Struct physx::rigid_dynamic::PxRigidDynamic[][src]

#[repr(transparent)]
pub struct PxRigidDynamic<D, Geom: Shape> { /* fields omitted */ }
Expand description

A new type wrapper for PxRigidDynamic. Parametrized by it’s user data type, and the type of it’s Shapes.

Trait Implementations

Returns a raw const pointer to the wrapped type. Retrieving a raw pointer is safe. However, pretty much any use of a raw pointer is unsafe. In particular: this pointer should not be used to construct a second owning wrapper around the pointer. Read more

Returns a raw mut pointer to the wrapped type. Retrieving a raw pointer is safe. However, pretty much any use of a raw pointer is unsafe. In particular: this pointer should not be used to construct a second owning wrapper around the pointer. Read more

Executes the destructor for this type. Read more

Get the number of constraints on this rigid actor.

Get the constraints effecting this rigid actor.

Get the global pose of this rigid actor. The scale is implicitly 1.0.

Get the global pose of this rigid actor.

Get the global rotation of this rigid actor.

Set the global pose of this rigid actor

Get number of attached shapes

Get a reference to every Shape attached to this actor.

Get a mutable reference to every Shape attached to this actor.

Set the collision filter. Collisions will only occur if this_layers & other_layers != 0.

Set the query filter. Queries will only find this item if queried with one of the flags.

Attach a shape.

Detach a shape.

Create a new RigidDynamic.

Create a new Owner wrapper around a raw pointer. Read more

Get the user data.

Get the user data.

Get the contact report threshold. If the force between two actors exceeds this threshold for either actor, a contact report will be generated in accordance with the filter shader. Read more

Returns a copy of the target transform if the actor is knematically controlled and has a target set, otherwise it returns None. Read more

Get the lock flags.

Get the sleep threshold. If the actor’s mass-normalized kinetic energy is below this value, the actor might go to sleep. Read more

Get the number of (position, velocity) iterations done by the solver.

Get the stabilization threshold. Actors with mass-normalized kinetic energy may participate in stabilization.

Get the wake counter.

Returns true if the actor is sleeping. Sleeping actors are not simulated. If an actor is sleeping, it’s linear and angular velocities are zero, no force or torque updates are pending, and the wake counter is zero. Read more

Put the actor to sleep. Pending force and torque is cleared, and the wake counter and linear and angular velocities are all set to zero. Read more

Set the contact report threshold, used when determining if a contact report should be generated.

Set the kinematic target of the actor. Set an actor as kinematic using RigidBodyFlag::Kinematic. The actor will have it’s velocity set such that it gets moved to the desired pose in a single timestep, then the velocity will be zeroed. Movement along a path requires continuous calls. Consecutive calls in a single frame will overwrite the prior. Read more

Set a lock flag, preventing movement along or about an axis.

Set the lock flags.

Set the mass normalized kinetic energy under which an actor is a candidate for being slept. Default is 5e-5f * PxTolerancesScale.speed ^ 2. Value is clamped to range [0.0 .. ]. Read more

Set the number of solver iterations for the position and velocity solvers clamped to range [1..=255]. Defualt is position = 4 and velocity = 1. If bodies are oscillating, increase the position iterations. If bodies are being depenetrated too quickly, increase the velocity iterations. Read more

Set the stabilization threshold. Actors with mass-normalized kinetic energy above this value will not participate in stabilization. Read more

Sets the wake counter. This is the minimum amount of time until an actor must spend below the sleep threshold before it is put to sleep. Setting this to a positive value will wake the actor. Default is 0.4, value is in seconds. Read more

Wake the actor. May wake touching actors. Sets the wake counter to the wake_counter_reset_value set at scene creation. Read more

Auto Trait Implementations

Blanket Implementations

Get the concrete type of the actor

Get the world bounds of this actor

Set a flag on this actor

Set the flags to the provided value

Get all actor flags

Set the dominance group

Read the dominance group

Set the owner client of this actor

Read the owner client of this actor

Enable visualization of this actor

set gravity state

Gets the TypeId of self. Read more

Get the name of the real type referenced by this pointer, or None if the returned string is not valid

Returns an enumerated value identifying the type. This may return ConcreteType::Undefined in surprising situations, notably this does not seem to work with get_active_actors. Use get_type for actors if possible. Read more

Set or unset the specified flag on this object.

Set the BaseFlags of this object. Note that replaces all flags currently on the object. Use set_base_flag to set individual flags. Read more

Read the BaseFlags of this object

Returns true if this object can be released, i.e., it is not subordinate.

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Performs the conversion.

Performs the conversion.

Set the mass of this body

Get the angular velocity.

Get the linear velocity.

Get the (linear, angular) velocities.

Set the pose of the position and orientation of the center of mass. This does not move tha body, Setting the center of mass too far away may cause instability. Read more

Get the pose of the center of mass.

Get the mass of the body.

Get the inverse of the mass of this body.

Sets the inertia tensor using mass space coordinates. Non-diagonal space inertia tensors must be diagonalized, only the diagonal is passed in. The tensor elements must be non-negative. Values of 0 represent infinite inertia along that axis, and are not permitted for PxArticulationLinks. Read more

Gets the diagonal of the inertia tensor relative to the body’s mass coordinate frame. A value of 0 represents infinite inertia along that axis. Read more

Gets the diagonal of the inverse inertia tensor relative to the body’s mass coordinate frame. A value of 0 represents infinite inertia along that axis. Read more

Sets the linear damping. Zero represents no damping. Values clamped to [0.0 .. ].

Gets the linear damping.

Sets the angular damping. Zero represents no damping. Values clamped to (0.0, .. ).

Get the angular damping.

Set the linear velocity. Continuously setting this will override the effects of gravity or friction because forces effect the body via velocity. If ActorFlag::DisableSimulation is set, this does nothing, otherwise this call will wake the actor. Read more

Set the angular velocity. Continuously setting this will override the effects of gravity or friction because forces effect the body via velocity. If ActorFlag::DisableSimulation is set, this does nothing, otherwise this call will wake the actor. Read more

Set the maximum angular velocity. Very rapid rotation can cause simulation errors, setting this value will clamp velocty before the solver is ran (so velocty may briefly exceed this value). Read more

Get the maximum angular velocity.

Set the maximum linear velocity. Very rapid movement can cause simulation errors, setting this value will clamp velocty before the solver is ran (so velocty may briefly exceed this value). Read more

Get the maximum linear velocity.

Apply a force to the actor. This will not cause torque. ForceMode determines how this force is applied. ForceMode::Acceleration and ForceMode::VelocityChange directly effect the acceleration and velocity change accumulators. ForceMode::Force and ForceMode::Impulse are multiplied by inverse mass first. Read more

Apply a torque to the actor. ForceMode determines how this force is applied. ForceMode::Acceleration and ForceMode::VelocityChange directly effect the angular acceleration and angular velocity change accumulators. ForceMode::Force and ForceMode::Impulse are multiplied by inverse mass first. Read more

Clear the accumulated acceleration or velocity change. ForceMode::Acceleration and ForceMode::Force clear the same accumulator, as do ForceMode::VelocityChange and ForceMode::Impulse. Read more

Clear the accumulated angular acceleration or angular velocity change. ForceMode::Acceleration and ForceMode::Force clear the same accumulator, as do ForceMode::VelocityChange and ForceMode::Impulse. Read more

Set the force and torque accumulators.

Set a rigid body flag.

Set all the rigid body flags.

Get the rigid body flags.

Set the CCD advance coefficient, clamped to range [0.0 ..= 1.0]. Default is 0.15. Values near 1.0 ensures that some will be advanced, but objects may slowly drift through eachother. Values near 0.0 will never drift through eachother, but may “jam” ie. not advance through time during a given CCD pass. Read more

Get the CCD advance coefficient.

sET the maximum allowed depenetration velocity

Get the maximum allowed depenetration velocity

Set the max number of contact impulses this body may experience

Get the max number of contact impulses this body may experience

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.