Struct nphysics3d::detection::ActivationManager
[−]
[src]
pub struct ActivationManager<N: Real> { /* fields omitted */ }
Structure that monitors island-based activation/deactivation of objects.
It is responsible for making objects sleep or wake up.
Methods
impl<N: Real> ActivationManager<N>
[src]
fn new(mix_factor: N) -> ActivationManager<N>
[src]
Creates a new ActivationManager
.
Arguments:
thresold
- the minimum energy required to keep an object awake.mix_factor
- the ratio of energy to keep between two frames.
fn deferred_activate(&mut self, b: &RigidBodyHandle<N>)
[src]
Notify the ActivationManager
that is has to activate an object at the next update.
fn update(
&mut self,
world: &mut RigidBodyCollisionWorld<N>,
joints: &JointManager<N>,
bodies: &HashMap<usize, RigidBodyHandle<N>, UintTWHash>
)
[src]
&mut self,
world: &mut RigidBodyCollisionWorld<N>,
joints: &JointManager<N>,
bodies: &HashMap<usize, RigidBodyHandle<N>, UintTWHash>
)
Update the activation manager, activating and deactivating objects when needed.