Struct nphysics3d::object::Ground [−][src]
Expand description
A singleton representing the ground.
Most of its methods are useless but provided anyway to be similar to the other bodies.
Implementations
Trait Implementations
Whether this body is affected by gravity.
Enable or disable gravity for this body.
Updates the kinematics, e.g., positions and jacobians, of this body.
Update the dynamics property of this body.
Update the acceleration of this body given the forces it is subject to and the gravity.
Reset the timestep-specific dynamic information of this body.
Clear all the update flags of this body.
The flags tracking what modifications were applied to a body.
Applies a generalized displacement to this body.
The status of this body.
Set the status of this body.
Information regarding activation and deactivation (sleeping) of this body.
Whether or not the status of this body is dynamic.
Whether or not the status of this body is kinematic.
If this is a deformable body, returns its deformed positions.
If this is a deformable body, returns a mutable reference to its deformed positions.
The generalized accelerations at each degree of freedom of this body.
The generalized velocities of this body.
The companion ID of this body.
Set the companion ID of this body (may be reinitialized by nphysics).
The mutable generalized velocities of this body.
Gets the velocity of the given point of this body.
Integrate the position of this body.
Force the activation of this body with the given level of energy.
Put this body to sleep.
Sets the energy bellow which this body is put to sleep. Read more
Transform the given point expressed in material coordinates to world-space.
Transform the given point expressed in material coordinates to world-space.
Transform the given point expressed in material coordinates to world-space.
fn fill_constraint_geometry(
&self,
_: &dyn BodyPart<N>,
_: usize,
_: &Point<N>,
_: &ForceDirection<N>,
_: usize,
_: usize,
_: &mut [N],
_: &mut N,
_: Option<&DVectorSlice<'_, N>>,
_: Option<&mut N>
)
fn fill_constraint_geometry(
&self,
_: &dyn BodyPart<N>,
_: usize,
_: &Point<N>,
_: &ForceDirection<N>,
_: usize,
_: usize,
_: &mut [N],
_: &mut N,
_: Option<&DVectorSlice<'_, N>>,
_: Option<&mut N>
)
Fills all the jacobians (and the jacobians multiplied by the inverse augmented mass matrix) for a
constraint applying a force at the point center
(relative to the body part’s center of mass) and
the direction dir
. Read more
Returns true
if this bodies contains internal constraints that need to be solved.
fn setup_internal_velocity_constraints(
&mut self,
_: &DVectorSlice<'_, N>,
_: &IntegrationParameters<N>
)
fn setup_internal_velocity_constraints(
&mut self,
_: &DVectorSlice<'_, N>,
_: &IntegrationParameters<N>
)
Initializes the internal velocity constraints of a body.
For warmstarting the solver, modifies the delta velocity applied by the internal constraints of this body.
Execute one step for the iterative resolution of this body’s internal velocity constraints.
Execute one step for the iterative resolution of this body’s internal position constraints.
Apply a force at the center of mass of a part of this body.
Apply a local force at the center of mass of a part of this body.
Apply a force at a given point of a part of this body.
Apply a local force at a given point of a part of this body.
Apply a force at a given local point of a part of this body.
Apply a local force at a given local point of a part of this body.
Update whether this body needs to be waken up after a user-interaction.
fn add_local_inertia_and_com(
&mut self,
_part_index: usize,
_com: Point<N>,
_inertia: Inertia<N>
)
fn add_local_inertia_and_com(
&mut self,
_part_index: usize,
_com: Point<N>,
_inertia: Inertia<N>
)
Add the given inertia to the local inertia of this body part.
The number of degrees of freedom (DOF) of this body, taking its status into account. Read more
The velocity of the specified body part, taking this body status into account. Read more
The center of mass of this body part.
The local center of mass of this body part.
If CCD is enabled, this is the last position known to be tunnelling-free.
The local-space inertia of this body part.
Auto Trait Implementations
impl<N> RefUnwindSafe for Ground<N> where
N: RefUnwindSafe,
impl<N> UnwindSafe for Ground<N> where
N: UnwindSafe,
Blanket Implementations
Mutably borrows from an owned value. Read more
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
. Read more
Convert Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
. Read more
Convert &Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s. Read more
Convert &mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’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.
The inclusion map: converts self
to the equivalent element of its superset.