[][src]Trait physx::scene::Scene

pub trait Scene: Class<PxScene> + UserData {
    type ArticulationLink: ArticulationLink;
    type RigidStatic: RigidStatic;
    type RigidDynamic: RigidDynamic;
    type Articulation: Articulation;
    type ArticulationReducedCoordinate: ArticulationReducedCoordinate;
    type ActorMap: RigidActor;
    type ArticulationMap: ArticulationBase;
    type Aggregate: Aggregate;
    pub unsafe fn from_raw(ptr: *mut PxScene) -> Option<Owner<Self>> { ... }
pub fn get_user_data(&self) -> &Self::UserData { ... }
pub fn get_user_data_mut(&mut self) -> *mut Self::UserData { ... }
pub fn get_pvd_client(&mut self) -> Option<&mut PvdSceneClient> { ... }
pub fn create_controller_manager<C: Controller>(
        &mut self,
        locking_enabled: bool
    ) -> Option<Owner<PxControllerManager<C>>> { ... }
pub fn add_dynamic_actor(&mut self, actor: Owner<Self::RigidDynamic>) { ... }
pub fn add_dynamic_actors(&mut self, actors: Vec<Owner<Self::RigidDynamic>>) { ... }
pub fn add_static_actor(&mut self, actor: Owner<Self::RigidStatic>) { ... }
pub fn add_static_actors(&mut self, actors: Vec<Owner<Self::RigidStatic>>) { ... }
pub fn add_articulation_link(
        &mut self,
        actor: Owner<Self::ArticulationLink>
    ) { ... }
pub fn add_articulation_links(
        &mut self,
        actors: Vec<Owner<Self::ArticulationLink>>
    ) { ... }
pub fn remove_actor(&mut self, actor: &mut impl Actor, wake_touching: bool) { ... }
pub fn remove_actors(
        &mut self,
        actors: Vec<&mut impl Actor>,
        wake_touching: bool
    ) { ... }
pub fn add_articulation(
        &mut self,
        articulation: Owner<impl ArticulationBase>
    ) { ... }
pub fn remove_articulation(
        &mut self,
        articulation: &mut impl ArticulationBase,
        wake_touching: bool
    ) { ... }
pub fn add_aggregate(&mut self, aggregate: Owner<Self::Aggregate>) { ... }
pub fn remove_aggregate(
        &mut self,
        aggregate: &mut Self::Aggregate,
        wake_touching: bool
    ) { ... }
pub fn add_pruning_structure(
        &mut self,
        pruning_structure: Owner<PruningStructure>
    ) { ... }
pub fn simulate(
        &mut self,
        time_step: f32,
        completion_task: Option<&mut PxBaseTask>,
        scratch: Option<&mut ScratchBuffer>
    ) { ... }
pub fn fetch_results(&mut self, block: bool) -> Result<(), u32> { ... }
pub fn step(
        &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 { ... }
pub fn get_dynamic_structure(&self) -> PruningStructureType { ... }
pub fn flush_query_updates(&mut self) { ... }
pub fn get_articulations(&mut self) -> Vec<&mut Self::ArticulationMap> { ... }
pub fn get_actors(
        &mut self,
        actor_type: ActorTypeFlags
    ) -> Vec<&mut Self::ActorMap> { ... }
pub fn get_active_actors(&mut self) -> &mut [&mut Self::ActorMap] { ... }
pub fn get_static_actors(&mut self) -> Vec<&mut Self::RigidStatic> { ... }
pub fn get_dynamic_actors(&mut self) -> Vec<&mut Self::RigidDynamic> { ... }
pub fn get_aggregates(&mut self) -> Vec<&mut Self::Aggregate> { ... }
pub fn get_constraints(&mut self) -> Vec<&mut Constraint> { ... }
pub unsafe fn set_contact_modify_callback(
        &mut self,
        callback: &mut PxContactModifyCallback
    ) { ... }
pub unsafe fn get_contact_modify_callback(&self) -> &PxContactModifyCallback { ... }
pub unsafe fn set_ccd_contact_modify_callback(
        &mut self,
        callback: &mut PxCCDContactModifyCallback
    ) { ... }
pub unsafe fn get_ccd_contact_callback(&self) -> &PxCCDContactModifyCallback { ... }
pub unsafe fn set_broad_phase_callback(
        &mut self,
        callback: &mut PxBroadPhaseCallback
    ) { ... }
pub unsafe fn get_broad_phase_callback(&self) -> &PxBroadPhaseCallback { ... }
pub fn reset_filtering(&mut self, actor: &mut impl Actor) { ... }
pub fn reset_rigid_actor_filtering<R: RigidActor>(
        &mut self,
        actor: &mut R,
        shapes: &[&mut R::Shape]
    ) { ... }
pub fn get_kinematic_kinematic_filtering_mode(&self) -> PairFilteringMode { ... }
pub fn get_static_kinematic_filtering_mode(&self) -> PairFilteringMode { ... }
pub fn set_gravity(&mut self, x: f32, y: f32, z: f32) { ... } }

Associated Types

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Provided methods

pub unsafe fn from_raw(ptr: *mut PxScene) -> Option<Owner<Self>>[src]

Safety

Owner's own the pointer they wrap, using the pointer after dropping the Owner, or creating multiple Owners from the same pointer will cause UB. Use into_ptr to retrieve the pointer and consume the Owner without dropping the pointee.

pub fn get_user_data(&self) -> &Self::UserData[src]

Get the user data.

pub fn get_user_data_mut(&mut self) -> *mut Self::UserData[src]

Get the user data.

pub fn get_pvd_client(&mut self) -> Option<&mut PvdSceneClient>[src]

Get the visual debugger client

pub fn create_controller_manager<C: Controller>(
    &mut self,
    locking_enabled: bool
) -> Option<Owner<PxControllerManager<C>>>
[src]

Create a controller manager.

pub fn add_dynamic_actor(&mut self, actor: Owner<Self::RigidDynamic>)[src]

Add a dynamic actor to the world.

pub fn add_dynamic_actors(&mut self, actors: Vec<Owner<Self::RigidDynamic>>)[src]

Add dynamic actors to the world.

pub fn add_static_actor(&mut self, actor: Owner<Self::RigidStatic>)[src]

Add a static actor to the world.

pub fn add_static_actors(&mut self, actors: Vec<Owner<Self::RigidStatic>>)[src]

Add dynamic actors to the world.

Add an articulation link to the world.

Add articulation links to the world.

pub fn remove_actor(&mut self, actor: &mut impl Actor, wake_touching: bool)[src]

Remove an actor from the scene.

pub fn remove_actors(
    &mut self,
    actors: Vec<&mut impl Actor>,
    wake_touching: bool
)
[src]

Remove actors from the scene.

pub fn add_articulation(&mut self, articulation: Owner<impl ArticulationBase>)[src]

Add an articulation to the scene.

pub fn remove_articulation(
    &mut self,
    articulation: &mut impl ArticulationBase,
    wake_touching: bool
)
[src]

Remove an articulation from the scene.

pub fn add_aggregate(&mut self, aggregate: Owner<Self::Aggregate>)[src]

Add an aggregate to the scene.

pub fn remove_aggregate(
    &mut self,
    aggregate: &mut Self::Aggregate,
    wake_touching: bool
)
[src]

Remove an aggregate from the scene.

pub fn add_pruning_structure(
    &mut self,
    pruning_structure: Owner<PruningStructure>
)
[src]

Add a rpuning structure to the scene.

pub fn simulate(
    &mut self,
    time_step: f32,
    completion_task: Option<&mut PxBaseTask>,
    scratch: Option<&mut ScratchBuffer>
)
[src]

Run a simulation update step.

pub fn fetch_results(&mut self, block: bool) -> Result<(), u32>[src]

Check if or wait until simulate has completed. Returns Ok(()) when it has, Err otherwise.

pub fn step(
    &mut self,
    time_step: f32,
    completion_task: Option<&mut PxBaseTask>,
    scratch: Option<&mut ScratchBuffer>,
    block: bool
) -> Result<(), u32>
[src]

Combines simulate and fetch_results into one call.

pub fn get_static_structure(&self) -> PruningStructureType[src]

Get the pruning structure type for static physics objects that was set when creating the scene.

pub fn get_dynamic_structure(&self) -> PruningStructureType[src]

Get the pruning structure type for dynamic physics objects that was set when creating the scene.

pub fn flush_query_updates(&mut self)[src]

Fluish any changes to the scene query represenation, forcing any buffered changes to be applied now, rather than when the next scene query is executed.

pub fn get_articulations(&mut self) -> Vec<&mut Self::ArticulationMap>[src]

Get a Vec of the articulations in the scene.

pub fn get_actors(
    &mut self,
    actor_type: ActorTypeFlags
) -> Vec<&mut Self::ActorMap>
[src]

Get the actors in the scene, filtered by ActorTypeFlags.

pub fn get_active_actors(&mut self) -> &mut [&mut Self::ActorMap][src]

Get the active actor buffer of actors that were updated during the last simulate call.

pub fn get_static_actors(&mut self) -> Vec<&mut Self::RigidStatic>[src]

Get the static actors in the scene.

pub fn get_dynamic_actors(&mut self) -> Vec<&mut Self::RigidDynamic>[src]

Get the dynamic actors in the scene.

pub fn get_aggregates(&mut self) -> Vec<&mut Self::Aggregate>[src]

Get the aggregates in the scene.

pub fn get_constraints(&mut self) -> Vec<&mut Constraint>[src]

Get all the constraints currently in this scene.

pub unsafe fn set_contact_modify_callback(
    &mut self,
    callback: &mut PxContactModifyCallback
)
[src]

Safety

PxContactModifyCallback does not have a safe wrapper, using it requires use of physx_sys.

pub unsafe fn get_contact_modify_callback(&self) -> &PxContactModifyCallback[src]

Safety

PxContactModifyCallback does not have a safe wrapper, using it requires use of physx_sys.

pub unsafe fn set_ccd_contact_modify_callback(
    &mut self,
    callback: &mut PxCCDContactModifyCallback
)
[src]

Safety

PxCCDContactModifyCallback does not have a safe wrapper, using it requires use of physx_sys.

pub unsafe fn get_ccd_contact_callback(&self) -> &PxCCDContactModifyCallback[src]

Safety

PxCCDContactModifyCallback does not have a safe wrapper, using it requires use of physx_sys.

pub unsafe fn set_broad_phase_callback(
    &mut self,
    callback: &mut PxBroadPhaseCallback
)
[src]

Safety

PxBroadPhaseCallback does not have a safe wrapper, using it requires use of physx_sys.

pub unsafe fn get_broad_phase_callback(&self) -> &PxBroadPhaseCallback[src]

Safety

PxBroadPhaseCallback does not have a safe wrapper, using it requires use of physx_sys.

pub fn reset_filtering(&mut self, actor: &mut impl Actor)[src]

Reset the collision filtering for an actor.

pub fn reset_rigid_actor_filtering<R: RigidActor>(
    &mut self,
    actor: &mut R,
    shapes: &[&mut R::Shape]
)
[src]

Reset collision filtering for a RigidActor and shapes.

pub fn get_kinematic_kinematic_filtering_mode(&self) -> PairFilteringMode[src]

Get the kinematic-kinematic filtering mode.

pub fn get_static_kinematic_filtering_mode(&self) -> PairFilteringMode[src]

Get the static-kinematic filtering mode.

pub fn set_gravity(&mut self, x: f32, y: f32, z: f32)[src]

Sets the gravity vector.

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Implementors

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>, 
[src]

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>

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