Trait nphysics3d::object::Body [−][src]
pub trait Body<N: RealField + Copy>: Downcast + Send + Sync {}Show 57 methods
fn update_kinematics(&mut self); fn update_dynamics(&mut self, dt: N); fn update_acceleration(
&mut self,
gravity: &Vector<N>,
parameters: &IntegrationParameters<N>
); fn clear_forces(&mut self); fn clear_update_flags(&mut self); fn update_status(&self) -> BodyUpdateStatus; fn apply_displacement(&mut self, disp: &[N]); fn status(&self) -> BodyStatus; fn set_status(&mut self, status: BodyStatus); fn activation_status(&self) -> &ActivationStatus<N>; fn set_deactivation_threshold(&mut self, threshold: Option<N>); fn ndofs(&self) -> usize; fn generalized_acceleration(&self) -> DVectorSlice<'_, N>; fn generalized_velocity(&self) -> DVectorSlice<'_, N>; fn companion_id(&self) -> usize; fn set_companion_id(&mut self, id: usize); fn generalized_velocity_mut(&mut self) -> DVectorSliceMut<'_, N>; fn integrate(&mut self, parameters: &IntegrationParameters<N>); fn activate_with_energy(&mut self, energy: N); fn deactivate(&mut self); fn num_parts(&self) -> usize; fn part(&self, i: usize) -> Option<&dyn BodyPart<N>>; fn deformed_positions(&self) -> Option<(DeformationsType, &[N])>; fn deformed_positions_mut(&mut self) -> Option<(DeformationsType, &mut [N])>; fn fill_constraint_geometry(
&self,
part: &dyn BodyPart<N>,
ndofs: usize,
center: &Point<N>,
dir: &ForceDirection<N>,
j_id: usize,
wj_id: usize,
jacobians: &mut [N],
inv_r: &mut N,
ext_vels: Option<&DVectorSlice<'_, N>>,
out_vel: Option<&mut N>
); fn world_point_at_material_point(
&self,
part: &dyn BodyPart<N>,
point: &Point<N>
) -> Point<N>; fn position_at_material_point(
&self,
part: &dyn BodyPart<N>,
point: &Point<N>
) -> Isometry<N>; fn material_point_at_world_point(
&self,
part: &dyn BodyPart<N>,
point: &Point<N>
) -> Point<N>; fn has_active_internal_constraints(&mut self) -> bool; fn setup_internal_velocity_constraints(
&mut self,
ext_vels: &DVectorSlice<'_, N>,
parameters: &IntegrationParameters<N>
); fn warmstart_internal_velocity_constraints(
&mut self,
dvels: &mut DVectorSliceMut<'_, N>
); fn step_solve_internal_velocity_constraints(
&mut self,
dvels: &mut DVectorSliceMut<'_, N>
); fn step_solve_internal_position_constraints(
&mut self,
parameters: &IntegrationParameters<N>
); fn gravity_enabled(&self) -> bool; fn enable_gravity(&mut self, enabled: bool); fn velocity_at_point(&self, part_id: usize, point: &Point<N>) -> Velocity<N>; fn apply_force(
&mut self,
part_id: usize,
force: &Force<N>,
force_type: ForceType,
auto_wake_up: bool
); fn apply_local_force(
&mut self,
part_id: usize,
force: &Force<N>,
force_type: ForceType,
auto_wake_up: bool
); fn apply_force_at_point(
&mut self,
part_id: usize,
force: &Vector<N>,
point: &Point<N>,
force_type: ForceType,
auto_wake_up: bool
); fn apply_local_force_at_point(
&mut self,
part_id: usize,
force: &Vector<N>,
point: &Point<N>,
force_type: ForceType,
auto_wake_up: bool
); fn apply_force_at_local_point(
&mut self,
part_id: usize,
force: &Vector<N>,
point: &Point<N>,
force_type: ForceType,
auto_wake_up: bool
); fn apply_local_force_at_local_point(
&mut self,
part_id: usize,
force: &Vector<N>,
point: &Point<N>,
force_type: ForceType,
auto_wake_up: bool
); fn is_ground(&self) -> bool { ... } fn update_activation_status(&mut self) { ... } fn advance(&mut self, _time_ratio: N) { ... } fn validate_advancement(&mut self) { ... } fn clamp_advancement(&mut self) { ... } fn part_motion(
&self,
_part_id: usize,
_time_origin: N
) -> Option<BodyPartMotion<N>> { ... } fn step_started(&mut self) { ... } fn add_local_inertia_and_com(
&mut self,
_part_index: usize,
_com: Point<N>,
_inertia: Inertia<N>
) { ... } fn status_dependent_ndofs(&self) -> usize { ... } fn status_dependent_body_part_velocity(
&self,
part: &dyn BodyPart<N>
) -> Velocity<N> { ... } fn is_active(&self) -> bool { ... } fn is_dynamic(&self) -> bool { ... } fn is_kinematic(&self) -> bool { ... } fn is_static(&self) -> bool { ... } fn activate(&mut self) { ... }
Expand description
Trait implemented by all bodies supported by nphysics.
Required methods
fn update_kinematics(&mut self)
fn update_kinematics(&mut self)
Updates the kinematics, e.g., positions and jacobians, of this body.
fn update_dynamics(&mut self, dt: N)
fn update_dynamics(&mut self, dt: N)
Update the dynamics property of this body.
fn update_acceleration(
&mut self,
gravity: &Vector<N>,
parameters: &IntegrationParameters<N>
)
fn update_acceleration(
&mut self,
gravity: &Vector<N>,
parameters: &IntegrationParameters<N>
)
Update the acceleration of this body given the forces it is subject to and the gravity.
fn clear_forces(&mut self)
fn clear_forces(&mut self)
Reset the timestep-specific dynamic information of this body.
fn clear_update_flags(&mut self)
fn clear_update_flags(&mut self)
Clear all the update flags of this body.
fn update_status(&self) -> BodyUpdateStatus
fn update_status(&self) -> BodyUpdateStatus
The flags tracking what modifications were applied to a body.
fn apply_displacement(&mut self, disp: &[N])
fn apply_displacement(&mut self, disp: &[N])
Applies a generalized displacement to this body.
fn status(&self) -> BodyStatus
fn status(&self) -> BodyStatus
The status of this body.
fn set_status(&mut self, status: BodyStatus)
fn set_status(&mut self, status: BodyStatus)
Set the status of this body.
fn activation_status(&self) -> &ActivationStatus<N>
fn activation_status(&self) -> &ActivationStatus<N>
Information regarding activation and deactivation (sleeping) of this body.
fn set_deactivation_threshold(&mut self, threshold: Option<N>)
fn set_deactivation_threshold(&mut self, threshold: Option<N>)
Sets the energy bellow which this body is put to sleep.
If set to None
the body will never sleep.
fn generalized_acceleration(&self) -> DVectorSlice<'_, N>
fn generalized_acceleration(&self) -> DVectorSlice<'_, N>
The generalized accelerations at each degree of freedom of this body.
fn generalized_velocity(&self) -> DVectorSlice<'_, N>
fn generalized_velocity(&self) -> DVectorSlice<'_, N>
The generalized velocities of this body.
fn companion_id(&self) -> usize
fn companion_id(&self) -> usize
The companion ID of this body.
fn set_companion_id(&mut self, id: usize)
fn set_companion_id(&mut self, id: usize)
Set the companion ID of this body (may be reinitialized by nphysics).
fn generalized_velocity_mut(&mut self) -> DVectorSliceMut<'_, N>
fn generalized_velocity_mut(&mut self) -> DVectorSliceMut<'_, N>
The mutable generalized velocities of this body.
fn integrate(&mut self, parameters: &IntegrationParameters<N>)
fn integrate(&mut self, parameters: &IntegrationParameters<N>)
Integrate the position of this body.
fn activate_with_energy(&mut self, energy: N)
fn activate_with_energy(&mut self, energy: N)
Force the activation of this body with the given level of energy.
fn deactivate(&mut self)
fn deactivate(&mut self)
Put this body to sleep.
fn deformed_positions(&self) -> Option<(DeformationsType, &[N])>
fn deformed_positions(&self) -> Option<(DeformationsType, &[N])>
If this is a deformable body, returns its deformed positions.
fn deformed_positions_mut(&mut self) -> Option<(DeformationsType, &mut [N])>
fn deformed_positions_mut(&mut self) -> Option<(DeformationsType, &mut [N])>
If this is a deformable body, returns a mutable reference to its deformed positions.
fn fill_constraint_geometry(
&self,
part: &dyn BodyPart<N>,
ndofs: usize,
center: &Point<N>,
dir: &ForceDirection<N>,
j_id: usize,
wj_id: usize,
jacobians: &mut [N],
inv_r: &mut N,
ext_vels: Option<&DVectorSlice<'_, N>>,
out_vel: Option<&mut N>
)
fn fill_constraint_geometry(
&self,
part: &dyn BodyPart<N>,
ndofs: usize,
center: &Point<N>,
dir: &ForceDirection<N>,
j_id: usize,
wj_id: usize,
jacobians: &mut [N],
inv_r: &mut N,
ext_vels: Option<&DVectorSlice<'_, N>>,
out_vel: Option<&mut N>
)
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
.
If the force is a torque, it is applied at the center of mass of the body part.
fn world_point_at_material_point(
&self,
part: &dyn BodyPart<N>,
point: &Point<N>
) -> Point<N>
fn world_point_at_material_point(
&self,
part: &dyn BodyPart<N>,
point: &Point<N>
) -> Point<N>
Transform the given point expressed in material coordinates to world-space.
fn position_at_material_point(
&self,
part: &dyn BodyPart<N>,
point: &Point<N>
) -> Isometry<N>
fn position_at_material_point(
&self,
part: &dyn BodyPart<N>,
point: &Point<N>
) -> Isometry<N>
Transform the given point expressed in material coordinates to world-space.
fn material_point_at_world_point(
&self,
part: &dyn BodyPart<N>,
point: &Point<N>
) -> Point<N>
fn material_point_at_world_point(
&self,
part: &dyn BodyPart<N>,
point: &Point<N>
) -> Point<N>
Transform the given point expressed in material coordinates to world-space.
fn has_active_internal_constraints(&mut self) -> bool
fn has_active_internal_constraints(&mut self) -> bool
Returns true
if this bodies contains internal constraints that need to be solved.
fn setup_internal_velocity_constraints(
&mut self,
ext_vels: &DVectorSlice<'_, N>,
parameters: &IntegrationParameters<N>
)
fn setup_internal_velocity_constraints(
&mut self,
ext_vels: &DVectorSlice<'_, N>,
parameters: &IntegrationParameters<N>
)
Initializes the internal velocity constraints of a body.
fn warmstart_internal_velocity_constraints(
&mut self,
dvels: &mut DVectorSliceMut<'_, N>
)
fn warmstart_internal_velocity_constraints(
&mut self,
dvels: &mut DVectorSliceMut<'_, N>
)
For warmstarting the solver, modifies the delta velocity applied by the internal constraints of this body.
fn step_solve_internal_velocity_constraints(
&mut self,
dvels: &mut DVectorSliceMut<'_, N>
)
fn step_solve_internal_velocity_constraints(
&mut self,
dvels: &mut DVectorSliceMut<'_, N>
)
Execute one step for the iterative resolution of this body’s internal velocity constraints.
fn step_solve_internal_position_constraints(
&mut self,
parameters: &IntegrationParameters<N>
)
fn step_solve_internal_position_constraints(
&mut self,
parameters: &IntegrationParameters<N>
)
Execute one step for the iterative resolution of this body’s internal position constraints.
fn gravity_enabled(&self) -> bool
fn gravity_enabled(&self) -> bool
Whether this body is affected by gravity.
fn enable_gravity(&mut self, enabled: bool)
fn enable_gravity(&mut self, enabled: bool)
Enable or disable gravity for this body.
fn velocity_at_point(&self, part_id: usize, point: &Point<N>) -> Velocity<N>
fn velocity_at_point(&self, part_id: usize, point: &Point<N>) -> Velocity<N>
Gets the velocity of the given point 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 force at a given local point of a part of this body.
Provided methods
fn update_activation_status(&mut self)
fn update_activation_status(&mut self)
Update whether this body needs to be waken up after a user-interaction.
fn validate_advancement(&mut self)
fn clamp_advancement(&mut self)
fn part_motion(
&self,
_part_id: usize,
_time_origin: N
) -> Option<BodyPartMotion<N>>
fn step_started(&mut self)
fn add_local_inertia_and_com(
&mut self,
_part_index: usize,
_com: Point<N>,
_inertia: Inertia<N>
)
fn add_local_inertia_and_com(
&mut self,
_part_index: usize,
_com: Point<N>,
_inertia: Inertia<N>
)
Add the given inertia to the local inertia of this body part.
fn status_dependent_ndofs(&self) -> usize
fn status_dependent_ndofs(&self) -> usize
The number of degrees of freedom (DOF) of this body, taking its status into account.
In particular, this returns 0 for any body with a status different than BodyStatus::Dynamic
.
fn status_dependent_body_part_velocity(
&self,
part: &dyn BodyPart<N>
) -> Velocity<N>
fn status_dependent_body_part_velocity(
&self,
part: &dyn BodyPart<N>
) -> Velocity<N>
The velocity of the specified body part, taking this body status into account.
This will return a zero velocity for any body with a status different than BodyStatus::Dynamic
.
fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
Whether or not the status of this body is dynamic.
fn is_kinematic(&self) -> bool
fn is_kinematic(&self) -> bool
Whether or not the status of this body is kinematic.
Implementations
Returns true if the trait object wraps an object of type __T
.
Returns a boxed object from a boxed trait object if the underlying object is of type
__T
. Returns the original boxed trait if it isn’t.
Returns an Rc
-ed object from an Rc
-ed trait object if the underlying object is of
type __T
. Returns the original Rc
-ed trait if it isn’t.
Returns a reference to the object within the trait object if it is of type __T
, or
None
if it isn’t.
Returns a mutable reference to the object within the trait object if it is of type
__T
, or None
if it isn’t.