Struct nphysics2d::world::World [] [src]

pub struct World<N: Real> { /* fields omitted */ }

The physical world.

This is the main structure of the physics engine.

Methods

impl<N: Real> World<N>
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Creates a new physics world.

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Updates the physics world.

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Adds a rigid body to the physics world.

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Adds a sensor to the physics world.

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Remove a rigid body from the physics world.

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Remove a sensor from the physics world.

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Gets a mutable reference to the force generator.

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Gets a mutable reference to the position and orientation integrator.

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Gets a mutable reference to the CCD manager.

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Gets a mutable reference to the joint manager.

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Gets a mutable reference to the constraint solver.

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Gets the underlying collision world.

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Sets the linear acceleration afecting every dynamic rigid body.

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Gets the linear acceleration afecting every dynamic rigid body.

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Adds continuous collision detection to the given rigid body.

Set trigger_sensor to true if the rigid body should active the sensors that would have been missed without CCD enabled.

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Adds a ball-in-socket joint to the world.

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Removes a ball-in-socket joint from the world.

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Adds a fixed joint to the world.

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Removes a fixed joint from the world.

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Collects every constraincts detected since the last update.

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An iterator visiting all rigid bodies on this world.

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An iterator visiting all sensors on this world.

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Adds a filter that tells if a potential collision pair should be ignored or not.

The proximity filter returns false for a given pair of collision objects if they should be ignored by the narrow phase. Keep in mind that modifying the proximity filter will have a non-trivial overhead during the next update as it will force re-detection of all collision pairs.

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Removes the pair filter named name.

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Registers a handler for contact start/stop events.

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Unregisters a handler for contact start/stop events.

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Registers a handler for proximity status change events.

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Unregisters a handler for proximity status change events.