pub struct PhysicsWorld { /* private fields */ }Implementations§
Source§impl PhysicsWorld
impl PhysicsWorld
pub fn new(gravity_x: f32, gravity_y: f32) -> Self
Sourcepub fn step(&mut self, dt: f32)
pub fn step(&mut self, dt: f32)
Fixed-timestep physics step. Accumulates dt and runs sub-steps as needed.
pub fn add_body( &mut self, body_type: BodyType, shape: Shape, x: f32, y: f32, mass: f32, material: Material, layer: u16, mask: u16, ) -> BodyId
pub fn remove_body(&mut self, id: BodyId)
pub fn get_body(&self, id: BodyId) -> Option<&RigidBody>
pub fn get_body_mut(&mut self, id: BodyId) -> Option<&mut RigidBody>
pub fn set_velocity(&mut self, id: BodyId, vx: f32, vy: f32)
pub fn set_angular_velocity(&mut self, id: BodyId, av: f32)
pub fn apply_force(&mut self, id: BodyId, fx: f32, fy: f32)
pub fn apply_impulse(&mut self, id: BodyId, ix: f32, iy: f32)
pub fn set_position(&mut self, id: BodyId, x: f32, y: f32)
pub fn set_collision_layers(&mut self, id: BodyId, layer: u16, mask: u16)
pub fn add_constraint(&mut self, constraint: Constraint) -> ConstraintId
pub fn remove_constraint(&mut self, id: ConstraintId)
pub fn query_aabb( &self, min_x: f32, min_y: f32, max_x: f32, max_y: f32, ) -> Vec<BodyId> ⓘ
pub fn raycast( &self, ox: f32, oy: f32, dx: f32, dy: f32, max_dist: f32, ) -> Option<(BodyId, f32, f32, f32)>
pub fn get_contacts(&self) -> &[Contact]
Sourcepub fn all_bodies(&self) -> Vec<&RigidBody>
pub fn all_bodies(&self) -> Vec<&RigidBody>
Return all active (non-None) bodies.
Sourcepub fn body_count(&self) -> usize
pub fn body_count(&self) -> usize
Return the number of active bodies.
Auto Trait Implementations§
impl Freeze for PhysicsWorld
impl RefUnwindSafe for PhysicsWorld
impl Send for PhysicsWorld
impl Sync for PhysicsWorld
impl Unpin for PhysicsWorld
impl UnwindSafe for PhysicsWorld
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