pub struct RapierPhysicsPlugin<PhysicsHooks = ()> { /* private fields */ }
Expand description

A plugin responsible for setting up a full Rapier physics simulation pipeline and resources.

This will automatically setup all the resources needed to run a physics simulation with the Rapier physics engine.

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impl<PhysicsHooks> RapierPhysicsPlugin<PhysicsHooks>
where PhysicsHooks: 'static + BevyPhysicsHooks, for<'w, 's> SystemParamItem<'w, 's, PhysicsHooks>: BevyPhysicsHooks,

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pub fn with_physics_scale(self, physics_scale: f32) -> Self

Specifies a scale ratio between the physics world and the bevy transforms.

This affects the size of every elements in the physics engine, by multiplying all the length-related quantities by the physics_scale factor. This should likely always be 1.0 in 3D. In 2D, this is useful to specify a “pixels-per-meter” conversion ratio.

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pub fn with_default_system_setup(self, default_system_setup: bool) -> Self

Specifies whether the plugin should setup each of its [PhysicsStages] (true), or if the user will set them up later (false).

The default value is true.

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pub fn pixels_per_meter(pixels_per_meter: f32) -> Self

Specifies how many pixels on the 2D canvas equal one meter on the physics world.

This conversion unit assumes that the 2D camera uses an unscaled projection.

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pub fn in_fixed_schedule(self) -> Self

Adds the physics systems to the FixedUpdate schedule rather than PostUpdate.

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pub fn in_schedule(self, schedule: impl ScheduleLabel) -> Self

Adds the physics systems to the provided schedule rather than PostUpdate.

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pub fn get_systems(set: PhysicsSet) -> SystemConfigs

Provided for use when staging systems outside of this plugin using with_system_setup(false). See PhysicsSet for a description of these systems.

Trait Implementations§

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impl<PhysicsHooksSystemParam> Default for RapierPhysicsPlugin<PhysicsHooksSystemParam>

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl<PhysicsHooks> Plugin for RapierPhysicsPlugin<PhysicsHooks>
where PhysicsHooks: 'static + BevyPhysicsHooks, for<'w, 's> SystemParamItem<'w, 's, PhysicsHooks>: BevyPhysicsHooks,

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fn build(&self, app: &mut App)

Configures the [App] to which this plugin is added.
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fn ready(&self, _app: &App) -> bool

Has the plugin finished its setup? This can be useful for plugins that need something asynchronous to happen before they can finish their setup, like the initialization of a renderer. Once the plugin is ready, finish should be called.
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fn finish(&self, _app: &mut App)

Finish adding this plugin to the [App], once all plugins registered are ready. This can be useful for plugins that depends on another plugin asynchronous setup, like the renderer.
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fn cleanup(&self, _app: &mut App)

Runs after all plugins are built and finished, but before the app schedule is executed. This can be useful if you have some resource that other plugins need during their build step, but after build you want to remove it and send it to another thread.
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fn name(&self) -> &str

Configures a name for the [Plugin] which is primarily used for checking plugin uniqueness and debugging.
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fn is_unique(&self) -> bool

If the plugin can be meaningfully instantiated several times in an [App], override this method to return false.

Auto Trait Implementations§

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impl<PhysicsHooks = ()> !RefUnwindSafe for RapierPhysicsPlugin<PhysicsHooks>

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impl<PhysicsHooks> Send for RapierPhysicsPlugin<PhysicsHooks>
where PhysicsHooks: Send,

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impl<PhysicsHooks> Sync for RapierPhysicsPlugin<PhysicsHooks>
where PhysicsHooks: Sync,

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impl<PhysicsHooks> Unpin for RapierPhysicsPlugin<PhysicsHooks>
where PhysicsHooks: Unpin,

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impl<PhysicsHooks = ()> !UnwindSafe for RapierPhysicsPlugin<PhysicsHooks>

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U

Return the T [ShaderType] for self. When used in [AsBindGroup] derives, it is safe to assume that all images in self exist.
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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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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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fn downcast(&self) -> &T

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Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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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> FromWorld for T
where T: Default,

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fn from_world(_world: &mut World) -> T

Creates Self using data from the given [World].
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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided [Span], returning an Instrumented wrapper. Read more
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Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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Calls U::from(self).

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

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const ALIGN: usize = _

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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Dereferences the given pointer. Read more
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Use with care! Same as self.to_subset but without any property checks. Always succeeds.
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