Struct PhysicsWorld

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pub struct PhysicsWorld {
    pub enabled: InheritableVariable<bool>,
    pub integration_parameters: InheritableVariable<IntegrationParameters>,
    pub gravity: InheritableVariable<Vector3<f32>>,
    pub performance_statistics: PhysicsPerformanceStatistics,
    /* private fields */
}
Expand description

Physics world is responsible for physics simulation in the engine. There is a very few public methods, mostly for ray casting. You should add physical entities using scene graph nodes, such as RigidBody, Collider, Joint.

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§enabled: InheritableVariable<bool>

A flag that defines whether physics simulation is enabled or not.

§integration_parameters: InheritableVariable<IntegrationParameters>

A set of parameters that define behavior of every rigid body.

§gravity: InheritableVariable<Vector3<f32>>

Current gravity vector. Default is (0.0, -9.81, 0.0)

§performance_statistics: PhysicsPerformanceStatistics

Performance statistics of a single simulation step.

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impl PhysicsWorld

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pub const ENABLED: &'static str = "enabled"

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pub const INTEGRATION_PARAMETERS: &'static str = "integration_parameters"

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pub const GRAVITY: &'static str = "gravity"

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impl PhysicsWorld

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pub fn draw(&self, context: &mut SceneDrawingContext)

Draws physics world. Very useful for debugging, it allows you to see where are rigid bodies, which colliders they have and so on.

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pub fn cast_ray<S: QueryResultsStorage>( &self, opts: RayCastOptions, query_buffer: &mut S, )

Casts a ray with given options.

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pub fn cast_shape( &self, graph: &Graph, shape: &dyn Shape, shape_pos: &Isometry3<f32>, shape_vel: &Vector3<f32>, max_toi: f32, stop_at_penetration: bool, filter: QueryFilter<'_>, ) -> Option<(Handle<Node>, TOI)>

Casts a shape at a constant linear velocity and retrieve the first collider it hits.

This is similar to ray-casting except that we are casting a whole shape instead of just a point (the ray origin). In the resulting TOI, witness and normal 1 refer to the world collider, and are in world space.

§Parameters
  • graph - a reference to the scene graph.
  • shape - The shape to cast.
  • shape_pos - The initial position of the shape to cast.
  • shape_vel - The constant velocity of the shape to cast (i.e. the cast direction).
  • max_toi - The maximum time-of-impact that can be reported by this cast. This effectively limits the distance traveled by the shape to shapeVel.norm() * maxToi.
  • stop_at_penetration - If set to false, the linear shape-cast won’t immediately stop if the shape is penetrating another shape at its starting point and its trajectory is such that it’s on a path to exist that penetration state.
  • filter: set of rules used to determine which collider is taken into account by this scene query.
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pub fn contacts(&self) -> impl Iterator<Item = ContactPair> + '_

Returns an iterator over all contact pairs generated in this frame.

Trait Implementations§

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impl Clone for PhysicsWorld

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for PhysicsWorld

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for PhysicsWorld

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl Reflect for PhysicsWorld

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fn source_path() -> &'static str

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fn type_name(&self) -> &'static str

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fn doc(&self) -> &'static str

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fn assembly_name(&self) -> &'static str

Returns a parent assembly name of the type that implements this trait. WARNING: You should use proc-macro (#[derive(Reflect)]) to ensure that this method will return correct assembly name. In other words - there’s no guarantee, that any implementation other than proc-macro will return a correct name of the assembly. Alternatively, you can use env!("CARGO_PKG_NAME") as an implementation.
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fn type_assembly_name() -> &'static str

Returns a parent assembly name of the type that implements this trait. WARNING: You should use proc-macro (#[derive(Reflect)]) to ensure that this method will return correct assembly name. In other words - there’s no guarantee, that any implementation other than proc-macro will return a correct name of the assembly. Alternatively, you can use env!("CARGO_PKG_NAME") as an implementation.
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fn fields_info(&self, func: &mut dyn FnMut(&[FieldInfo<'_, '_>]))

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fn as_inheritable_variable( &self, func: &mut dyn FnMut(Option<&(dyn ReflectInheritableVariable + 'static)>), )

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fn as_inheritable_variable_mut( &mut self, func: &mut dyn FnMut(Option<&mut (dyn ReflectInheritableVariable + 'static)>), )

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fn as_hash_map_mut( &mut self, func: &mut dyn FnMut(Option<&mut (dyn ReflectHashMap + 'static)>), )

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impl Visit for PhysicsWorld

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fn visit(&mut self, name: &str, visitor: &mut Visitor) -> VisitResult

Read or write this value, depending on whether Visitor::is_reading() is true or false. Read more

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