#[repr(C)]pub struct b3QueryFilter {
pub categoryBits: u64,
pub maskBits: u64,
pub id: u64,
pub name: *const c_char,
}Expand description
The query filter is used to filter collisions between queries and shapes. For example, you may want a ray-cast representing a projectile to hit players and the static environment but not debris.
Fields§
§categoryBits: u64The collision category bits of this query. Normally you would just set one bit.
maskBits: u64The collision mask bits. This states the shape categories that this query would accept for collision.
id: u64Optional id combined with @ref name to identify this query in a recording, e.g. an entity id. Need not be unique on its own. 0 with a null name means untagged. Ignored when not recording.
name: *const c_charOptional label combined with @ref id to identify this query, e.g. “bullet”. Need not be unique on its own. The recorder hashes (id, name) into one stable key the viewer tracks the query by, so the same id and name pair identifies the same query across frames. NULL means none. Ignored when not recording.
Trait Implementations§
Source§impl Clone for b3QueryFilter
impl Clone for b3QueryFilter
Source§fn clone(&self) -> b3QueryFilter
fn clone(&self) -> b3QueryFilter
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read more