Struct nphysics3d::object::DefaultColliderSet [−][src]
pub struct DefaultColliderSet<N: RealField + Copy, Handle: BodyHandle = DefaultBodyHandle> { /* fields omitted */ }
Expand description
The default set containing all the colliders added to the world.
It is based on an arena using generational indices to avoid the ABA problem.
Implementations
Adds a collider to this set.
Removes a collider from this set.
Gets a reference to the collider identified by handle
.
Gets a mutable reference to the collider identified by handle
.
Iterates through all the colliders and their handles.
Trait Implementations
impl<N: RealField + Copy, Handle: BodyHandle> ColliderSet<N, Handle> for DefaultColliderSet<N, Handle>
impl<N: RealField + Copy, Handle: BodyHandle> ColliderSet<N, Handle> for DefaultColliderSet<N, Handle>
type Handle = DefaultColliderHandle
type Handle = DefaultColliderHandle
Type of a collider handle identifying a collider in this set.
Gets a reference to the collider identified by handle
.
Gets a mutable reference to the collider identified by handle
.
Check if this set contains a collider identified by handle
.
Iterate through all the colliders on this set, applying the closure f
on them.
Mutable iterates through all the colliders on this set, applying the closure f
on them.
Gets the handle of one collider that has been inserted. Read more
Gets the handle and removal data of one collider that has been removed. Read more
Removes a collider from this set. Read more
impl<N: RealField + Copy, Handle: BodyHandle> CollisionObjectSet<N> for DefaultColliderSet<N, Handle>
impl<N: RealField + Copy, Handle: BodyHandle> CollisionObjectSet<N> for DefaultColliderSet<N, Handle>
type CollisionObject = Collider<N, Handle>
type CollisionObject = Collider<N, Handle>
Type of the collision object stored into this set.
Type of the handles identifying collision objects.
fn collision_object(
&self,
handle: Self::CollisionObjectHandle
) -> Option<&Self::CollisionObject>
fn collision_object(
&self,
handle: Self::CollisionObjectHandle
) -> Option<&Self::CollisionObject>
Gets the collision object identified by the given handle
.
Applies a closure to every collision object (and their handle) stored into this set.
Auto Trait Implementations
impl<N, Handle = Index> !RefUnwindSafe for DefaultColliderSet<N, Handle>
impl<N, Handle> Send for DefaultColliderSet<N, Handle>
impl<N, Handle> Sync for DefaultColliderSet<N, Handle>
impl<N, Handle> Unpin for DefaultColliderSet<N, Handle> where
Handle: Unpin,
N: Unpin,
impl<N, Handle = Index> !UnwindSafe for DefaultColliderSet<N, Handle>
Blanket Implementations
Mutably borrows from an owned value. Read more
Convert Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
. Read more
Convert Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
. Read more
Convert &Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s. Read more
Convert &mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s. Read more
type Output = T
type Output = T
Should always be Self
The inverse inclusion map: attempts to construct self
from the equivalent element of its
superset. Read more
Checks if self
is actually part of its subset T
(and can be converted to it).
Use with care! Same as self.to_subset
but without any property checks. Always succeeds.
The inclusion map: converts self
to the equivalent element of its superset.