#[repr(transparent)]
pub struct 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>, 
{ /* private fields */ }
Expand description

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

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

Safety Read more

Get the user data.

Get the user data.

Get the visual debugger client

Create a controller manager.

Add a dynamic actor to the world.

Add dynamic actors to the world.

Add a static actor to the world.

Add dynamic actors to the world.

Add an articulation link to the world.

Add articulation links to the world.

Remove an actor from the scene.

Remove actors from the scene.

Add an articulation to the scene.

Remove an articulation from the scene.

Add an aggregate to the scene.

Remove an aggregate from the scene.

Add a rpuning structure to the scene.

Run a simulation update step.

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

Combines simulate and fetch_results into one call.

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

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

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. Read more

Get a Vec of the articulations in the scene.

Get the actors in the scene, filtered by ActorTypeFlags.

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

Get the static actors in the scene.

Get the dynamic actors in the scene.

Get the aggregates in the scene.

Get all the constraints currently in this scene.

Safety Read more

Safety Read more

Safety Read more

Safety Read more

Safety Read more

Safety Read more

Reset the collision filtering for an actor.

Reset collision filtering for a RigidActor and shapes.

Get the kinematic-kinematic filtering mode.

Get the static-kinematic filtering mode.

Sets the gravity vector.

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

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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.