Struct mgf::CompoundDynamicBody
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pub struct CompoundDynamicBody { pub restitution: f32, pub friction: f32, pub total_inv_mass: f32, pub inv_moment_body: Matrix3<f32>, pub inv_moment: Matrix3<f32>, pub v: Vector3<f32>, pub omega: Vector3<f32>, pub v_step: Vector3<f32>, pub force: Vector3<f32>, pub torque: Vector3<f32>, pub collider: Compound, pub component_masses: Vec<f32>, }
A generic physical body that has a mass, a volume, and experiences linear and rotational movement.
A CompoundDynamicBody is technically a shape, although its geometries are all considered to be in motion.
Fields
restitution: f32
friction: f32
total_inv_mass: f32
inv_moment_body: Matrix3<f32>
inv_moment: Matrix3<f32>
v: Vector3<f32>
omega: Vector3<f32>
v_step: Vector3<f32>
force: Vector3<f32>
torque: Vector3<f32>
collider: Compound
component_masses: Vec<f32>
Methods
impl CompoundDynamicBody
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fn new(
restitution: f32,
friction: f32,
world_force: Vector3<f32>,
shapes: Vec<Component>,
masses: Vec<f32>
) -> Self
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restitution: f32,
friction: f32,
world_force: Vector3<f32>,
shapes: Vec<Component>,
masses: Vec<f32>
) -> Self
Construct a new CompoundDynamicBody from a Vec of Components and masses.
Trait Implementations
impl Clone for CompoundDynamicBody
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fn clone(&self) -> CompoundDynamicBody
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Returns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)
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Performs copy-assignment from source
. Read more
impl AddAssign<Vector3<f32>> for CompoundDynamicBody
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fn add_assign(&mut self, v: Vector3<f32>)
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Performs the +=
operation.
impl SubAssign<Vector3<f32>> for CompoundDynamicBody
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fn sub_assign(&mut self, v: Vector3<f32>)
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Performs the -=
operation.
impl Shape for CompoundDynamicBody
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fn center(&self) -> Point3<f32>
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The center returned by a CompoundDynamicBody is the center of mass for that object.
fn set_pos(&mut self, p: Point3<f32>)
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Sets the center of the shape to p.
impl Delta for CompoundDynamicBody
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impl BoundedBy<AABB> for CompoundDynamicBody
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impl BoundedBy<Sphere> for CompoundDynamicBody
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impl<RHS> Contacts<RHS> for CompoundDynamicBody where
RHS: Contacts<Moving<Component>> + BoundedBy<AABB>,
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RHS: Contacts<Moving<Component>> + BoundedBy<AABB>,
fn contacts<F: FnMut(Contact)>(&self, rhs: &RHS, callback: F) -> bool
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Calls the closure for each contact found. Returns true if any contact was found. Read more
fn last_contact(&self, rhs: &RHS) -> Option<Contact>
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Returns the last contact found, if one exists.
impl PhysicsObject for CompoundDynamicBody
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fn integrate(&mut self, dt: f32)
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Integrate the object over the time step.
fn get_dx(&self) -> Velocity
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Return the velocity of the object.
fn set_dx(&mut self, v: Velocity)
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Set the velocity of the object.
fn pos(&self) -> Point3<f32>
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Return the position of the object at the end of the time step.
fn inv_mass(&self) -> f32
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Return the inverse mass of the object.
fn inv_moment(&self) -> Matrix3<f32>
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Return the inverse moment of inertia tensor for the object.
fn restitution(&self) -> f32
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Return the coefficient of restitution for the object.
fn friction(&self) -> f32
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Return the friction coefficient for the object.