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.
Fields§
§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.
Implementations§
Source§impl PhysicsWorld
impl PhysicsWorld
Source§impl PhysicsWorld
impl PhysicsWorld
Sourcepub fn draw(&self, context: &mut SceneDrawingContext)
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.
Sourcepub fn cast_ray<S: QueryResultsStorage>(
&self,
opts: RayCastOptions,
query_buffer: &mut S,
)
pub fn cast_ray<S: QueryResultsStorage>( &self, opts: RayCastOptions, query_buffer: &mut S, )
Casts a ray with given options.
Sourcepub 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)>
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 toshapeVel.norm() * maxToi
.stop_at_penetration
- If set tofalse
, 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.
Sourcepub fn contacts(&self) -> impl Iterator<Item = ContactPair> + '_
pub fn contacts(&self) -> impl Iterator<Item = ContactPair> + '_
Returns an iterator over all contact pairs generated in this frame.
Trait Implementations§
Source§impl Clone for PhysicsWorld
impl Clone for PhysicsWorld
Source§impl Debug for PhysicsWorld
impl Debug for PhysicsWorld
Source§impl Default for PhysicsWorld
impl Default for PhysicsWorld
Source§impl Reflect for PhysicsWorldwhere
Self: 'static,
InheritableVariable<bool>: Reflect,
InheritableVariable<IntegrationParameters>: Reflect,
InheritableVariable<Vector3<f32>>: Reflect,
impl Reflect for PhysicsWorldwhere
Self: 'static,
InheritableVariable<bool>: Reflect,
InheritableVariable<IntegrationParameters>: Reflect,
InheritableVariable<Vector3<f32>>: Reflect,
fn source_path() -> &'static str
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Source§impl Visit for PhysicsWorld
impl Visit for PhysicsWorld
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fn visit(&mut self, name: &str, visitor: &mut Visitor) -> VisitResult
Auto Trait Implementations§
impl !Freeze for PhysicsWorld
impl !RefUnwindSafe for PhysicsWorld
impl Send for PhysicsWorld
impl !Sync for PhysicsWorld
impl Unpin for PhysicsWorld
impl !UnwindSafe for PhysicsWorld
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