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IRigidbodyMethods

Trait IRigidbodyMethods 

Source
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§

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fn get_velocity(self) -> Vector3

get_velocity() overload

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fn set_velocity(self, value: impl Into<Vector3>)

set_velocity(crate::unity_engine::vector3::Vector3) overload

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fn get_angular_velocity(self) -> Vector3

get_angularVelocity() overload

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fn set_angular_velocity(self, value: impl Into<Vector3>)

set_angularVelocity(crate::unity_engine::vector3::Vector3) overload

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fn get_drag(self) -> f32

get_drag() overload

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fn set_drag(self, value: impl Into<f32>)

set_drag(f32) overload

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fn get_angular_drag(self) -> f32

get_angularDrag() overload

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fn set_angular_drag(self, value: impl Into<f32>)

set_angularDrag(f32) overload

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fn get_mass(self) -> f32

get_mass() overload

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fn set_mass(self, value: impl Into<f32>)

set_mass(f32) overload

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fn set_density(self, density: impl Into<f32>)

SetDensity(f32) overload

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fn get_use_gravity(self) -> bool

get_useGravity() overload

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fn set_use_gravity(self, value: impl Into<bool>)

set_useGravity(bool) overload

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fn get_max_depenetration_velocity(self) -> f32

get_maxDepenetrationVelocity() overload

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fn set_max_depenetration_velocity(self, value: impl Into<f32>)

set_maxDepenetrationVelocity(f32) overload

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fn get_is_kinematic(self) -> bool

get_isKinematic() overload

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fn set_is_kinematic(self, value: impl Into<bool>)

set_isKinematic(bool) overload

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fn get_freeze_rotation(self) -> bool

get_freezeRotation() overload

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fn set_freeze_rotation(self, value: impl Into<bool>)

set_freezeRotation(bool) overload

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fn get_constraints(self) -> RigidbodyConstraints

get_constraints() overload

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fn set_constraints(self, value: impl Into<RigidbodyConstraints>)

set_constraints(crate::unity_engine::rigidbodyconstraints::RigidbodyConstraints) overload

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fn get_collision_detection_mode(self) -> CollisionDetectionMode

get_collisionDetectionMode() overload

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fn set_collision_detection_mode(self, value: impl Into<CollisionDetectionMode>)

set_collisionDetectionMode(crate::unity_engine::collisiondetectionmode::CollisionDetectionMode) overload

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fn get_center_of_mass(self) -> Vector3

get_centerOfMass() overload

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fn set_center_of_mass(self, value: impl Into<Vector3>)

set_centerOfMass(crate::unity_engine::vector3::Vector3) overload

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fn get_world_center_of_mass(self) -> Vector3

get_worldCenterOfMass() overload

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fn get_inertia_tensor_rotation(self) -> Quaternion

get_inertiaTensorRotation() overload

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fn set_inertia_tensor_rotation(self, value: impl Into<Quaternion>)

set_inertiaTensorRotation(crate::unity_engine::quaternion::Quaternion) overload

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fn get_inertia_tensor(self) -> Vector3

get_inertiaTensor() overload

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fn set_inertia_tensor(self, value: impl Into<Vector3>)

set_inertiaTensor(crate::unity_engine::vector3::Vector3) overload

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fn get_detect_collisions(self) -> bool

get_detectCollisions() overload

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fn set_detect_collisions(self, value: impl Into<bool>)

set_detectCollisions(bool) overload

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fn get_position(self) -> Vector3

get_position() overload

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fn set_position(self, value: impl Into<Vector3>)

set_position(crate::unity_engine::vector3::Vector3) overload

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fn get_rotation(self) -> Quaternion

get_rotation() overload

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fn set_rotation(self, value: impl Into<Quaternion>)

set_rotation(crate::unity_engine::quaternion::Quaternion) overload

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fn get_interpolation(self) -> RigidbodyInterpolation

get_interpolation() overload

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fn set_interpolation(self, value: impl Into<RigidbodyInterpolation>)

set_interpolation(crate::unity_engine::rigidbodyinterpolation::RigidbodyInterpolation) overload

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fn get_solver_iterations(self) -> i32

get_solverIterations() overload

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fn set_solver_iterations(self, value: impl Into<i32>)

set_solverIterations(i32) overload

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fn get_sleep_threshold(self) -> f32

get_sleepThreshold() overload

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fn set_sleep_threshold(self, value: impl Into<f32>)

set_sleepThreshold(f32) overload

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fn get_max_angular_velocity(self) -> f32

get_maxAngularVelocity() overload

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fn set_max_angular_velocity(self, value: impl Into<f32>)

set_maxAngularVelocity(f32) overload

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fn move_position(self, position: impl Into<Vector3>)

MovePosition(crate::unity_engine::vector3::Vector3) overload

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fn move_rotation(self, rot: impl Into<Quaternion>)

MoveRotation(crate::unity_engine::quaternion::Quaternion) overload

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fn sleep(self)

Sleep() overload

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fn is_sleeping(self) -> bool

IsSleeping() overload

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fn wake_up(self)

WakeUp() overload

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fn reset_center_of_mass(self)

ResetCenterOfMass() overload

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fn reset_inertia_tensor(self)

ResetInertiaTensor() overload

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fn get_relative_point_velocity( self, relative_point: impl Into<Vector3>, ) -> Vector3

GetRelativePointVelocity(crate::unity_engine::vector3::Vector3) overload

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fn get_point_velocity(self, world_point: impl Into<Vector3>) -> Vector3

GetPointVelocity(crate::unity_engine::vector3::Vector3) overload

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fn get_solver_velocity_iterations(self) -> i32

get_solverVelocityIterations() overload

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fn set_solver_velocity_iterations(self, value: impl Into<i32>)

set_solverVelocityIterations(i32) overload

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fn get_sleep_velocity(self) -> f32

get_sleepVelocity() overload

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fn set_sleep_velocity(self, value: impl Into<f32>)

set_sleepVelocity(f32) overload

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fn get_sleep_angular_velocity(self) -> f32

get_sleepAngularVelocity() overload

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fn set_sleep_angular_velocity(self, value: impl Into<f32>)

set_sleepAngularVelocity(f32) overload

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fn get_use_cone_friction(self) -> bool

get_useConeFriction() overload

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fn set_use_cone_friction(self, value: impl Into<bool>)

set_useConeFriction(bool) overload

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fn get_solver_iteration_count(self) -> i32

get_solverIterationCount() overload

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fn set_solver_iteration_count(self, value: impl Into<i32>)

set_solverIterationCount(i32) overload

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fn get_solver_velocity_iteration_count(self) -> i32

get_solverVelocityIterationCount() overload

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fn set_solver_velocity_iteration_count(self, value: impl Into<i32>)

set_solverVelocityIterationCount(i32) overload

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fn add_force(self, force: impl Into<Vector3>, mode: impl Into<ForceMode>)

AddForce(crate::unity_engine::vector3::Vector3, crate::unity_engine::forcemode::ForceMode) overload

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fn add_force_2(self, force: impl Into<Vector3>)

AddForce(crate::unity_engine::vector3::Vector3) overload

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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

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fn add_force_4(self, x: impl Into<f32>, y: impl Into<f32>, z: impl Into<f32>)

AddForce(f32, f32, f32) overload

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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

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fn add_relative_force_2(self, force: impl Into<Vector3>)

AddRelativeForce(crate::unity_engine::vector3::Vector3) overload

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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

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fn add_relative_force_4( self, x: impl Into<f32>, y: impl Into<f32>, z: impl Into<f32>, )

AddRelativeForce(f32, f32, f32) overload

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fn add_torque(self, torque: impl Into<Vector3>, mode: impl Into<ForceMode>)

AddTorque(crate::unity_engine::vector3::Vector3, crate::unity_engine::forcemode::ForceMode) overload

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fn add_torque_2(self, torque: impl Into<Vector3>)

AddTorque(crate::unity_engine::vector3::Vector3) overload

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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

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fn add_torque_4(self, x: impl Into<f32>, y: impl Into<f32>, z: impl Into<f32>)

AddTorque(f32, f32, f32) overload

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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

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fn add_relative_torque_2(self, torque: impl Into<Vector3>)

AddRelativeTorque(crate::unity_engine::vector3::Vector3) overload

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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

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fn add_relative_torque_4( self, x: impl Into<f32>, y: impl Into<f32>, z: impl Into<f32>, )

AddRelativeTorque(f32, f32, f32) overload

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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

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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

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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

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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

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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

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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

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fn closest_point_on_bounds(self, position: impl Into<Vector3>) -> Vector3

ClosestPointOnBounds(crate::unity_engine::vector3::Vector3) overload

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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

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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

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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

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fn sweep_test_4(self, direction: impl Into<Vector3>) -> (bool, RaycastHit)

SweepTest(crate::unity_engine::vector3::Vector3, *mutcrate::unity_engine::raycasthit::RaycastHit) overload

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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

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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

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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

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fn sweep_test_all_3(self, direction: impl Into<Vector3>) -> Array<RaycastHit>

SweepTestAll(crate::unity_engine::vector3::Vector3) overload

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fn ctor(self)

.ctor() overload

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fn get_velocity_injected(self) -> Vector3

get_velocity_Injected(*mutcrate::unity_engine::vector3::Vector3) overload

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fn set_velocity_injected(self) -> Vector3

set_velocity_Injected(*mutcrate::unity_engine::vector3::Vector3) overload

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fn get_angular_velocity_injected(self) -> Vector3

get_angularVelocity_Injected(*mutcrate::unity_engine::vector3::Vector3) overload

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fn set_angular_velocity_injected(self) -> Vector3

set_angularVelocity_Injected(*mutcrate::unity_engine::vector3::Vector3) overload

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fn get_center_of_mass_injected(self) -> Vector3

get_centerOfMass_Injected(*mutcrate::unity_engine::vector3::Vector3) overload

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fn set_center_of_mass_injected(self) -> Vector3

set_centerOfMass_Injected(*mutcrate::unity_engine::vector3::Vector3) overload

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fn get_world_center_of_mass_injected(self) -> Vector3

get_worldCenterOfMass_Injected(*mutcrate::unity_engine::vector3::Vector3) overload

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fn get_inertia_tensor_rotation_injected(self) -> Quaternion

get_inertiaTensorRotation_Injected(*mutcrate::unity_engine::quaternion::Quaternion) overload

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fn set_inertia_tensor_rotation_injected(self) -> Quaternion

set_inertiaTensorRotation_Injected(*mutcrate::unity_engine::quaternion::Quaternion) overload

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fn get_inertia_tensor_injected(self) -> Vector3

get_inertiaTensor_Injected(*mutcrate::unity_engine::vector3::Vector3) overload

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fn set_inertia_tensor_injected(self) -> Vector3

set_inertiaTensor_Injected(*mutcrate::unity_engine::vector3::Vector3) overload

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fn get_position_injected(self) -> Vector3

get_position_Injected(*mutcrate::unity_engine::vector3::Vector3) overload

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fn set_position_injected(self) -> Vector3

set_position_Injected(*mutcrate::unity_engine::vector3::Vector3) overload

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fn get_rotation_injected(self) -> Quaternion

get_rotation_Injected(*mutcrate::unity_engine::quaternion::Quaternion) overload

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fn set_rotation_injected(self) -> Quaternion

set_rotation_Injected(*mutcrate::unity_engine::quaternion::Quaternion) overload

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fn move_position_injected(self) -> Vector3

MovePosition_Injected(*mutcrate::unity_engine::vector3::Vector3) overload

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fn move_rotation_injected(self) -> Quaternion

MoveRotation_Injected(*mutcrate::unity_engine::quaternion::Quaternion) overload

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fn get_relative_point_velocity_injected(self) -> (Vector3, Vector3)

GetRelativePointVelocity_Injected(*mutcrate::unity_engine::vector3::Vector3, *mutcrate::unity_engine::vector3::Vector3) overload

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fn get_point_velocity_injected(self) -> (Vector3, Vector3)

GetPointVelocity_Injected(*mutcrate::unity_engine::vector3::Vector3, *mutcrate::unity_engine::vector3::Vector3) overload

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fn add_force_injected(self, mode: impl Into<ForceMode>) -> Vector3

AddForce_Injected(*mutcrate::unity_engine::vector3::Vector3, crate::unity_engine::forcemode::ForceMode) overload

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fn add_relative_force_injected(self, mode: impl Into<ForceMode>) -> Vector3

AddRelativeForce_Injected(*mutcrate::unity_engine::vector3::Vector3, crate::unity_engine::forcemode::ForceMode) overload

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fn add_torque_injected(self, mode: impl Into<ForceMode>) -> Vector3

AddTorque_Injected(*mutcrate::unity_engine::vector3::Vector3, crate::unity_engine::forcemode::ForceMode) overload

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fn add_relative_torque_injected(self, mode: impl Into<ForceMode>) -> Vector3

AddRelativeTorque_Injected(*mutcrate::unity_engine::vector3::Vector3, crate::unity_engine::forcemode::ForceMode) overload

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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

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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

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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

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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

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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§

Source§

impl<__T: IRigidbody> IRigidbodyMethods for __T

Available on crate feature unity_engine-rigidbody only.