[−][src]Struct nphysics_testbed3d::GraphicsManager
Implementations
impl GraphicsManager
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pub fn new() -> GraphicsManager
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pub fn set_ground_handle(&mut self, handle: Option<DefaultBodyHandle>)
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pub fn clear(&mut self, window: &mut Window)
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pub fn remove_body_nodes(
&mut self,
window: &mut Window,
body: DefaultBodyHandle
)
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&mut self,
window: &mut Window,
body: DefaultBodyHandle
)
pub fn remove_body_part_nodes<N: RealField>(
&mut self,
colliders: &DefaultColliderSet<N>,
window: &mut Window,
part: DefaultBodyPartHandle
) -> DefaultBodyPartHandle
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&mut self,
colliders: &DefaultColliderSet<N>,
window: &mut Window,
part: DefaultBodyPartHandle
) -> DefaultBodyPartHandle
pub fn update_after_body_key_change(
&mut self,
colliders: &DefaultColliderSet<f32>,
body_key: DefaultBodyHandle
)
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&mut self,
colliders: &DefaultColliderSet<f32>,
body_key: DefaultBodyHandle
)
pub fn set_body_color(&mut self, b: DefaultBodyHandle, color: Point3<f32>)
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pub fn set_body_wireframe(&mut self, b: DefaultBodyHandle, enabled: bool)
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pub fn set_collider_color(
&mut self,
handle: DefaultColliderHandle,
color: Point3<f32>
)
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&mut self,
handle: DefaultColliderHandle,
color: Point3<f32>
)
pub fn toggle_wireframe_mode<N: RealField>(
&mut self,
colliders: &DefaultColliderSet<N>,
enabled: bool
)
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&mut self,
colliders: &DefaultColliderSet<N>,
enabled: bool
)
pub fn add_ray(&mut self, ray: Ray<f32>)
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pub fn add<N: RealField>(
&mut self,
window: &mut Window,
id: DefaultColliderHandle,
colliders: &DefaultColliderSet<N>
)
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&mut self,
window: &mut Window,
id: DefaultColliderHandle,
colliders: &DefaultColliderSet<N>
)
pub fn add_with_color<N: RealField>(
&mut self,
window: &mut Window,
id: DefaultColliderHandle,
colliders: &DefaultColliderSet<N>,
color: Point3<f32>
)
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&mut self,
window: &mut Window,
id: DefaultColliderHandle,
colliders: &DefaultColliderSet<N>,
color: Point3<f32>
)
pub fn show_aabbs<N: RealField>(
&mut self,
_geometrical_world: &DefaultGeometricalWorld<N>,
colliders: &DefaultColliderSet<N>,
window: &mut Window
)
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&mut self,
_geometrical_world: &DefaultGeometricalWorld<N>,
colliders: &DefaultColliderSet<N>,
window: &mut Window
)
pub fn hide_aabbs(&mut self, window: &mut Window)
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pub fn draw<N: RealField>(
&mut self,
geometrical_world: &DefaultGeometricalWorld<N>,
colliders: &DefaultColliderSet<N>,
window: &mut Window
)
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&mut self,
geometrical_world: &DefaultGeometricalWorld<N>,
colliders: &DefaultColliderSet<N>,
window: &mut Window
)
pub fn camera(&self) -> &Camera
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pub fn camera_mut(&mut self) -> &mut Camera
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pub fn look_at(&mut self, eye: Point<f32>, at: Point<f32>)
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pub fn body_nodes(&self, handle: DefaultBodyHandle) -> Option<&Vec<Node>>
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pub fn body_nodes_mut(
&mut self,
handle: DefaultBodyHandle
) -> Option<&mut Vec<Node>>
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&mut self,
handle: DefaultBodyHandle
) -> Option<&mut Vec<Node>>
pub fn nodes(&self) -> impl Iterator<Item = &Node>
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pub fn nodes_mut(&mut self) -> impl Iterator<Item = &mut Node>
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pub fn set_up_axis(&mut self, up_axis: Vector3<f32>)
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Trait Implementations
impl Default for GraphicsManager
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Auto Trait Implementations
impl !RefUnwindSafe for GraphicsManager
impl !Send for GraphicsManager
impl !Sync for GraphicsManager
impl Unpin for GraphicsManager
impl !UnwindSafe for GraphicsManager
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> Downcast for T where
T: Any,
T: Any,
fn into_any(self: Box<T>) -> Box<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn as_any(&self) -> &(dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
impl<T> DowncastSync for T where
T: Send + Sync + Any,
T: Send + Sync + Any,
impl<T> Erased for T
impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> Same<T> for T
type Output = T
Should always be Self
impl<T> SetParameter for T
fn set<T>(&mut self, value: T) -> <T as Parameter<Self>>::Result where
T: Parameter<Self>,
T: Parameter<Self>,
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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SS: SubsetOf<SP>,
fn to_subset(&self) -> Option<SS>
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fn is_in_subset(&self) -> bool
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fn to_subset_unchecked(&self) -> SS
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fn from_subset(element: &SS) -> SP
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<V, T> VZip<V> for T where
V: MultiLane<T>,
V: MultiLane<T>,