Err in such a case.

pub fn call_deferred( &mut self, method: StringName, varargs: &[Variant], ) -> Variant

§Panics

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will panic in such a case.

pub fn try_call_deferred( &mut self, method: StringName, varargs: &[Variant], ) -> Result<Variant, CallError>

§Return type

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will return Err in such a case.

pub fn set_deferred(&mut self, property: StringName, value: &Variant)

pub fn callv( &mut self, method: StringName, arg_array: &Array<Variant>, ) -> Variant

pub fn has_method(&self, method: StringName) -> bool

pub fn get_method_argument_count(&self, method: StringName) -> i32

pub fn has_signal(&self, signal: StringName) -> bool

pub fn get_signal_list(&self) -> Array<Dictionary>

pub fn get_signal_connection_list( &self, signal: StringName, ) -> Array<Dictionary>

pub fn get_incoming_connections(&self) -> Array<Dictionary>

pub fn connect(&mut self, signal: StringName, callable: Callable) -> Error

To set the default parameters, use Self::connect_ex and its builder methods. See the book for detailed usage instructions.

pub fn connect_ex<'a>( &'a mut self, signal: StringName, callable: Callable, ) -> ExConnect<'a>

pub fn disconnect(&mut self, signal: StringName, callable: Callable)

pub fn is_connected(&self, signal: StringName, callable: Callable) -> bool

pub fn set_block_signals(&mut self, enable: bool)

pub fn is_blocking_signals(&self) -> bool

pub fn notify_property_list_changed(&mut self)

pub fn set_message_translation(&mut self, enable: bool)

pub fn can_translate_messages(&self) -> bool

pub fn tr(&self, message: StringName) -> GString

To set the default parameters, use Self::tr_ex and its builder methods. See the book for detailed usage instructions.

pub fn tr_ex<'a>(&'a self, message: StringName) -> ExTr<'a>

pub fn tr_n( &self, message: StringName, plural_message: StringName, n: i32, ) -> GString

To set the default parameters, use Self::tr_n_ex and its builder methods. See the book for detailed usage instructions.

pub fn tr_n_ex<'a>( &'a self, message: StringName, plural_message: StringName, n: i32, ) -> ExTrN<'a>

pub fn is_queued_for_deletion(&self) -> bool

pub fn cancel_free(&mut self)

pub fn notify(&mut self, what: ObjectNotification)

⚠️ Sends a Godot notification to all classes inherited by the object.

Triggers calls to on_notification(), and depending on the notification, also to Godot’s lifecycle callbacks such as ready().

Starts from the highest ancestor (the Object class) and goes down the hierarchy. See also Godot docs for Object::notification().

§Panics

If you call this method on a user-defined object while holding a GdRef or GdMut guard on the instance, you will encounter a panic. The reason is that the receiving virtual method on_notification() acquires a GdMut lock dynamically, which must be exclusive.

pub fn notify_reversed(&mut self, what: ObjectNotification)

⚠️ Like Self::notify(), but starts at the most-derived class and goes up the hierarchy.

See docs of that method, including the panics.

Trait Implementations§

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impl Bounds for PhysicsDirectBodyState3D

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type Memory = MemManual

Defines the memory strategy of the static type.
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type Declarer = DeclEngine

Whether this class is a core Godot class provided by the engine, or declared by the user as a Rust struct.
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impl Debug for PhysicsDirectBodyState3D

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Deref for PhysicsDirectBodyState3D

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type Target = Object

The resulting type after dereferencing.
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fn deref(&self) -> &<PhysicsDirectBodyState3D as Deref>::Target

Dereferences the value.
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impl DerefMut for PhysicsDirectBodyState3D

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fn deref_mut(&mut self) -> &mut <PhysicsDirectBodyState3D as Deref>::Target

Mutably dereferences the value.
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impl GodotClass for PhysicsDirectBodyState3D

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const INIT_LEVEL: InitLevel = crate::init::InitLevel::Servers

Initialization level, during which this class should be initialized with Godot. Read more
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type Base = Object

The immediate superclass of T. This is always a Godot engine class.
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fn class_name() -> ClassName

The name of the class, under which it is registered in Godot. Read more
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fn inherits<U>() -> bool
where U: GodotClass,

Returns whether Self inherits from U. Read more
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impl Inherits<Object> for PhysicsDirectBodyState3D

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impl Inherits<PhysicsDirectBodyState3D> for PhysicsDirectBodyState3DExtension

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> Inherits<T> for T
where T: GodotClass,