pub trait IRigidbodyMethods: IRigidbody {
Show 125 methods
// Provided methods
fn get_velocity(self) -> Vector3 { ... }
fn set_velocity(self, value: impl Into<Vector3>) { ... }
fn get_angular_velocity(self) -> Vector3 { ... }
fn set_angular_velocity(self, value: impl Into<Vector3>) { ... }
fn get_drag(self) -> f32 { ... }
fn set_drag(self, value: impl Into<f32>) { ... }
fn get_angular_drag(self) -> f32 { ... }
fn set_angular_drag(self, value: impl Into<f32>) { ... }
fn get_mass(self) -> f32 { ... }
fn set_mass(self, value: impl Into<f32>) { ... }
fn set_density(self, density: impl Into<f32>) { ... }
fn get_use_gravity(self) -> bool { ... }
fn set_use_gravity(self, value: impl Into<bool>) { ... }
fn get_max_depenetration_velocity(self) -> f32 { ... }
fn set_max_depenetration_velocity(self, value: impl Into<f32>) { ... }
fn get_is_kinematic(self) -> bool { ... }
fn set_is_kinematic(self, value: impl Into<bool>) { ... }
fn get_freeze_rotation(self) -> bool { ... }
fn set_freeze_rotation(self, value: impl Into<bool>) { ... }
fn get_constraints(self) -> RigidbodyConstraints { ... }
fn set_constraints(self, value: impl Into<RigidbodyConstraints>) { ... }
fn get_collision_detection_mode(self) -> CollisionDetectionMode { ... }
fn set_collision_detection_mode(
self,
value: impl Into<CollisionDetectionMode>,
) { ... }
fn get_center_of_mass(self) -> Vector3 { ... }
fn set_center_of_mass(self, value: impl Into<Vector3>) { ... }
fn get_world_center_of_mass(self) -> Vector3 { ... }
fn get_inertia_tensor_rotation(self) -> Quaternion { ... }
fn set_inertia_tensor_rotation(self, value: impl Into<Quaternion>) { ... }
fn get_inertia_tensor(self) -> Vector3 { ... }
fn set_inertia_tensor(self, value: impl Into<Vector3>) { ... }
fn get_detect_collisions(self) -> bool { ... }
fn set_detect_collisions(self, value: impl Into<bool>) { ... }
fn get_position(self) -> Vector3 { ... }
fn set_position(self, value: impl Into<Vector3>) { ... }
fn get_rotation(self) -> Quaternion { ... }
fn set_rotation(self, value: impl Into<Quaternion>) { ... }
fn get_interpolation(self) -> RigidbodyInterpolation { ... }
fn set_interpolation(self, value: impl Into<RigidbodyInterpolation>) { ... }
fn get_solver_iterations(self) -> i32 { ... }
fn set_solver_iterations(self, value: impl Into<i32>) { ... }
fn get_sleep_threshold(self) -> f32 { ... }
fn set_sleep_threshold(self, value: impl Into<f32>) { ... }
fn get_max_angular_velocity(self) -> f32 { ... }
fn set_max_angular_velocity(self, value: impl Into<f32>) { ... }
fn move_position(self, position: impl Into<Vector3>) { ... }
fn move_rotation(self, rot: impl Into<Quaternion>) { ... }
fn sleep(self) { ... }
fn is_sleeping(self) -> bool { ... }
fn wake_up(self) { ... }
fn reset_center_of_mass(self) { ... }
fn reset_inertia_tensor(self) { ... }
fn get_relative_point_velocity(
self,
relative_point: impl Into<Vector3>,
) -> Vector3 { ... }
fn get_point_velocity(self, world_point: impl Into<Vector3>) -> Vector3 { ... }
fn get_solver_velocity_iterations(self) -> i32 { ... }
fn set_solver_velocity_iterations(self, value: impl Into<i32>) { ... }
fn get_sleep_velocity(self) -> f32 { ... }
fn set_sleep_velocity(self, value: impl Into<f32>) { ... }
fn get_sleep_angular_velocity(self) -> f32 { ... }
fn set_sleep_angular_velocity(self, value: impl Into<f32>) { ... }
fn get_use_cone_friction(self) -> bool { ... }
fn set_use_cone_friction(self, value: impl Into<bool>) { ... }
fn get_solver_iteration_count(self) -> i32 { ... }
fn set_solver_iteration_count(self, value: impl Into<i32>) { ... }
fn get_solver_velocity_iteration_count(self) -> i32 { ... }
fn set_solver_velocity_iteration_count(self, value: impl Into<i32>) { ... }
fn add_force(self, force: impl Into<Vector3>, mode: impl Into<ForceMode>) { ... }
fn add_force_2(self, force: impl Into<Vector3>) { ... }
fn add_force_3(
self,
x: impl Into<f32>,
y: impl Into<f32>,
z: impl Into<f32>,
mode: impl Into<ForceMode>,
) { ... }
fn add_force_4(
self,
x: impl Into<f32>,
y: impl Into<f32>,
z: impl Into<f32>,
) { ... }
fn add_relative_force(
self,
force: impl Into<Vector3>,
mode: impl Into<ForceMode>,
) { ... }
fn add_relative_force_2(self, force: impl Into<Vector3>) { ... }
fn add_relative_force_3(
self,
x: impl Into<f32>,
y: impl Into<f32>,
z: impl Into<f32>,
mode: impl Into<ForceMode>,
) { ... }
fn add_relative_force_4(
self,
x: impl Into<f32>,
y: impl Into<f32>,
z: impl Into<f32>,
) { ... }
fn add_torque(self, torque: impl Into<Vector3>, mode: impl Into<ForceMode>) { ... }
fn add_torque_2(self, torque: impl Into<Vector3>) { ... }
fn add_torque_3(
self,
x: impl Into<f32>,
y: impl Into<f32>,
z: impl Into<f32>,
mode: impl Into<ForceMode>,
) { ... }
fn add_torque_4(
self,
x: impl Into<f32>,
y: impl Into<f32>,
z: impl Into<f32>,
) { ... }
fn add_relative_torque(
self,
torque: impl Into<Vector3>,
mode: impl Into<ForceMode>,
) { ... }
fn add_relative_torque_2(self, torque: impl Into<Vector3>) { ... }
fn add_relative_torque_3(
self,
x: impl Into<f32>,
y: impl Into<f32>,
z: impl Into<f32>,
mode: impl Into<ForceMode>,
) { ... }
fn add_relative_torque_4(
self,
x: impl Into<f32>,
y: impl Into<f32>,
z: impl Into<f32>,
) { ... }
fn add_force_at_position(
self,
force: impl Into<Vector3>,
position: impl Into<Vector3>,
mode: impl Into<ForceMode>,
) { ... }
fn add_force_at_position_2(
self,
force: impl Into<Vector3>,
position: impl Into<Vector3>,
) { ... }
fn add_explosion_force(
self,
explosion_force: impl Into<f32>,
explosion_position: impl Into<Vector3>,
explosion_radius: impl Into<f32>,
upwards_modifier: impl Into<f32>,
mode: impl Into<ForceMode>,
) { ... }
fn add_explosion_force_2(
self,
explosion_force: impl Into<f32>,
explosion_position: impl Into<Vector3>,
explosion_radius: impl Into<f32>,
upwards_modifier: impl Into<f32>,
) { ... }
fn add_explosion_force_3(
self,
explosion_force: impl Into<f32>,
explosion_position: impl Into<Vector3>,
explosion_radius: impl Into<f32>,
) { ... }
fn internal_closest_point_on_bounds(
self,
point: impl Into<Vector3>,
) -> (Vector3, f32) { ... }
fn closest_point_on_bounds(self, position: impl Into<Vector3>) -> Vector3 { ... }
fn sweep_test(
self,
direction: impl Into<Vector3>,
max_distance: impl Into<f32>,
query_trigger_interaction: impl Into<QueryTriggerInteraction>,
) -> (RaycastHit, bool) { ... }
fn sweep_test_2(
self,
direction: impl Into<Vector3>,
max_distance: impl Into<f32>,
query_trigger_interaction: impl Into<QueryTriggerInteraction>,
) -> (bool, RaycastHit) { ... }
fn sweep_test_3(
self,
direction: impl Into<Vector3>,
max_distance: impl Into<f32>,
) -> (bool, RaycastHit) { ... }
fn sweep_test_4(self, direction: impl Into<Vector3>) -> (bool, RaycastHit) { ... }
fn internal_sweep_test_all(
self,
direction: impl Into<Vector3>,
max_distance: impl Into<f32>,
query_trigger_interaction: impl Into<QueryTriggerInteraction>,
) -> Array<RaycastHit> { ... }
fn sweep_test_all(
self,
direction: impl Into<Vector3>,
max_distance: impl Into<f32>,
query_trigger_interaction: impl Into<QueryTriggerInteraction>,
) -> Array<RaycastHit> { ... }
fn sweep_test_all_2(
self,
direction: impl Into<Vector3>,
max_distance: impl Into<f32>,
) -> Array<RaycastHit> { ... }
fn sweep_test_all_3(
self,
direction: impl Into<Vector3>,
) -> Array<RaycastHit> { ... }
fn ctor(self) { ... }
fn get_velocity_injected(self) -> Vector3 { ... }
fn set_velocity_injected(self) -> Vector3 { ... }
fn get_angular_velocity_injected(self) -> Vector3 { ... }
fn set_angular_velocity_injected(self) -> Vector3 { ... }
fn get_center_of_mass_injected(self) -> Vector3 { ... }
fn set_center_of_mass_injected(self) -> Vector3 { ... }
fn get_world_center_of_mass_injected(self) -> Vector3 { ... }
fn get_inertia_tensor_rotation_injected(self) -> Quaternion { ... }
fn set_inertia_tensor_rotation_injected(self) -> Quaternion { ... }
fn get_inertia_tensor_injected(self) -> Vector3 { ... }
fn set_inertia_tensor_injected(self) -> Vector3 { ... }
fn get_position_injected(self) -> Vector3 { ... }
fn set_position_injected(self) -> Vector3 { ... }
fn get_rotation_injected(self) -> Quaternion { ... }
fn set_rotation_injected(self) -> Quaternion { ... }
fn move_position_injected(self) -> Vector3 { ... }
fn move_rotation_injected(self) -> Quaternion { ... }
fn get_relative_point_velocity_injected(self) -> (Vector3, Vector3) { ... }
fn get_point_velocity_injected(self) -> (Vector3, Vector3) { ... }
fn add_force_injected(self, mode: impl Into<ForceMode>) -> Vector3 { ... }
fn add_relative_force_injected(self, mode: impl Into<ForceMode>) -> Vector3 { ... }
fn add_torque_injected(self, mode: impl Into<ForceMode>) -> Vector3 { ... }
fn add_relative_torque_injected(self, mode: impl Into<ForceMode>) -> Vector3 { ... }
fn add_force_at_position_injected(
self,
mode: impl Into<ForceMode>,
) -> (Vector3, Vector3) { ... }
fn add_explosion_force_injected(
self,
explosion_force: impl Into<f32>,
explosion_radius: impl Into<f32>,
upwards_modifier: impl Into<f32>,
mode: impl Into<ForceMode>,
) -> Vector3 { ... }
fn internal_closest_point_on_bounds_injected(
self,
) -> (Vector3, Vector3, f32) { ... }
fn sweep_test_injected(
self,
max_distance: impl Into<f32>,
query_trigger_interaction: impl Into<QueryTriggerInteraction>,
) -> (Vector3, bool, RaycastHit) { ... }
fn internal_sweep_test_all_injected(
self,
max_distance: impl Into<f32>,
query_trigger_interaction: impl Into<QueryTriggerInteraction>,
) -> (Array<RaycastHit>, Vector3) { ... }
}Provided Methods§
Sourcefn get_velocity(self) -> Vector3
fn get_velocity(self) -> Vector3
get_velocity() overload
Sourcefn set_velocity(self, value: impl Into<Vector3>)
fn set_velocity(self, value: impl Into<Vector3>)
set_velocity(crate::unity_engine::vector3::Vector3) overload
Sourcefn get_angular_velocity(self) -> Vector3
fn get_angular_velocity(self) -> Vector3
get_angularVelocity() overload
Sourcefn set_angular_velocity(self, value: impl Into<Vector3>)
fn set_angular_velocity(self, value: impl Into<Vector3>)
set_angularVelocity(crate::unity_engine::vector3::Vector3) overload
Sourcefn get_angular_drag(self) -> f32
fn get_angular_drag(self) -> f32
get_angularDrag() overload
Sourcefn set_angular_drag(self, value: impl Into<f32>)
fn set_angular_drag(self, value: impl Into<f32>)
set_angularDrag(f32) overload
Sourcefn set_density(self, density: impl Into<f32>)
fn set_density(self, density: impl Into<f32>)
SetDensity(f32) overload
Sourcefn get_use_gravity(self) -> bool
fn get_use_gravity(self) -> bool
get_useGravity() overload
Sourcefn set_use_gravity(self, value: impl Into<bool>)
fn set_use_gravity(self, value: impl Into<bool>)
set_useGravity(bool) overload
Sourcefn get_max_depenetration_velocity(self) -> f32
fn get_max_depenetration_velocity(self) -> f32
get_maxDepenetrationVelocity() overload
Sourcefn set_max_depenetration_velocity(self, value: impl Into<f32>)
fn set_max_depenetration_velocity(self, value: impl Into<f32>)
set_maxDepenetrationVelocity(f32) overload
Sourcefn get_is_kinematic(self) -> bool
fn get_is_kinematic(self) -> bool
get_isKinematic() overload
Sourcefn set_is_kinematic(self, value: impl Into<bool>)
fn set_is_kinematic(self, value: impl Into<bool>)
set_isKinematic(bool) overload
Sourcefn get_freeze_rotation(self) -> bool
fn get_freeze_rotation(self) -> bool
get_freezeRotation() overload
Sourcefn set_freeze_rotation(self, value: impl Into<bool>)
fn set_freeze_rotation(self, value: impl Into<bool>)
set_freezeRotation(bool) overload
Sourcefn get_constraints(self) -> RigidbodyConstraints
fn get_constraints(self) -> RigidbodyConstraints
get_constraints() overload
Sourcefn set_constraints(self, value: impl Into<RigidbodyConstraints>)
fn set_constraints(self, value: impl Into<RigidbodyConstraints>)
set_constraints(crate::unity_engine::rigidbodyconstraints::RigidbodyConstraints) overload
Sourcefn get_collision_detection_mode(self) -> CollisionDetectionMode
fn get_collision_detection_mode(self) -> CollisionDetectionMode
get_collisionDetectionMode() overload
Sourcefn set_collision_detection_mode(self, value: impl Into<CollisionDetectionMode>)
fn set_collision_detection_mode(self, value: impl Into<CollisionDetectionMode>)
set_collisionDetectionMode(crate::unity_engine::collisiondetectionmode::CollisionDetectionMode) overload
Sourcefn get_center_of_mass(self) -> Vector3
fn get_center_of_mass(self) -> Vector3
get_centerOfMass() overload
Sourcefn set_center_of_mass(self, value: impl Into<Vector3>)
fn set_center_of_mass(self, value: impl Into<Vector3>)
set_centerOfMass(crate::unity_engine::vector3::Vector3) overload
Sourcefn get_world_center_of_mass(self) -> Vector3
fn get_world_center_of_mass(self) -> Vector3
get_worldCenterOfMass() overload
Sourcefn get_inertia_tensor_rotation(self) -> Quaternion
fn get_inertia_tensor_rotation(self) -> Quaternion
get_inertiaTensorRotation() overload
Sourcefn set_inertia_tensor_rotation(self, value: impl Into<Quaternion>)
fn set_inertia_tensor_rotation(self, value: impl Into<Quaternion>)
set_inertiaTensorRotation(crate::unity_engine::quaternion::Quaternion) overload
Sourcefn get_inertia_tensor(self) -> Vector3
fn get_inertia_tensor(self) -> Vector3
get_inertiaTensor() overload
Sourcefn set_inertia_tensor(self, value: impl Into<Vector3>)
fn set_inertia_tensor(self, value: impl Into<Vector3>)
set_inertiaTensor(crate::unity_engine::vector3::Vector3) overload
Sourcefn get_detect_collisions(self) -> bool
fn get_detect_collisions(self) -> bool
get_detectCollisions() overload
Sourcefn set_detect_collisions(self, value: impl Into<bool>)
fn set_detect_collisions(self, value: impl Into<bool>)
set_detectCollisions(bool) overload
Sourcefn get_position(self) -> Vector3
fn get_position(self) -> Vector3
get_position() overload
Sourcefn set_position(self, value: impl Into<Vector3>)
fn set_position(self, value: impl Into<Vector3>)
set_position(crate::unity_engine::vector3::Vector3) overload
Sourcefn get_rotation(self) -> Quaternion
fn get_rotation(self) -> Quaternion
get_rotation() overload
Sourcefn set_rotation(self, value: impl Into<Quaternion>)
fn set_rotation(self, value: impl Into<Quaternion>)
set_rotation(crate::unity_engine::quaternion::Quaternion) overload
Sourcefn get_interpolation(self) -> RigidbodyInterpolation
fn get_interpolation(self) -> RigidbodyInterpolation
get_interpolation() overload
Sourcefn set_interpolation(self, value: impl Into<RigidbodyInterpolation>)
fn set_interpolation(self, value: impl Into<RigidbodyInterpolation>)
set_interpolation(crate::unity_engine::rigidbodyinterpolation::RigidbodyInterpolation) overload
Sourcefn get_solver_iterations(self) -> i32
fn get_solver_iterations(self) -> i32
get_solverIterations() overload
Sourcefn set_solver_iterations(self, value: impl Into<i32>)
fn set_solver_iterations(self, value: impl Into<i32>)
set_solverIterations(i32) overload
Sourcefn get_sleep_threshold(self) -> f32
fn get_sleep_threshold(self) -> f32
get_sleepThreshold() overload
Sourcefn set_sleep_threshold(self, value: impl Into<f32>)
fn set_sleep_threshold(self, value: impl Into<f32>)
set_sleepThreshold(f32) overload
Sourcefn get_max_angular_velocity(self) -> f32
fn get_max_angular_velocity(self) -> f32
get_maxAngularVelocity() overload
Sourcefn set_max_angular_velocity(self, value: impl Into<f32>)
fn set_max_angular_velocity(self, value: impl Into<f32>)
set_maxAngularVelocity(f32) overload
Sourcefn move_position(self, position: impl Into<Vector3>)
fn move_position(self, position: impl Into<Vector3>)
MovePosition(crate::unity_engine::vector3::Vector3) overload
Sourcefn move_rotation(self, rot: impl Into<Quaternion>)
fn move_rotation(self, rot: impl Into<Quaternion>)
MoveRotation(crate::unity_engine::quaternion::Quaternion) overload
Sourcefn is_sleeping(self) -> bool
fn is_sleeping(self) -> bool
IsSleeping() overload
Sourcefn reset_center_of_mass(self)
fn reset_center_of_mass(self)
ResetCenterOfMass() overload
Sourcefn reset_inertia_tensor(self)
fn reset_inertia_tensor(self)
ResetInertiaTensor() overload
Sourcefn get_relative_point_velocity(
self,
relative_point: impl Into<Vector3>,
) -> Vector3
fn get_relative_point_velocity( self, relative_point: impl Into<Vector3>, ) -> Vector3
GetRelativePointVelocity(crate::unity_engine::vector3::Vector3) overload
Sourcefn get_point_velocity(self, world_point: impl Into<Vector3>) -> Vector3
fn get_point_velocity(self, world_point: impl Into<Vector3>) -> Vector3
GetPointVelocity(crate::unity_engine::vector3::Vector3) overload
Sourcefn get_solver_velocity_iterations(self) -> i32
fn get_solver_velocity_iterations(self) -> i32
get_solverVelocityIterations() overload
Sourcefn set_solver_velocity_iterations(self, value: impl Into<i32>)
fn set_solver_velocity_iterations(self, value: impl Into<i32>)
set_solverVelocityIterations(i32) overload
Sourcefn get_sleep_velocity(self) -> f32
fn get_sleep_velocity(self) -> f32
get_sleepVelocity() overload
Sourcefn set_sleep_velocity(self, value: impl Into<f32>)
fn set_sleep_velocity(self, value: impl Into<f32>)
set_sleepVelocity(f32) overload
Sourcefn get_sleep_angular_velocity(self) -> f32
fn get_sleep_angular_velocity(self) -> f32
get_sleepAngularVelocity() overload
Sourcefn set_sleep_angular_velocity(self, value: impl Into<f32>)
fn set_sleep_angular_velocity(self, value: impl Into<f32>)
set_sleepAngularVelocity(f32) overload
Sourcefn get_use_cone_friction(self) -> bool
fn get_use_cone_friction(self) -> bool
get_useConeFriction() overload
Sourcefn set_use_cone_friction(self, value: impl Into<bool>)
fn set_use_cone_friction(self, value: impl Into<bool>)
set_useConeFriction(bool) overload
Sourcefn get_solver_iteration_count(self) -> i32
fn get_solver_iteration_count(self) -> i32
get_solverIterationCount() overload
Sourcefn set_solver_iteration_count(self, value: impl Into<i32>)
fn set_solver_iteration_count(self, value: impl Into<i32>)
set_solverIterationCount(i32) overload
Sourcefn get_solver_velocity_iteration_count(self) -> i32
fn get_solver_velocity_iteration_count(self) -> i32
get_solverVelocityIterationCount() overload
Sourcefn set_solver_velocity_iteration_count(self, value: impl Into<i32>)
fn set_solver_velocity_iteration_count(self, value: impl Into<i32>)
set_solverVelocityIterationCount(i32) overload
Sourcefn add_force(self, force: impl Into<Vector3>, mode: impl Into<ForceMode>)
fn add_force(self, force: impl Into<Vector3>, mode: impl Into<ForceMode>)
AddForce(crate::unity_engine::vector3::Vector3, crate::unity_engine::forcemode::ForceMode) overload
Sourcefn add_force_2(self, force: impl Into<Vector3>)
fn add_force_2(self, force: impl Into<Vector3>)
AddForce(crate::unity_engine::vector3::Vector3) overload
Sourcefn add_force_3(
self,
x: impl Into<f32>,
y: impl Into<f32>,
z: impl Into<f32>,
mode: impl Into<ForceMode>,
)
fn add_force_3( self, x: impl Into<f32>, y: impl Into<f32>, z: impl Into<f32>, mode: impl Into<ForceMode>, )
AddForce(f32, f32, f32, crate::unity_engine::forcemode::ForceMode) overload
Sourcefn add_force_4(self, x: impl Into<f32>, y: impl Into<f32>, z: impl Into<f32>)
fn add_force_4(self, x: impl Into<f32>, y: impl Into<f32>, z: impl Into<f32>)
AddForce(f32, f32, f32) overload
Sourcefn add_relative_force(
self,
force: impl Into<Vector3>,
mode: impl Into<ForceMode>,
)
fn add_relative_force( self, force: impl Into<Vector3>, mode: impl Into<ForceMode>, )
AddRelativeForce(crate::unity_engine::vector3::Vector3, crate::unity_engine::forcemode::ForceMode) overload
Sourcefn add_relative_force_2(self, force: impl Into<Vector3>)
fn add_relative_force_2(self, force: impl Into<Vector3>)
AddRelativeForce(crate::unity_engine::vector3::Vector3) overload
Sourcefn add_relative_force_3(
self,
x: impl Into<f32>,
y: impl Into<f32>,
z: impl Into<f32>,
mode: impl Into<ForceMode>,
)
fn add_relative_force_3( self, x: impl Into<f32>, y: impl Into<f32>, z: impl Into<f32>, mode: impl Into<ForceMode>, )
AddRelativeForce(f32, f32, f32, crate::unity_engine::forcemode::ForceMode) overload
Sourcefn add_relative_force_4(
self,
x: impl Into<f32>,
y: impl Into<f32>,
z: impl Into<f32>,
)
fn add_relative_force_4( self, x: impl Into<f32>, y: impl Into<f32>, z: impl Into<f32>, )
AddRelativeForce(f32, f32, f32) overload
Sourcefn add_torque(self, torque: impl Into<Vector3>, mode: impl Into<ForceMode>)
fn add_torque(self, torque: impl Into<Vector3>, mode: impl Into<ForceMode>)
AddTorque(crate::unity_engine::vector3::Vector3, crate::unity_engine::forcemode::ForceMode) overload
Sourcefn add_torque_2(self, torque: impl Into<Vector3>)
fn add_torque_2(self, torque: impl Into<Vector3>)
AddTorque(crate::unity_engine::vector3::Vector3) overload
Sourcefn add_torque_3(
self,
x: impl Into<f32>,
y: impl Into<f32>,
z: impl Into<f32>,
mode: impl Into<ForceMode>,
)
fn add_torque_3( self, x: impl Into<f32>, y: impl Into<f32>, z: impl Into<f32>, mode: impl Into<ForceMode>, )
AddTorque(f32, f32, f32, crate::unity_engine::forcemode::ForceMode) overload
Sourcefn add_torque_4(self, x: impl Into<f32>, y: impl Into<f32>, z: impl Into<f32>)
fn add_torque_4(self, x: impl Into<f32>, y: impl Into<f32>, z: impl Into<f32>)
AddTorque(f32, f32, f32) overload
Sourcefn add_relative_torque(
self,
torque: impl Into<Vector3>,
mode: impl Into<ForceMode>,
)
fn add_relative_torque( self, torque: impl Into<Vector3>, mode: impl Into<ForceMode>, )
AddRelativeTorque(crate::unity_engine::vector3::Vector3, crate::unity_engine::forcemode::ForceMode) overload
Sourcefn add_relative_torque_2(self, torque: impl Into<Vector3>)
fn add_relative_torque_2(self, torque: impl Into<Vector3>)
AddRelativeTorque(crate::unity_engine::vector3::Vector3) overload
Sourcefn add_relative_torque_3(
self,
x: impl Into<f32>,
y: impl Into<f32>,
z: impl Into<f32>,
mode: impl Into<ForceMode>,
)
fn add_relative_torque_3( self, x: impl Into<f32>, y: impl Into<f32>, z: impl Into<f32>, mode: impl Into<ForceMode>, )
AddRelativeTorque(f32, f32, f32, crate::unity_engine::forcemode::ForceMode) overload
Sourcefn add_relative_torque_4(
self,
x: impl Into<f32>,
y: impl Into<f32>,
z: impl Into<f32>,
)
fn add_relative_torque_4( self, x: impl Into<f32>, y: impl Into<f32>, z: impl Into<f32>, )
AddRelativeTorque(f32, f32, f32) overload
Sourcefn add_force_at_position(
self,
force: impl Into<Vector3>,
position: impl Into<Vector3>,
mode: impl Into<ForceMode>,
)
fn add_force_at_position( self, force: impl Into<Vector3>, position: impl Into<Vector3>, mode: impl Into<ForceMode>, )
AddForceAtPosition(crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3, crate::unity_engine::forcemode::ForceMode) overload
Sourcefn add_force_at_position_2(
self,
force: impl Into<Vector3>,
position: impl Into<Vector3>,
)
fn add_force_at_position_2( self, force: impl Into<Vector3>, position: impl Into<Vector3>, )
AddForceAtPosition(crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3) overload
Sourcefn add_explosion_force(
self,
explosion_force: impl Into<f32>,
explosion_position: impl Into<Vector3>,
explosion_radius: impl Into<f32>,
upwards_modifier: impl Into<f32>,
mode: impl Into<ForceMode>,
)
fn add_explosion_force( self, explosion_force: impl Into<f32>, explosion_position: impl Into<Vector3>, explosion_radius: impl Into<f32>, upwards_modifier: impl Into<f32>, mode: impl Into<ForceMode>, )
AddExplosionForce(f32, crate::unity_engine::vector3::Vector3, f32, f32, crate::unity_engine::forcemode::ForceMode) overload
Sourcefn add_explosion_force_2(
self,
explosion_force: impl Into<f32>,
explosion_position: impl Into<Vector3>,
explosion_radius: impl Into<f32>,
upwards_modifier: impl Into<f32>,
)
fn add_explosion_force_2( self, explosion_force: impl Into<f32>, explosion_position: impl Into<Vector3>, explosion_radius: impl Into<f32>, upwards_modifier: impl Into<f32>, )
AddExplosionForce(f32, crate::unity_engine::vector3::Vector3, f32, f32) overload
Sourcefn add_explosion_force_3(
self,
explosion_force: impl Into<f32>,
explosion_position: impl Into<Vector3>,
explosion_radius: impl Into<f32>,
)
fn add_explosion_force_3( self, explosion_force: impl Into<f32>, explosion_position: impl Into<Vector3>, explosion_radius: impl Into<f32>, )
AddExplosionForce(f32, crate::unity_engine::vector3::Vector3, f32) overload
Sourcefn internal_closest_point_on_bounds(
self,
point: impl Into<Vector3>,
) -> (Vector3, f32)
fn internal_closest_point_on_bounds( self, point: impl Into<Vector3>, ) -> (Vector3, f32)
Internal_ClosestPointOnBounds(crate::unity_engine::vector3::Vector3, *mutcrate::unity_engine::vector3::Vector3, *mutf32) overload
Sourcefn closest_point_on_bounds(self, position: impl Into<Vector3>) -> Vector3
fn closest_point_on_bounds(self, position: impl Into<Vector3>) -> Vector3
ClosestPointOnBounds(crate::unity_engine::vector3::Vector3) overload
Sourcefn sweep_test(
self,
direction: impl Into<Vector3>,
max_distance: impl Into<f32>,
query_trigger_interaction: impl Into<QueryTriggerInteraction>,
) -> (RaycastHit, bool)
fn sweep_test( self, direction: impl Into<Vector3>, max_distance: impl Into<f32>, query_trigger_interaction: impl Into<QueryTriggerInteraction>, ) -> (RaycastHit, bool)
SweepTest(crate::unity_engine::vector3::Vector3, f32, crate::unity_engine::querytriggerinteraction::QueryTriggerInteraction, *mutbool) overload
Sourcefn sweep_test_2(
self,
direction: impl Into<Vector3>,
max_distance: impl Into<f32>,
query_trigger_interaction: impl Into<QueryTriggerInteraction>,
) -> (bool, RaycastHit)
fn sweep_test_2( self, direction: impl Into<Vector3>, max_distance: impl Into<f32>, query_trigger_interaction: impl Into<QueryTriggerInteraction>, ) -> (bool, RaycastHit)
SweepTest(crate::unity_engine::vector3::Vector3, *mutcrate::unity_engine::raycasthit::RaycastHit, f32, crate::unity_engine::querytriggerinteraction::QueryTriggerInteraction) overload
Sourcefn sweep_test_3(
self,
direction: impl Into<Vector3>,
max_distance: impl Into<f32>,
) -> (bool, RaycastHit)
fn sweep_test_3( self, direction: impl Into<Vector3>, max_distance: impl Into<f32>, ) -> (bool, RaycastHit)
SweepTest(crate::unity_engine::vector3::Vector3, *mutcrate::unity_engine::raycasthit::RaycastHit, f32) overload
Sourcefn sweep_test_4(self, direction: impl Into<Vector3>) -> (bool, RaycastHit)
fn sweep_test_4(self, direction: impl Into<Vector3>) -> (bool, RaycastHit)
SweepTest(crate::unity_engine::vector3::Vector3, *mutcrate::unity_engine::raycasthit::RaycastHit) overload
Sourcefn internal_sweep_test_all(
self,
direction: impl Into<Vector3>,
max_distance: impl Into<f32>,
query_trigger_interaction: impl Into<QueryTriggerInteraction>,
) -> Array<RaycastHit>
fn internal_sweep_test_all( self, direction: impl Into<Vector3>, max_distance: impl Into<f32>, query_trigger_interaction: impl Into<QueryTriggerInteraction>, ) -> Array<RaycastHit>
Internal_SweepTestAll(crate::unity_engine::vector3::Vector3, f32, crate::unity_engine::querytriggerinteraction::QueryTriggerInteraction) overload
Sourcefn sweep_test_all(
self,
direction: impl Into<Vector3>,
max_distance: impl Into<f32>,
query_trigger_interaction: impl Into<QueryTriggerInteraction>,
) -> Array<RaycastHit>
fn sweep_test_all( self, direction: impl Into<Vector3>, max_distance: impl Into<f32>, query_trigger_interaction: impl Into<QueryTriggerInteraction>, ) -> Array<RaycastHit>
SweepTestAll(crate::unity_engine::vector3::Vector3, f32, crate::unity_engine::querytriggerinteraction::QueryTriggerInteraction) overload
Sourcefn sweep_test_all_2(
self,
direction: impl Into<Vector3>,
max_distance: impl Into<f32>,
) -> Array<RaycastHit>
fn sweep_test_all_2( self, direction: impl Into<Vector3>, max_distance: impl Into<f32>, ) -> Array<RaycastHit>
SweepTestAll(crate::unity_engine::vector3::Vector3, f32) overload
Sourcefn sweep_test_all_3(self, direction: impl Into<Vector3>) -> Array<RaycastHit>
fn sweep_test_all_3(self, direction: impl Into<Vector3>) -> Array<RaycastHit>
SweepTestAll(crate::unity_engine::vector3::Vector3) overload
Sourcefn get_velocity_injected(self) -> Vector3
fn get_velocity_injected(self) -> Vector3
get_velocity_Injected(*mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn set_velocity_injected(self) -> Vector3
fn set_velocity_injected(self) -> Vector3
set_velocity_Injected(*mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn get_angular_velocity_injected(self) -> Vector3
fn get_angular_velocity_injected(self) -> Vector3
get_angularVelocity_Injected(*mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn set_angular_velocity_injected(self) -> Vector3
fn set_angular_velocity_injected(self) -> Vector3
set_angularVelocity_Injected(*mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn get_center_of_mass_injected(self) -> Vector3
fn get_center_of_mass_injected(self) -> Vector3
get_centerOfMass_Injected(*mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn set_center_of_mass_injected(self) -> Vector3
fn set_center_of_mass_injected(self) -> Vector3
set_centerOfMass_Injected(*mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn get_world_center_of_mass_injected(self) -> Vector3
fn get_world_center_of_mass_injected(self) -> Vector3
get_worldCenterOfMass_Injected(*mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn get_inertia_tensor_rotation_injected(self) -> Quaternion
fn get_inertia_tensor_rotation_injected(self) -> Quaternion
get_inertiaTensorRotation_Injected(*mutcrate::unity_engine::quaternion::Quaternion) overload
Sourcefn set_inertia_tensor_rotation_injected(self) -> Quaternion
fn set_inertia_tensor_rotation_injected(self) -> Quaternion
set_inertiaTensorRotation_Injected(*mutcrate::unity_engine::quaternion::Quaternion) overload
Sourcefn get_inertia_tensor_injected(self) -> Vector3
fn get_inertia_tensor_injected(self) -> Vector3
get_inertiaTensor_Injected(*mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn set_inertia_tensor_injected(self) -> Vector3
fn set_inertia_tensor_injected(self) -> Vector3
set_inertiaTensor_Injected(*mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn get_position_injected(self) -> Vector3
fn get_position_injected(self) -> Vector3
get_position_Injected(*mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn set_position_injected(self) -> Vector3
fn set_position_injected(self) -> Vector3
set_position_Injected(*mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn get_rotation_injected(self) -> Quaternion
fn get_rotation_injected(self) -> Quaternion
get_rotation_Injected(*mutcrate::unity_engine::quaternion::Quaternion) overload
Sourcefn set_rotation_injected(self) -> Quaternion
fn set_rotation_injected(self) -> Quaternion
set_rotation_Injected(*mutcrate::unity_engine::quaternion::Quaternion) overload
Sourcefn move_position_injected(self) -> Vector3
fn move_position_injected(self) -> Vector3
MovePosition_Injected(*mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn move_rotation_injected(self) -> Quaternion
fn move_rotation_injected(self) -> Quaternion
MoveRotation_Injected(*mutcrate::unity_engine::quaternion::Quaternion) overload
Sourcefn get_relative_point_velocity_injected(self) -> (Vector3, Vector3)
fn get_relative_point_velocity_injected(self) -> (Vector3, Vector3)
GetRelativePointVelocity_Injected(*mutcrate::unity_engine::vector3::Vector3, *mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn get_point_velocity_injected(self) -> (Vector3, Vector3)
fn get_point_velocity_injected(self) -> (Vector3, Vector3)
GetPointVelocity_Injected(*mutcrate::unity_engine::vector3::Vector3, *mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn add_force_injected(self, mode: impl Into<ForceMode>) -> Vector3
fn add_force_injected(self, mode: impl Into<ForceMode>) -> Vector3
AddForce_Injected(*mutcrate::unity_engine::vector3::Vector3, crate::unity_engine::forcemode::ForceMode) overload
Sourcefn add_relative_force_injected(self, mode: impl Into<ForceMode>) -> Vector3
fn add_relative_force_injected(self, mode: impl Into<ForceMode>) -> Vector3
AddRelativeForce_Injected(*mutcrate::unity_engine::vector3::Vector3, crate::unity_engine::forcemode::ForceMode) overload
Sourcefn add_torque_injected(self, mode: impl Into<ForceMode>) -> Vector3
fn add_torque_injected(self, mode: impl Into<ForceMode>) -> Vector3
AddTorque_Injected(*mutcrate::unity_engine::vector3::Vector3, crate::unity_engine::forcemode::ForceMode) overload
Sourcefn add_relative_torque_injected(self, mode: impl Into<ForceMode>) -> Vector3
fn add_relative_torque_injected(self, mode: impl Into<ForceMode>) -> Vector3
AddRelativeTorque_Injected(*mutcrate::unity_engine::vector3::Vector3, crate::unity_engine::forcemode::ForceMode) overload
Sourcefn add_force_at_position_injected(
self,
mode: impl Into<ForceMode>,
) -> (Vector3, Vector3)
fn add_force_at_position_injected( self, mode: impl Into<ForceMode>, ) -> (Vector3, Vector3)
AddForceAtPosition_Injected(*mutcrate::unity_engine::vector3::Vector3, *mutcrate::unity_engine::vector3::Vector3, crate::unity_engine::forcemode::ForceMode) overload
Sourcefn add_explosion_force_injected(
self,
explosion_force: impl Into<f32>,
explosion_radius: impl Into<f32>,
upwards_modifier: impl Into<f32>,
mode: impl Into<ForceMode>,
) -> Vector3
fn add_explosion_force_injected( self, explosion_force: impl Into<f32>, explosion_radius: impl Into<f32>, upwards_modifier: impl Into<f32>, mode: impl Into<ForceMode>, ) -> Vector3
AddExplosionForce_Injected(f32, *mutcrate::unity_engine::vector3::Vector3, f32, f32, crate::unity_engine::forcemode::ForceMode) overload
Sourcefn internal_closest_point_on_bounds_injected(self) -> (Vector3, Vector3, f32)
fn internal_closest_point_on_bounds_injected(self) -> (Vector3, Vector3, f32)
Internal_ClosestPointOnBounds_Injected(*mutcrate::unity_engine::vector3::Vector3, *mutcrate::unity_engine::vector3::Vector3, *mutf32) overload
Sourcefn sweep_test_injected(
self,
max_distance: impl Into<f32>,
query_trigger_interaction: impl Into<QueryTriggerInteraction>,
) -> (Vector3, bool, RaycastHit)
fn sweep_test_injected( self, max_distance: impl Into<f32>, query_trigger_interaction: impl Into<QueryTriggerInteraction>, ) -> (Vector3, bool, RaycastHit)
SweepTest_Injected(*mutcrate::unity_engine::vector3::Vector3, f32, crate::unity_engine::querytriggerinteraction::QueryTriggerInteraction, *mutbool, *mutcrate::unity_engine::raycasthit::RaycastHit) overload
Sourcefn internal_sweep_test_all_injected(
self,
max_distance: impl Into<f32>,
query_trigger_interaction: impl Into<QueryTriggerInteraction>,
) -> (Array<RaycastHit>, Vector3)
fn internal_sweep_test_all_injected( self, max_distance: impl Into<f32>, query_trigger_interaction: impl Into<QueryTriggerInteraction>, ) -> (Array<RaycastHit>, Vector3)
Internal_SweepTestAll_Injected(*mutcrate::unity_engine::vector3::Vector3, f32, crate::unity_engine::querytriggerinteraction::QueryTriggerInteraction) overload
Dyn Compatibility§
This trait is not dyn compatible.
In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.
Implementors§
impl<__T: IRigidbody> IRigidbodyMethods for __T
unity_engine-rigidbody only.