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GpuPhysicsSystem

Struct GpuPhysicsSystem 

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pub struct GpuPhysicsSystem {
Show 28 fields pub max_boxes: u32, pub grid_size: u32, pub boxes_buffer: Buffer, pub params_buffer: Buffer, pub grid_heads_buffer: Buffer, pub linked_nodes_buffer: Buffer, pub box_contacts_buffer: Buffer, pub colliders_buffer: Buffer, pub awake_flags_buffer: Buffer, pub joints_buffer: Buffer, pub joint_count: u32, pub max_joints: u32, pub pipelines: PhysicsPipelines, pub box_vertex_buffer: Buffer, pub box_index_buffer: Buffer, pub index_count: u32, pub readback_buffer: Buffer, pub readback_state: Arc<AtomicU8>, pub indirect_buffer: Buffer, pub culled_boxes_buffer: Buffer, pub debug_enabled: bool, pub debug_line_buffer: Buffer, pub debug_line_count_buffer: Buffer, pub debug_params_buffer: Buffer, pub debug_compute_bind_group: BindGroup, pub debug_compute_pipeline: ComputePipeline, pub debug_render_pipeline: RenderPipeline, pub debug_max_lines: u32,
}

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§max_boxes: u32§grid_size: u32§boxes_buffer: Buffer§params_buffer: Buffer§grid_heads_buffer: Buffer§linked_nodes_buffer: Buffer§box_contacts_buffer: Buffer§colliders_buffer: Buffer§awake_flags_buffer: Buffer§joints_buffer: Buffer§joint_count: u32§max_joints: u32§pipelines: PhysicsPipelines§box_vertex_buffer: Buffer§box_index_buffer: Buffer§index_count: u32§readback_buffer: Buffer§readback_state: Arc<AtomicU8>§indirect_buffer: Buffer§culled_boxes_buffer: Buffer§debug_enabled: bool§debug_line_buffer: Buffer§debug_line_count_buffer: Buffer§debug_params_buffer: Buffer§debug_compute_bind_group: BindGroup§debug_compute_pipeline: ComputePipeline§debug_render_pipeline: RenderPipeline§debug_max_lines: u32

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impl GpuPhysicsSystem

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pub fn new( device: &Device, max_boxes: u32, global_bind_group_layout: &BindGroupLayout, output_format: TextureFormat, depth_format: TextureFormat, ) -> Self

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pub fn update_box(&self, queue: &Queue, index: u32, box_struct: &GpuBox)

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pub fn update_collider(&self, queue: &Queue, index: u32, collider: &GpuCollider)

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pub fn add_joint(&mut self, queue: &Queue, joint: GpuJoint) -> Option<u32>

Joint ekle — indeksini döndürür.

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pub fn remove_joint(&self, queue: &Queue, index: u32)

Joint’i deaktive et.

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pub fn update_params(&self, queue: &Queue, dt: f32, gravity: [f32; 3])

Simülasyon parametrelerini güncelle (dt, num_joints, vb.)

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pub fn enable_debug(&mut self, device: &Device, _show_flags: u32)

Debug görselleştirmeyi etkinleştir. Bind group’u gerçek buffer referanslarıyla oluşturur.

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pub fn toggle_debug(&mut self)

Debug’u aç/kapat.

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pub fn compute_pass(&self, encoder: &mut CommandEncoder)

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pub fn cull_pass( &self, encoder: &mut CommandEncoder, global_bind_group: &BindGroup, )

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pub fn render_pass<'a>( &'a self, rpass: &mut RenderPass<'a>, global_bind_group: &'a BindGroup, )

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pub fn debug_compute_pass(&self, encoder: &mut CommandEncoder)

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pub fn debug_render_pass<'a>( &'a self, rpass: &mut RenderPass<'a>, global_bind_group: &'a BindGroup, )

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pub fn request_readback(&self, encoder: &mut CommandEncoder)

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pub fn poll_readback_data(&self, device: &Device) -> Option<Vec<GpuBox>>

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