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>> {
Show 42 fields 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

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