Struct nphysics3d::joint::MouseConstraint [−][src]
pub struct MouseConstraint<N: RealField + Copy, Handle: BodyHandle> { /* fields omitted */ }
Expand description
A spring-like constraint to be used to drag a body part with the mouse.
Implementations
pub fn new(
b1: BodyPartHandle<Handle>,
b2: BodyPartHandle<Handle>,
anchor1: Point<N>,
anchor2: Point<N>,
limit: N
) -> Self
pub fn new(
b1: BodyPartHandle<Handle>,
b2: BodyPartHandle<Handle>,
anchor1: Point<N>,
anchor2: Point<N>,
limit: N
) -> Self
Initialize a mouse constraint between two bodies.getPartHandle
Typically, b1
will be the ground and the anchor the position of the mouse.
Both anchors are expressed in the local coordinate frames of the corresponding body parts.
Change the first anchor, expressed in the local space of the first body part.
Change the first anchor, expressed in the local space of the second body part.
Trait Implementations
impl<N: RealField + Copy, Handle: BodyHandle> JointConstraint<N, Handle> for MouseConstraint<N, Handle>
impl<N: RealField + Copy, Handle: BodyHandle> JointConstraint<N, Handle> for MouseConstraint<N, Handle>
The maximum number of velocity constraints generated by this joint.
The two body parts affected by this joint.
fn velocity_constraints(
&mut self,
parameters: &IntegrationParameters<N>,
bodies: &dyn BodySet<N, Handle = Handle>,
ext_vels: &DVector<N>,
ground_j_id: &mut usize,
j_id: &mut usize,
jacobians: &mut [N],
constraints: &mut LinearConstraints<N, usize>
)
fn velocity_constraints(
&mut self,
parameters: &IntegrationParameters<N>,
bodies: &dyn BodySet<N, Handle = Handle>,
ext_vels: &DVector<N>,
ground_j_id: &mut usize,
j_id: &mut usize,
jacobians: &mut [N],
constraints: &mut LinearConstraints<N, usize>
)
Initialize and retrieve all the constraints appied to the bodies attached to this joint.
Called after velocity constraint resolution, allows the joint to keep a cache of impulses generated for each constraint.
Return true
if the constraint is active. Read more
impl<N: RealField + Copy, Handle: BodyHandle> NonlinearConstraintGenerator<N, Handle> for MouseConstraint<N, Handle>
impl<N: RealField + Copy, Handle: BodyHandle> NonlinearConstraintGenerator<N, Handle> for MouseConstraint<N, Handle>
Maximum of non-linear position constraint this generator needs to output.
fn position_constraint(
&self,
_: &IntegrationParameters<N>,
_: usize,
_: &mut dyn BodySet<N, Handle = Handle>,
_: &mut [N]
) -> Option<GenericNonlinearConstraint<N, Handle>>
fn position_constraint(
&self,
_: &IntegrationParameters<N>,
_: usize,
_: &mut dyn BodySet<N, Handle = Handle>,
_: &mut [N]
) -> Option<GenericNonlinearConstraint<N, Handle>>
Generate the i
-th position constraint of this generator.
Auto Trait Implementations
impl<N, Handle> RefUnwindSafe for MouseConstraint<N, Handle> where
Handle: RefUnwindSafe,
N: RefUnwindSafe,
impl<N, Handle> Send for MouseConstraint<N, Handle>
impl<N, Handle> Sync for MouseConstraint<N, Handle>
impl<N, Handle> Unpin for MouseConstraint<N, Handle> where
Handle: Unpin,
N: Unpin,
impl<N, Handle> UnwindSafe for MouseConstraint<N, Handle> where
Handle: UnwindSafe,
N: UnwindSafe,
Blanket Implementations
Mutably borrows from an owned value. Read more
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(where Trait: Downcast
) to Rc<Any>
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Convert &Trait
(where Trait: Downcast
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. This is needed since Rust cannot
generate &Any
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(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
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’s. Read more
type Output = T
type Output = T
Should always be Self
The inverse inclusion map: attempts to construct self
from the equivalent element of its
superset. Read more
Checks if self
is actually part of its subset T
(and can be converted to it).
Use with care! Same as self.to_subset
but without any property checks. Always succeeds.
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to the equivalent element of its superset.