Struct physx::traits::descriptor::SceneDescriptor[][src]

pub struct SceneDescriptor<U, 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 phantom_marker: PhantomData<(L, S, D, T, C)>,
    pub user_data: U,
    pub on_collide: Option<OC>,
    pub on_trigger: Option<OT>,
    pub on_constraint_break: Option<OCB>,
    pub on_wake_sleep: Option<OWS>,
    pub on_advance: Option<OA>,
    pub gravity: PxVec3,
    pub kine_kine_filtering_mode: PairFilteringMode,
    pub static_kine_filtering_mode: PairFilteringMode,
    pub broad_phase_type: BroadPhaseType,
    pub limits: SceneLimits,
    pub friction_type: FrictionType,
    pub solver_type: SolverType,
    pub bounce_threshold_velocity: f32,
    pub friction_offset_threshold: f32,
    pub ccd_max_separation: f32,
    pub solver_offset_slop: f32,
    pub flags: BitFlags<SceneFlag>,
    pub static_structure: PruningStructureType,
    pub dynamic_structure: PruningStructureType,
    pub dynamic_tree_rebuild_rate_hint: u32,
    pub scene_query_update_mode: SceneQueryUpdateMode,
    pub solver_batch_size: u32,
    pub solver_articulation_batch_size: u32,
    pub nb_contact_data_blocks: u32,
    pub max_nb_contact_data_blocks: u32,
    pub max_bias_coefficient: f32,
    pub contact_report_stream_buffer_size: u32,
    pub ccd_max_passes: u32,
    pub ccd_threshold: f32,
    pub wake_counter_reset_value: f32,
    pub sanity_bounds: PxBounds3,
    pub simulation_filter_shader: FilterShaderDescriptor,
    pub thread_count: u32,
    pub broad_phase_callback: *mut PxBroadPhaseCallback,
    pub contact_modify_callback: *mut PxContactModifyCallback,
    pub ccd_contact_modify_callback: *mut PxCCDContactModifyCallback,
    pub cuda_context_manager: *mut PxCudaContextManager,
    pub gpu_dynamics_config: PxgDynamicsMemoryConfig,
    pub gpu_max_num_partitions: u32,
    pub gpu_compute_version: u32,
}

Fields

phantom_marker: PhantomData<(L, S, D, T, C)>user_data: Uon_collide: Option<OC>on_trigger: Option<OT>on_constraint_break: Option<OCB>on_wake_sleep: Option<OWS>on_advance: Option<OA>gravity: PxVec3kine_kine_filtering_mode: PairFilteringModestatic_kine_filtering_mode: PairFilteringModebroad_phase_type: BroadPhaseTypelimits: SceneLimitsfriction_type: FrictionTypesolver_type: SolverTypebounce_threshold_velocity: f32friction_offset_threshold: f32ccd_max_separation: f32solver_offset_slop: f32flags: BitFlags<SceneFlag>static_structure: PruningStructureTypedynamic_structure: PruningStructureTypedynamic_tree_rebuild_rate_hint: u32scene_query_update_mode: SceneQueryUpdateModesolver_batch_size: u32solver_articulation_batch_size: u32nb_contact_data_blocks: u32max_nb_contact_data_blocks: u32max_bias_coefficient: f32contact_report_stream_buffer_size: u32ccd_max_passes: u32ccd_threshold: f32wake_counter_reset_value: f32sanity_bounds: PxBounds3simulation_filter_shader: FilterShaderDescriptorthread_count: u32broad_phase_callback: *mut PxBroadPhaseCallbackcontact_modify_callback: *mut PxContactModifyCallbackccd_contact_modify_callback: *mut PxCCDContactModifyCallbackcuda_context_manager: *mut PxCudaContextManagergpu_dynamics_config: PxgDynamicsMemoryConfiggpu_max_num_partitions: u32gpu_compute_version: u32

Implementations

impl<U, 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>> SceneDescriptor<U, L, S, D, T, C, OC, OT, OCB, OWS, OA>[src]

pub fn new(user_data: U) -> Self[src]

Trait Implementations

impl<P: Physics, U, 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>> Descriptor<P> for SceneDescriptor<U, L, S, D, T, C, OC, OT, OCB, OWS, OA>[src]

type Target = Option<Owner<PxScene<U, L, S, D, T, C, OC, OT, OCB, OWS, OA>>>

Auto Trait Implementations

impl<U, L, S, D, T, C, OC, OT, OCB, OWS, OA> RefUnwindSafe for SceneDescriptor<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

impl<U, L, S, D, T, C, OC, OT, OCB, OWS, OA> !Send for SceneDescriptor<U, L, S, D, T, C, OC, OT, OCB, OWS, OA>

impl<U, L, S, D, T, C, OC, OT, OCB, OWS, OA> !Sync for SceneDescriptor<U, L, S, D, T, C, OC, OT, OCB, OWS, OA>

impl<U, L, S, D, T, C, OC, OT, OCB, OWS, OA> Unpin for SceneDescriptor<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

impl<U, L, S, D, T, C, OC, OT, OCB, OWS, OA> UnwindSafe for SceneDescriptor<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

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
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impl<T> Borrow<T> for T where
    T: ?Sized
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impl<T> BorrowMut<T> for T where
    T: ?Sized
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impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
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impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.