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ColliderPlugin

Struct ColliderPlugin 

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pub struct ColliderPlugin { /* private fields */ }

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impl Default for ColliderPlugin

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fn default() -> ColliderPlugin

Returns the “default value” for a type. Read more
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impl EditorPlugin for ColliderPlugin

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fn on_ui_message(&mut self, message: &mut UiMessage, editor: &mut Editor)

This method is called when a UI message was extracted from the message queue. It should be used to react to user changes, for example a user could click a button, then a fyrox::gui::button::ButtonMessage::Click will be passed to this method. It then can be used to perform some other action.
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fn on_message(&mut self, message: &Message, editor: &mut Editor)

This method is called when the editor receives a control message. It could be used to catch and react to specific actions in the editor (such as: scene loading, command execution, undo, redo, etc.).
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fn on_start(&mut self, editor: &mut Editor)

This method is called right after the editor was fully initialized. It is guaranteed to be called only once.
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fn on_exit(&mut self, editor: &mut Editor)

This method is called when the editor is about to close. It is guaranteed to be called only once.
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fn on_sync_to_model(&mut self, editor: &mut Editor)

This method is called either when there was some action via command, or a syncing request is performed. It should be used to synchronize the state of your widgets with the actual data model.
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fn on_mode_changed(&mut self, editor: &mut Editor)

This method is called when the editor switches to another mode. For example, if a user clicks the “Play” button, the mode will be changed from crate::Mode::Edit to crate::Mode::Build, and if the build was successful, it will then be changed to crate::Mode::Play. When the game was closed, the mode will be changed back to crate::Mode::Edit.
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fn on_scene_changed(&mut self, editor: &mut Editor)

This method is called when active scene was changed. It could happen if a user opens or loads a new scene, closes existing scene so the active scene changes to previous in the list of scenes (if any).
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fn on_suspended(&mut self, editor: &mut Editor)

This method is called when the editor suspends its execution. It could happen in a few reasons, but the most common ones are: Read more
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fn on_resumed(&mut self, editor: &mut Editor)

This method is called when the editor continues its execution. See Self::on_suspended method for more info about suspension.
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fn on_leave_preview_mode(&mut self, editor: &mut Editor)

This method is called when the editor leaves preview mode. Usually this method is used to rollback scene changes to the state in which scene objects were before entering the preview mode. This method is typically called by the editor before execution of any command and before saving (to prevent “leakage” of preview mode changes into the saved scene).
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fn is_in_preview_mode(&self, editor: &Editor) -> bool

This method is used to tell the editor, whether your plugin is in preview mode or not. Preview mode is a special state of the editor, when it modifies a content of some scene every frame and discards these changes when the preview mode is disabled.
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fn on_update( &mut self, editor: &mut Editor, loop_controller: ApplicationLoopController<'_>, )

This method is called every frame at stable update rate of 60 FPS. It could be used to perform any contiguous actions.
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fn on_post_update( &mut self, editor: &mut Editor, loop_controller: ApplicationLoopController<'_>, )

This method is called at the end of all update routines of both the engine and the editor. It could be used to perform some actions, that require all pre-defined steps to be done.

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Converts Arc<Trait> (where Trait: DowncastSync) to Arc<Any>, which can then be downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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impl<T> EditorPluginAsAny for T
where T: EditorPlugin,

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