Struct Collision

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pub struct Collision { /* private fields */ }
Expand description

Collision subsystem

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impl Collision

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pub fn try_add_object_static( &mut self, objects_dynamic: &VecMap<Dynamic>, object: &Static, key: Key, ) -> Result<(), Vec<(Id, Intersection)>>

Attempt to add a new static object to the collision subsystem.

Queries distance to each dynamic object and if any intersections are found, the object is not added and the intersections are returned.

Only counts intersections if both objects are collidable.

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pub fn remove_object_static(&mut self, object_key: Key)

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pub fn try_add_object_dynamic( &mut self, objects_static: &VecMap<Static>, objects_dynamic: &VecMap<Dynamic>, object: &Dynamic, key: Key, ) -> Result<(), Vec<(Id, Intersection)>>

Attempts to add a new dynamic object.

Queries distance to each static and dynamic object and if any intersections are found, the object is not added and the intersections are returned.

Only counts intersections if both objects are collidable.

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pub fn remove_object_dynamic(&mut self, key: Key)

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pub fn update_object_static(&mut self, object: &Static, key: Key)

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pub fn update_object_dynamic(&mut self, object: &Dynamic, key: Key)

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pub fn detect_resolve_loop( &mut self, objects_static: &mut VecMap<Static>, objects_dynamic: &mut VecMap<Dynamic>, step: u64, output: &mut Vec<Output>, )

Main collision loop.

Before the loop starts, begin_step():

  1. Update broad-phase AABB data

Inside the collision loop:

  1. Perform continuous detection
  2. Resolve earliest detected collision

After collision loop:

  1. Drain pipeline outputs (collisions, overlaps, contacts)
  2. Zero pseudovelocities
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pub fn constrain_contact_positions( &mut self, objects_static: &VecMap<Static>, objects_dynamic: &mut VecMap<Dynamic>, )

Solve positions constraints for persistent contact groups

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pub fn constrain_contact_velocities( &self, objects_static: &VecMap<Static>, objects_dynamic: &mut VecMap<Dynamic>, )

Solve velocity constraints for persistent contact groups

Trait Implementations§

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impl Clone for Collision

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fn clone(&self) -> Collision

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 Collision

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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 Collision

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fn default() -> Collision

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

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

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

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

Serialize this value into the given Serde serializer. Read more

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impl<T> Any for T
where T: 'static + ?Sized,

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where T: Cast<Dst>,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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