Enum rubullet::GeometricVisualShape[][src]

pub enum GeometricVisualShape {
    Sphere {
        radius: f64,
    },
    Box {
        half_extents: Vector3<f64>,
    },
    Capsule {
        radius: f64,
        length: f64,
    },
    Cylinder {
        radius: f64,
        length: f64,
    },
    Plane {
        plane_normal: Vector3<f64>,
    },
    MeshFile {
        filename: PathBuf,
        mesh_scaling: Option<Vector3<f64>>,
    },
    Mesh {
        mesh_scaling: Option<Vector3<f64>>,
        vertices: Vec<[f64; 3]>,
        indices: Vec<i32>,
        uvs: Option<Vec<[f64; 2]>>,
        normals: Option<Vec<[f64; 3]>>,
    },
}

Visual shapes to put into the create_visual_shape method together with VisualShapeOptions

Variants

Sphere

A Sphere determined by the radius in meter

Fields of Sphere

radius: f64

radius in meter

Box

A Cuboid

Fields of Box

half_extents: Vector3<f64>

[x,y,z] lengths starting from the middle of the box. For example Vector3::new(0.5,0.5,0.5) would be a unit cube.

Capsule

Like a cylinder but with a half sphere on each end. The total length of a capsule is length + 2 * radius.

Fields of Capsule

radius: f64

radius of the cylindric part of the capsule in meter.

length: f64

length of the cylindric part in meter. The half spheres are put on top on that

Cylinder

A Cylinder

Fields of Cylinder

radius: f64

radius in meter

length: f64

length in meter

Plane

A flat Plane. Note that you cannot use a Plane VisualShape in combination with a non Plane CollisionShape. Also it seems like the visual plane is determined by the collision plane and thus cannot be adapted through the normal of the visual.

Fields of Plane

plane_normal: Vector3<f64>

Normal of the plane. Seems to have no effect!

MeshFile

Loads a .obj (Wavefront) file. Will create convex hulls for each object.

Fields of MeshFile

filename: PathBuf

Path to the .obj file.

mesh_scaling: Option<Vector3<f64>>

Scaling of the Mesh.Use None if you do not want to apply any scaling.

Mesh

Create your own mesh.

Fields of Mesh

mesh_scaling: Option<Vector3<f64>>

Scaling of the Mesh. Use [1.;3] for normal scaling.

vertices: Vec<[f64; 3]>

list of [x,y,z] coordinates.

indices: Vec<i32>

triangle indices, should be a multiple of 3

uvs: Option<Vec<[f64; 2]>>

uv texture coordinates for vertices. Use change_visual_shape to choose the texture image. The number of uvs should be equal to number of vertices

normals: Option<Vec<[f64; 3]>>

vertex normals, number should be equal to number of vertices.

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