Module rapier2d::pipeline

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Expand description

Structure for combining the various physics components to perform an actual simulation.

Structs§

  • Flags affecting the events generated for this collider.
  • Flags affecting the behavior of the constraints solver for a given contact manifold.
  • A collision event handler that collects events into a crossbeam channel.
  • The collision pipeline, responsible for performing collision detection between colliders.
  • Context given to custom contact modifiers to modify the contacts seen by the constraints solver.
  • Flags indicating what part of the physics engine should be rendered by the debug-renderer.
  • Pipeline responsible for rendering the state of the physics engine for debugging purpose.
  • Style used for computing colors when rendering the scene.
  • Context given to custom collision filters to filter-out collisions.
  • The physics pipeline, responsible for stepping the whole physics simulation.
  • A filter tha describes what collider should be included or excluded from a scene query.
  • Flags for excluding whole sets of colliders from a scene query.
  • A pipeline for performing queries on all the colliders of a scene.

Enums§

  • The object currently being rendered by the debug-renderer.
  • Indicates how the colliders position should be taken into account when updating the query pipeline.

Traits§

  • Trait implemented by graphics backends responsible for rendering the physics scene.
  • Trait implemented by structures responsible for handling events generated by the physics engine.
  • User-defined functions called by the physics engines during one timestep in order to customize its behavior.

Type Aliases§