Struct nphysics3d::object::MassSpringSystem[][src]

pub struct MassSpringSystem<N: RealField + Copy> { /* fields omitted */ }
Expand description

A deformable surface using a mass-spring model with triangular elements.

Implementations

Retrieves a reference to the user-defined user-data attached to this object.

Retrieves a mutable reference to the user-defined user-data attached to this object.

Sets the user-defined data attached to this object.

Replace by None the user-defined data attached to this object and returns the old value.

Creates a rectangular quad.

The total mass of this mass-spring system.

The number of nodes of this mass-spring system.

Generate additional springs between nodes that are transitively neighbors.

Given three nodes a, b, c, if a spring exists between a and b, and between b and c, then a spring between a and c is created if it does not already exists.

Add one spring to this mass-spring system.

Restrict the specified node acceleration to always be zero so it can be controlled manually by the user at the velocity level.

Mark all nodes as non-kinematic.

Sets the plastic properties of this mass-spring system.

Trait Implementations

Whether this body is affected by gravity.

Enable or disable gravity for this body.

Updates the kinematics, e.g., positions and jacobians, of this body.

Update the dynamics property of this body.

Update the acceleration of this body given the forces it is subject to and the gravity.

Reset the timestep-specific dynamic information of this body.

Applies a generalized displacement to this body.

The status of this body.

Set the status of this body.

Clear all the update flags of this body.

The flags tracking what modifications were applied to a body.

Information regarding activation and deactivation (sleeping) of this body.

Sets the energy bellow which this body is put to sleep. Read more

The number of degrees of freedom of this body.

The generalized accelerations at each degree of freedom of this body.

The generalized velocities of this body.

The companion ID of this body.

Set the companion ID of this body (may be reinitialized by nphysics).

The mutable generalized velocities of this body.

Integrate the position of this body.

Force the activation of this body with the given level of energy.

Put this body to sleep.

The number of parts of this body.

A reference to the specified body part.

If this is a deformable body, returns its deformed positions.

If this is a deformable body, returns a mutable reference to its deformed positions.

Transform the given point expressed in material coordinates to world-space.

Transform the given point expressed in material coordinates to world-space.

Transform the given point expressed in material coordinates to world-space.

Fills all the jacobians (and the jacobians multiplied by the inverse augmented mass matrix) for a constraint applying a force at the point center (relative to the body part’s center of mass) and the direction dir. Read more

Returns true if this bodies contains internal constraints that need to be solved.

Initializes the internal velocity constraints of a body.

For warmstarting the solver, modifies the delta velocity applied by the internal constraints of this body.

Execute one step for the iterative resolution of this body’s internal velocity constraints.

Execute one step for the iterative resolution of this body’s internal position constraints.

Gets the velocity of the given point of this body.

Apply a force at a given local point of a part of this body.

Apply a force at the center of mass of a part of this body.

Apply a local force at the center of mass of a part of this body.

Apply a force at a given point of a part of this body.

Apply a local force at a given point of a part of this body.

Apply a local force at a given local point of a part of this body.

Returns true if this body is the ground.

Update whether this body needs to be waken up after a user-interaction.

Add the given inertia to the local inertia of this body part.

The number of degrees of freedom (DOF) of this body, taking its status into account. Read more

The velocity of the specified body part, taking this body status into account. Read more

Check if this body is active.

Whether or not the status of this body is dynamic.

Whether or not the status of this body is kinematic.

Whether or not the status of this body is static.

Force the activation of this body.

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

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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

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait. Read more

Performs the conversion.

Performs the conversion.

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.

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.