[−][src]Struct physx::scene::PxScene
A new type wrapper for PxScene. Parametrized by it's user data type, the ArticulationLink, RigidStatic, and RigidDynamic actors, Articulation, and ArticulationReducedCoordinate articulations, and Collision, Trigger, ConstraintBreak, WakeSleep and Advance Callbacks. Due to the number of generic type parameters, creating a type alias is recommended.
Trait Implementations
impl<P, U, L, S, D, T, C, OC, OT, OCB, OWS, OA> Class<P> for PxScene<U, L, S, D, T, C, OC, OT, OCB, OWS, OA> where
PxScene: Class<P>,
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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PxScene: Class<P>,
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>,
impl<U, L, S, D, T, C, OC, OT, OCB, OWS, OA> Drop for 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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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>,
impl<U, L, S, D, T, C, OC, OT, OCB, OWS, OA> Scene for 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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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>,
type ArticulationLink = L
type RigidStatic = S
type RigidDynamic = D
type Articulation = T
type ArticulationReducedCoordinate = C
type ActorMap = ActorMap<L, S, D>
type ArticulationMap = ArticulationMap<T, C>
type Aggregate = PxAggregate<L, S, D, T, C>
pub unsafe fn from_raw(ptr: *mut PxScene) -> Option<Owner<Self>>
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pub fn get_user_data(&self) -> &Self::UserData
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pub fn get_user_data_mut(&mut self) -> *mut Self::UserData
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pub fn get_pvd_client(&mut self) -> Option<&mut PvdSceneClient>
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pub fn create_controller_manager<C: Controller>(
&mut self,
locking_enabled: bool
) -> Option<Owner<PxControllerManager<C>>>
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&mut self,
locking_enabled: bool
) -> Option<Owner<PxControllerManager<C>>>
pub fn add_dynamic_actor(&mut self, actor: Owner<Self::RigidDynamic>)
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pub fn add_dynamic_actors(&mut self, actors: Vec<Owner<Self::RigidDynamic>>)
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pub fn add_static_actor(&mut self, actor: Owner<Self::RigidStatic>)
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pub fn add_static_actors(&mut self, actors: Vec<Owner<Self::RigidStatic>>)
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pub fn add_articulation_link(&mut self, actor: Owner<Self::ArticulationLink>)
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pub fn add_articulation_links(
&mut self,
actors: Vec<Owner<Self::ArticulationLink>>
)
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&mut self,
actors: Vec<Owner<Self::ArticulationLink>>
)
pub fn remove_actor(&mut self, actor: &mut impl Actor, wake_touching: bool)
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pub fn remove_actors(
&mut self,
actors: Vec<&mut impl Actor>,
wake_touching: bool
)
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&mut self,
actors: Vec<&mut impl Actor>,
wake_touching: bool
)
pub fn add_articulation(&mut self, articulation: Owner<impl ArticulationBase>)
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pub fn remove_articulation(
&mut self,
articulation: &mut impl ArticulationBase,
wake_touching: bool
)
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&mut self,
articulation: &mut impl ArticulationBase,
wake_touching: bool
)
pub fn add_aggregate(&mut self, aggregate: Owner<Self::Aggregate>)
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pub fn remove_aggregate(
&mut self,
aggregate: &mut Self::Aggregate,
wake_touching: bool
)
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&mut self,
aggregate: &mut Self::Aggregate,
wake_touching: bool
)
pub fn add_pruning_structure(
&mut self,
pruning_structure: Owner<PruningStructure>
)
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&mut self,
pruning_structure: Owner<PruningStructure>
)
pub fn simulate(
&mut self,
time_step: f32,
completion_task: Option<&mut PxBaseTask>,
scratch: Option<&mut ScratchBuffer>
)
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&mut self,
time_step: f32,
completion_task: Option<&mut PxBaseTask>,
scratch: Option<&mut ScratchBuffer>
)
pub fn fetch_results(&mut self, block: bool) -> Result<(), u32>
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pub fn step(
&mut self,
time_step: f32,
completion_task: Option<&mut PxBaseTask>,
scratch: Option<&mut ScratchBuffer>,
block: bool
) -> Result<(), u32>
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&mut self,
time_step: f32,
completion_task: Option<&mut PxBaseTask>,
scratch: Option<&mut ScratchBuffer>,
block: bool
) -> Result<(), u32>
pub fn get_static_structure(&self) -> PruningStructureType
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pub fn get_dynamic_structure(&self) -> PruningStructureType
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pub fn flush_query_updates(&mut self)
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pub fn get_articulations(&mut self) -> Vec<&mut Self::ArticulationMap>
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pub fn get_actors(
&mut self,
actor_type: ActorTypeFlags
) -> Vec<&mut Self::ActorMap>
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&mut self,
actor_type: ActorTypeFlags
) -> Vec<&mut Self::ActorMap>
pub fn get_active_actors(&mut self) -> &mut [&mut Self::ActorMap]
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pub fn get_static_actors(&mut self) -> Vec<&mut Self::RigidStatic>
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pub fn get_dynamic_actors(&mut self) -> Vec<&mut Self::RigidDynamic>
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pub fn get_aggregates(&mut self) -> Vec<&mut Self::Aggregate>
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pub fn get_constraints(&mut self) -> Vec<&mut Constraint>
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pub unsafe fn set_contact_modify_callback(
&mut self,
callback: &mut PxContactModifyCallback
)
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&mut self,
callback: &mut PxContactModifyCallback
)
pub unsafe fn get_contact_modify_callback(&self) -> &PxContactModifyCallback
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pub unsafe fn set_ccd_contact_modify_callback(
&mut self,
callback: &mut PxCCDContactModifyCallback
)
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&mut self,
callback: &mut PxCCDContactModifyCallback
)
pub unsafe fn get_ccd_contact_callback(&self) -> &PxCCDContactModifyCallback
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pub unsafe fn set_broad_phase_callback(
&mut self,
callback: &mut PxBroadPhaseCallback
)
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&mut self,
callback: &mut PxBroadPhaseCallback
)
pub unsafe fn get_broad_phase_callback(&self) -> &PxBroadPhaseCallback
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pub fn reset_filtering(&mut self, actor: &mut impl Actor)
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pub fn reset_rigid_actor_filtering<R: RigidActor>(
&mut self,
actor: &mut R,
shapes: &[&mut R::Shape]
)
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&mut self,
actor: &mut R,
shapes: &[&mut R::Shape]
)
pub fn get_kinematic_kinematic_filtering_mode(&self) -> PairFilteringMode
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pub fn get_static_kinematic_filtering_mode(&self) -> PairFilteringMode
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pub fn set_gravity(&mut self, x: f32, y: f32, z: f32)
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impl<U, L, S, D, T, C, OC, OT, OCB, OWS, OA> Send for PxScene<U, L, S, D, T, C, OC, OT, OCB, OWS, OA> where
L: ArticulationLink + Send,
S: RigidStatic + Send,
D: RigidDynamic + Send,
T: Articulation + Send,
C: ArticulationReducedCoordinate + Send,
OC: CollisionCallback + Send,
OT: TriggerCallback + Send,
OCB: ConstraintBreakCallback + Send,
OWS: WakeSleepCallback<L, S, D>,
OA: AdvanceCallback<L, D>,
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L: ArticulationLink + Send,
S: RigidStatic + Send,
D: RigidDynamic + Send,
T: Articulation + Send,
C: ArticulationReducedCoordinate + Send,
OC: CollisionCallback + Send,
OT: TriggerCallback + Send,
OCB: ConstraintBreakCallback + Send,
OWS: WakeSleepCallback<L, S, D>,
OA: AdvanceCallback<L, D>,
impl<U, L, S, D, T, C, OC, OT, OCB, OWS, OA> Sync for PxScene<U, L, S, D, T, C, OC, OT, OCB, OWS, OA> where
L: ArticulationLink + Sync,
S: RigidStatic + Sync,
D: RigidDynamic + Sync,
T: Articulation + Sync,
C: ArticulationReducedCoordinate + Sync,
OC: CollisionCallback + Sync,
OT: TriggerCallback + Sync,
OCB: ConstraintBreakCallback + Sync,
OWS: WakeSleepCallback<L, S, D>,
OA: AdvanceCallback<L, D>,
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L: ArticulationLink + Sync,
S: RigidStatic + Sync,
D: RigidDynamic + Sync,
T: Articulation + Sync,
C: ArticulationReducedCoordinate + Sync,
OC: CollisionCallback + Sync,
OT: TriggerCallback + Sync,
OCB: ConstraintBreakCallback + Sync,
OWS: WakeSleepCallback<L, S, D>,
OA: AdvanceCallback<L, D>,
Auto Trait Implementations
impl<U, L, S, D, T, C, OC, OT, OCB, OWS, OA> RefUnwindSafe for PxScene<U, L, S, D, T, C, OC, OT, OCB, OWS, OA> where
C: RefUnwindSafe,
D: RefUnwindSafe,
L: RefUnwindSafe,
OA: RefUnwindSafe,
OC: RefUnwindSafe,
OCB: RefUnwindSafe,
OT: RefUnwindSafe,
OWS: RefUnwindSafe,
S: RefUnwindSafe,
T: RefUnwindSafe,
U: RefUnwindSafe,
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C: RefUnwindSafe,
D: RefUnwindSafe,
L: RefUnwindSafe,
OA: RefUnwindSafe,
OC: RefUnwindSafe,
OCB: RefUnwindSafe,
OT: RefUnwindSafe,
OWS: RefUnwindSafe,
S: RefUnwindSafe,
T: RefUnwindSafe,
U: RefUnwindSafe,
impl<U, L, S, D, T, C, OC, OT, OCB, OWS, OA> Unpin for PxScene<U, L, S, D, T, C, OC, OT, OCB, OWS, OA> where
C: Unpin,
D: Unpin,
L: Unpin,
OA: Unpin,
OC: Unpin,
OCB: Unpin,
OT: Unpin,
OWS: Unpin,
S: Unpin,
T: Unpin,
U: Unpin,
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C: Unpin,
D: Unpin,
L: Unpin,
OA: Unpin,
OC: Unpin,
OCB: Unpin,
OT: Unpin,
OWS: Unpin,
S: Unpin,
T: Unpin,
U: Unpin,
impl<U, L, S, D, T, C, OC, OT, OCB, OWS, OA> UnwindSafe for PxScene<U, L, S, D, T, C, OC, OT, OCB, OWS, OA> where
C: UnwindSafe,
D: UnwindSafe,
L: UnwindSafe,
OA: UnwindSafe,
OC: UnwindSafe,
OCB: UnwindSafe,
OT: UnwindSafe,
OWS: UnwindSafe,
S: UnwindSafe,
T: UnwindSafe,
U: UnwindSafe,
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C: UnwindSafe,
D: UnwindSafe,
L: UnwindSafe,
OA: UnwindSafe,
OC: UnwindSafe,
OCB: UnwindSafe,
OT: UnwindSafe,
OWS: UnwindSafe,
S: UnwindSafe,
T: UnwindSafe,
U: UnwindSafe,
Blanket Implementations
impl<T> Actor for T where
T: Class<PxActor> + Base,
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T: Class<PxActor> + Base,
pub fn get_type(&self) -> ActorType
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pub fn get_world_bounds(&self, inflation: f32) -> PxBounds3
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pub fn set_actor_flag(&mut self, flag: ActorFlag, value: bool)
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pub fn set_actor_flags(&mut self, flags: BitFlags<ActorFlag>)
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pub fn get_actor_flags(&self) -> BitFlags<ActorFlag>
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pub fn set_dominance_group(&mut self, group: u8)
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pub fn get_dominance_group(&self) -> u8
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pub fn set_owner_client(&mut self, client: u8)
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pub fn get_owner_client(&self) -> u8
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pub fn enable_visualization(&mut self, enable: bool)
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pub fn enable_gravity(&mut self, enable: bool)
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impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Base for T where
T: Class<PxBase>,
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T: Class<PxBase>,
pub fn get_concrete_type_name(&self) -> Option<&str>
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pub fn get_concrete_type(&self) -> ConcreteType
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pub fn set_base_flag(&mut self, flag: BaseFlag, value: bool)
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pub fn set_base_flags(&mut self, in_flags: BitFlags<BaseFlag>)
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pub fn get_base_flags(&self) -> BitFlags<BaseFlag>
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pub fn is_releasable(&self) -> bool
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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>,