pub struct Physics2dWorld { /* private fields */ }Implementations§
Source§impl Physics2dWorld
impl Physics2dWorld
pub fn new(gravity: Vector<Scalar>, mode: Physics2dWorldSimulationMode) -> Self
pub fn geometrical_world(&self) -> &DefaultGeometricalWorld<Scalar>
pub fn mechanical_world(&self) -> &DefaultMechanicalWorld<Scalar>
pub fn gravity(&self) -> Vector<Scalar>
pub fn set_gravity(&mut self, value: Vector<Scalar>)
pub fn simulation_mode(&self) -> Physics2dWorldSimulationMode
pub fn set_simulation_mode( &mut self, simulation_mode: Physics2dWorldSimulationMode, )
pub fn time_step(&self) -> Scalar
pub fn set_time_step(&mut self, value: Scalar)
pub fn paused(&self) -> bool
pub fn set_paused(&mut self, value: bool)
pub fn reset_timestep_accumulator(&mut self)
pub fn body(&self, handle: DefaultBodyHandle) -> Option<&RigidBody<Scalar>>
pub fn body_mut( &mut self, handle: DefaultBodyHandle, ) -> Option<&mut RigidBody<Scalar>>
pub fn last_contacts(&self) -> impl Iterator<Item = &Physics2dContact>
pub fn last_proximities(&self) -> impl Iterator<Item = &Physics2dProximity>
pub fn active_contacts(&self) -> impl Iterator<Item = &(Entity, Entity)>
pub fn active_proximities(&self) -> impl Iterator<Item = &(Entity, Entity)>
pub fn collider( &self, handle: DefaultColliderHandle, ) -> Option<&Collider<Scalar, DefaultBodyHandle>>
pub fn collider_mut( &mut self, handle: DefaultColliderHandle, ) -> Option<&mut Collider<Scalar, DefaultBodyHandle>>
pub fn are_in_contact(&self, first: Entity, second: Entity) -> bool
pub fn are_in_proximity(&self, first: Entity, second: Entity) -> bool
pub fn process(&mut self, delta_time: Scalar)
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Physics2dWorld
impl !RefUnwindSafe for Physics2dWorld
impl Send for Physics2dWorld
impl Sync for Physics2dWorld
impl Unpin for Physics2dWorld
impl UnsafeUnpin for Physics2dWorld
impl !UnwindSafe for Physics2dWorld
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