Struct ncollide2d::world::CollisionWorld [] [src]

pub struct CollisionWorld<N: Real, T> { /* fields omitted */ }

A world that handles collision objects.

Methods

impl<N: Real, T> CollisionWorld<N, T>
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Creates a new collision world.

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Adds a collision object to the world.

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Updates the collision world.

This executes the whole collision detection pipeline:

  1. Clears the event pools.
  2. Executes the broad phase first.
  3. Executes the narrow phase.

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Empty the contact and proximity event pools.

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Removed the specified set of collision objects from the world.

Panics of any handle is invalid, or if the list contains duplicates.

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Sets the position the collision object attached to the specified object.

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Adds a filter that tells if a potential collision pair should be ignored or not.

The proximity filter returns false for a given pair of collision objects if they should be ignored by the narrow phase. Keep in mind that modifying the proximity filter will have a non-trivial overhead during the next update as it will force re-detection of all collision pairs.

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Removes the pair filter named name.

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Executes the broad phase of the collision detection pipeline.

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Executes the narrow phase of the collision detection pipeline.

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Sets a new narrow phase and returns the previous one.

Keep in mind that modifying the narrow-pase will have a non-trivial overhead during the next update as it will force re-detection of all collision pairs and their associated contacts.

Important traits for ContactPairs<'a, N, T>
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Iterates through all the contact pairs detected since the last update.

Important traits for ProximityPairs<'a, N, T>
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Iterates through all the proximity pairs detected since the last update.

Important traits for ContactManifolds<'a, N, T>
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Iterates through every contact detected since the last update.

Important traits for CollisionObjects<'a, N, T>
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Iterates through all collision objects.

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Returns a reference to the collision object identified by its handle.

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Returns a mutable reference to the collision object identified by its handle.

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Sets the collision groups of the given collision object.

Important traits for InterferencesWithRay<'a, 'b, N, T>
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Computes the interferences between every rigid bodies on this world and a ray.

Important traits for InterferencesWithPoint<'a, 'b, N, T>
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Computes the interferences between every rigid bodies of a given broad phase, and a point.

Important traits for InterferencesWithAABB<'a, 'b, N, T>
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Computes the interferences between every rigid bodies of a given broad phase, and a aabb.

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The contact events pool.

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The proximity events pool.

Trait Implementations

Auto Trait Implementations

impl<N, T> Send for CollisionWorld<N, T> where
    T: Send

impl<N, T> Sync for CollisionWorld<N, T> where
    T: Sync