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PhysicsWorld

Struct PhysicsWorld 

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pub struct PhysicsWorld {
Show 27 fields pub weather: Weather, pub integrator: Integrator, pub solver: ConstraintSolver, pub spatial_hash: SpatialHash, pub collision_events: Vec<CollisionEvent>, pub trigger_events: Vec<TriggerEvent>, pub fracture_events: Vec<FractureEvent>, pub fracture_cache: PreFracturedCache, pub joints: Vec<Joint>, pub joint_solver: JointSolver, pub gravity_fields: Vec<GravityField>, pub fluid_zones: Vec<FluidZone>, pub accumulator: f32, pub render_alpha: f32, pub metrics: PhysicsMetrics, pub entities: Vec<Entity>, pub rigid_bodies: Vec<RigidBody>, pub transforms: Vec<Transform>, pub velocities: Vec<Velocity>, pub colliders: Vec<Collider>, pub entity_index_map: HashMap<u32, usize>, pub is_paused: bool, pub step_once: bool, pub rewind_requested: bool, pub history: VecDeque<PhysicsStateSnapshot>, pub max_history_frames: usize, pub watchlist: HashSet<Entity>, /* private fields */
}
Expand description

Main physics world that manages all physics simulation

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§weather: Weather§integrator: Integrator§solver: ConstraintSolver§spatial_hash: SpatialHash§collision_events: Vec<CollisionEvent>§trigger_events: Vec<TriggerEvent>§fracture_events: Vec<FractureEvent>§fracture_cache: PreFracturedCache§joints: Vec<Joint>§joint_solver: JointSolver§gravity_fields: Vec<GravityField>§fluid_zones: Vec<FluidZone>§accumulator: f32§render_alpha: f32§metrics: PhysicsMetrics§entities: Vec<Entity>§rigid_bodies: Vec<RigidBody>§transforms: Vec<Transform>§velocities: Vec<Velocity>§colliders: Vec<Collider>§entity_index_map: HashMap<u32, usize>§is_paused: bool§step_once: bool§rewind_requested: bool§history: VecDeque<PhysicsStateSnapshot>§max_history_frames: usize§watchlist: HashSet<Entity>

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impl PhysicsWorld

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pub fn new() -> PhysicsWorld

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pub fn with_gravity(self, gravity: Vec3) -> PhysicsWorld

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pub fn enable_gpu_compute(&mut self)

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pub fn with_cell_size(self, cell_size: f32) -> PhysicsWorld

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pub fn add_body( &mut self, entity: Entity, rb: RigidBody, t: Transform, v: Velocity, c: Collider, )

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pub fn clear_bodies(&mut self)

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pub fn sync_bodies<'a>( &mut self, incoming_bodies: impl Iterator<Item = &'a (Entity, RigidBody, Transform, Velocity, Collider)>, )

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pub fn remove_body_at(&mut self, idx: usize)

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pub fn step(&mut self, dt: f32) -> Result<(), GizmoError>

Ana fizik adımı — sabit 120Hz sub-stepping ile Render dt’yi (değişken) sabit iç fizik dt’ye dönüştürür.

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pub fn collision_events(&self) -> &[CollisionEvent]

Get collision events from last step

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pub fn trigger_events(&self) -> &[TriggerEvent]

Get trigger events from last step

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pub fn apply_impulse( &self, rb: &RigidBody, transform: &Transform, vel: &mut Velocity, impulse: Vec3, point: Vec3, )

Apply an impulse to a body at a point

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pub fn apply_force( &self, rb: &RigidBody, vel: &mut Velocity, force: Vec3, dt: f32, )

Apply a force to a body

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pub fn raycast(&self, ray: &Ray, max_distance: f32) -> Option<RaycastHit>

Perform a raycast against all bodies

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pub fn raycast_all(&self, ray: &Ray, max_distance: f32) -> Vec<RaycastHit>

Perform a raycast and return all hits

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pub fn trigger_snapshot(&self, reason: &str)

Telemetry and Debugging: Create a JSON snapshot of the physical world state

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pub fn calculate_total_energy(&self) -> f32

Calculate total kinetic and potential energy of the simulation

Trait Implementations§

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impl Default for PhysicsWorld

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fn default() -> PhysicsWorld

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for PhysicsWorld

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fn deserialize<__D>( __deserializer: __D, ) -> Result<PhysicsWorld, <__D as Deserializer<'de>>::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for PhysicsWorld

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fn serialize<__S>( &self, __serializer: __S, ) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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