[−][src]Struct physx::physics::PxPhysics
A new type wrapper for PxPhysics. Parametrized by the type of the Shapes it can create.
Implementations
impl<Geom: Shape> PxPhysics<Geom>
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pub fn new(foundation: &mut impl Foundation) -> Option<Owner<Self>>
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Trait Implementations
impl<T, Geom: Shape> Class<T> for PxPhysics<Geom> where
PxPhysics: Class<T>,
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PxPhysics: Class<T>,
impl<Geom: Shape> Drop for PxPhysics<Geom>
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impl<Geom: Shape> Physics for PxPhysics<Geom>
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type Shape = Geom
pub fn create<Desc: Descriptor<Self>>(&mut self, desc: Desc) -> Desc::Target
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pub fn create_scene<U, L, S, D, T, C, OC, OT, OCB, OWS, OA>(
&mut self,
scene_descriptor: SceneDescriptor<U, L, S, D, T, C, OC, OT, OCB, OWS, OA>
) -> Option<Owner<PxScene<U, L, S, D, T, C, OC, OT, OCB, OWS, OA>>> where
L: ArticulationLink,
S: RigidStatic,
D: RigidDynamic,
T: Articulation,
C: ArticulationReducedCoordinate,
OC: CollisionCallback,
OT: TriggerCallback,
OCB: ConstraintBreakCallback,
OWS: WakeSleepCallback<L, S, D>,
OA: AdvanceCallback<L, D>,
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&mut self,
scene_descriptor: SceneDescriptor<U, L, S, D, T, C, OC, OT, OCB, OWS, OA>
) -> Option<Owner<PxScene<U, L, S, D, T, C, OC, OT, OCB, OWS, OA>>> where
L: ArticulationLink,
S: RigidStatic,
D: RigidDynamic,
T: Articulation,
C: ArticulationReducedCoordinate,
OC: CollisionCallback,
OT: TriggerCallback,
OCB: ConstraintBreakCallback,
OWS: WakeSleepCallback<L, S, D>,
OA: AdvanceCallback<L, D>,
pub fn create_aggregate<L, S, D, T, C>(
&mut self,
max_size: u32,
self_collision: bool
) -> Option<Owner<PxAggregate<L, S, D, T, C>>> where
L: ArticulationLink,
S: RigidStatic,
D: RigidDynamic,
T: Articulation,
C: ArticulationReducedCoordinate,
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&mut self,
max_size: u32,
self_collision: bool
) -> Option<Owner<PxAggregate<L, S, D, T, C>>> where
L: ArticulationLink,
S: RigidStatic,
D: RigidDynamic,
T: Articulation,
C: ArticulationReducedCoordinate,
pub fn create_articulation<U, L: ArticulationLink>(
&mut self,
user_data: U
) -> Option<Owner<PxArticulation<U, L>>>
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&mut self,
user_data: U
) -> Option<Owner<PxArticulation<U, L>>>
pub fn create_articulation_reduced_coordinate<U, L: ArticulationLink>(
&mut self,
user_data: U
) -> Option<Owner<PxArticulationReducedCoordinate<U, L>>>
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&mut self,
user_data: U
) -> Option<Owner<PxArticulationReducedCoordinate<U, L>>>
pub fn create_bvh_structure(
&mut self,
stream: &mut PxInputStream
) -> Option<Owner<BVHStructure>>
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&mut self,
stream: &mut PxInputStream
) -> Option<Owner<BVHStructure>>
pub fn create_constraint(
&mut self,
first_actor: &mut impl RigidActor,
second_actor: &mut impl RigidActor,
connector: &mut PxConstraintConnector,
shaders: &PxConstraintShaderTable,
data_size: u32
) -> Option<Owner<Constraint>>
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&mut self,
first_actor: &mut impl RigidActor,
second_actor: &mut impl RigidActor,
connector: &mut PxConstraintConnector,
shaders: &PxConstraintShaderTable,
data_size: u32
) -> Option<Owner<Constraint>>
pub fn create_convex_mesh(
&mut self,
stream: &mut PxInputStream
) -> Option<Owner<ConvexMesh>>
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&mut self,
stream: &mut PxInputStream
) -> Option<Owner<ConvexMesh>>
pub fn create_height_field(
&mut self,
stream: &mut PxInputStream
) -> Option<Owner<HeightField>>
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&mut self,
stream: &mut PxInputStream
) -> Option<Owner<HeightField>>
pub fn create_material(
&mut self,
static_friction: f32,
dynamic_friction: f32,
restitution: f32,
user_data: <<Self::Shape as Shape>::Material as UserData>::UserData
) -> Option<Owner<<Self::Shape as Shape>::Material>>
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&mut self,
static_friction: f32,
dynamic_friction: f32,
restitution: f32,
user_data: <<Self::Shape as Shape>::Material as UserData>::UserData
) -> Option<Owner<<Self::Shape as Shape>::Material>>
pub fn create_pruning_structure(
&mut self,
actors: Vec<&mut impl RigidActor>
) -> Option<Owner<PruningStructure>>
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&mut self,
actors: Vec<&mut impl RigidActor>
) -> Option<Owner<PruningStructure>>
pub fn create_dynamic<U>(
&mut self,
transform: &PxTransform,
user_data: U
) -> Option<Owner<PxRigidDynamic<U, Self::Shape>>>
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&mut self,
transform: &PxTransform,
user_data: U
) -> Option<Owner<PxRigidDynamic<U, Self::Shape>>>
pub fn create_static<U>(
&mut self,
transform: PxTransform,
user_data: U
) -> Option<Owner<PxRigidStatic<U, Self::Shape>>>
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&mut self,
transform: PxTransform,
user_data: U
) -> Option<Owner<PxRigidStatic<U, Self::Shape>>>
pub fn create_shape(
&mut self,
geometry: &impl Geometry,
materials: &mut [&mut <Self::Shape as Shape>::Material],
is_exclusive: bool,
shape_flags: ShapeFlags,
user_data: <Self::Shape as UserData>::UserData
) -> Option<Owner<Self::Shape>>
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&mut self,
geometry: &impl Geometry,
materials: &mut [&mut <Self::Shape as Shape>::Material],
is_exclusive: bool,
shape_flags: ShapeFlags,
user_data: <Self::Shape as UserData>::UserData
) -> Option<Owner<Self::Shape>>
pub fn create_triangle_mesh(
&mut self,
stream: &mut PxInputStream
) -> Option<Owner<TriangleMesh>>
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&mut self,
stream: &mut PxInputStream
) -> Option<Owner<TriangleMesh>>
pub fn create_rigid_dynamic<U>(
&mut self,
transform: PxTransform,
geometry: &impl Geometry,
material: &mut <Self::Shape as Shape>::Material,
density: f32,
shape_transform: PxTransform,
user_data: U
) -> Option<Owner<PxRigidDynamic<U, Self::Shape>>>
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&mut self,
transform: PxTransform,
geometry: &impl Geometry,
material: &mut <Self::Shape as Shape>::Material,
density: f32,
shape_transform: PxTransform,
user_data: U
) -> Option<Owner<PxRigidDynamic<U, Self::Shape>>>
pub fn create_rigid_static<U>(
&mut self,
transform: PxTransform,
geometry: &impl Geometry,
material: &mut <Self::Shape as Shape>::Material,
shape_transform: PxTransform,
user_data: U
) -> Option<Owner<PxRigidStatic<U, Self::Shape>>>
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&mut self,
transform: PxTransform,
geometry: &impl Geometry,
material: &mut <Self::Shape as Shape>::Material,
shape_transform: PxTransform,
user_data: U
) -> Option<Owner<PxRigidStatic<U, Self::Shape>>>
pub fn create_plane<U>(
&mut self,
normal: PxVec3,
offset: f32,
material: &mut <Self::Shape as Shape>::Material,
user_data: U
) -> Option<Owner<PxRigidStatic<U, Self::Shape>>>
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&mut self,
normal: PxVec3,
offset: f32,
material: &mut <Self::Shape as Shape>::Material,
user_data: U
) -> Option<Owner<PxRigidStatic<U, Self::Shape>>>
pub fn get_bvh_structures(&self) -> Vec<&BVHStructure>
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pub fn get_convex_meshes(&self) -> Vec<&ConvexMesh>
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pub fn get_height_fields(&self) -> Vec<&HeightField>
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pub fn get_materials(&self) -> Vec<&<Self::Shape as Shape>::Material>
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pub fn get_shapes(&self) -> Vec<&Self::Shape>
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pub fn get_triangle_meshes(&self) -> Vec<&TriangleMesh>
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pub fn get_tolerances_scale(&self) -> Option<&PxTolerancesScale>
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pub fn get_physics_insertion_callback(
&mut self
) -> Option<&mut PxPhysicsInsertionCallback>
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&mut self
) -> Option<&mut PxPhysicsInsertionCallback>
impl<Geom: Shape + Send> Send for PxPhysics<Geom>
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impl<Geom: Shape + Sync> Sync for PxPhysics<Geom>
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Auto Trait Implementations
impl<Geom> RefUnwindSafe for PxPhysics<Geom> where
Geom: RefUnwindSafe,
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Geom: RefUnwindSafe,
impl<Geom> Unpin for PxPhysics<Geom> where
Geom: Unpin,
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Geom: Unpin,
impl<Geom> UnwindSafe for PxPhysics<Geom> where
Geom: UnwindSafe,
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Geom: UnwindSafe,
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,
pub fn borrow_mut(&mut self) -> &mut T
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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, 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.
pub 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>,