Struct physx::traits::descriptor::SceneDescriptor
source · [−]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: U
on_collide: Option<OC>
on_trigger: Option<OT>
on_constraint_break: Option<OCB>
on_wake_sleep: Option<OWS>
on_advance: Option<OA>
gravity: PxVec3
kine_kine_filtering_mode: PairFilteringMode
static_kine_filtering_mode: PairFilteringMode
broad_phase_type: BroadPhaseType
limits: SceneLimits
friction_type: FrictionType
solver_type: SolverType
bounce_threshold_velocity: f32
friction_offset_threshold: f32
ccd_max_separation: f32
solver_offset_slop: f32
flags: BitFlags<SceneFlag>
static_structure: PruningStructureType
dynamic_structure: PruningStructureType
dynamic_tree_rebuild_rate_hint: u32
scene_query_update_mode: SceneQueryUpdateMode
solver_batch_size: u32
solver_articulation_batch_size: u32
nb_contact_data_blocks: u32
max_nb_contact_data_blocks: u32
max_bias_coefficient: f32
contact_report_stream_buffer_size: u32
ccd_max_passes: u32
ccd_threshold: f32
wake_counter_reset_value: f32
sanity_bounds: PxBounds3
simulation_filter_shader: FilterShaderDescriptor
thread_count: u32
broad_phase_callback: *mut PxBroadPhaseCallback
contact_modify_callback: *mut PxContactModifyCallback
ccd_contact_modify_callback: *mut PxCCDContactModifyCallback
cuda_context_manager: *mut PxCudaContextManager
gpu_dynamics_config: PxgDynamicsMemoryConfig
gpu_max_num_partitions: u32
gpu_compute_version: u32
Implementations
sourceimpl<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>
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>
Trait Implementations
sourceimpl<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>
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>
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
sourceimpl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more