pub trait Aggregate: Class<PxAggregate> + Base {
type ActorMap: RigidActor;
type ArticulationLink: ArticulationLink;
type RigidStatic: RigidStatic;
type RigidDynamic: RigidDynamic;
type Articulation: Articulation;
type ArticulationReducedCoordinate: ArticulationReducedCoordinate;
unsafe fn from_raw(ptr: *mut PxAggregate) -> Option<Owner<Self>> { ... }
fn add_articulation_link(
&mut self,
actor: &mut Self::ArticulationLink,
bvh: Option<&BvhStructure>
) -> bool { ... }
fn add_rigid_static(
&mut self,
actor: &mut Self::RigidStatic,
bvh: Option<&BvhStructure>
) -> bool { ... }
fn add_rigid_dynamic(
&mut self,
actor: &mut Self::RigidDynamic,
bvh: Option<&BvhStructure>
) -> bool { ... }
fn add_articulation(&mut self, articulation: &mut Self::Articulation) -> bool { ... }
fn add_articulation_reduced_coordinate(
&mut self,
articulation: &mut Self::ArticulationReducedCoordinate
) -> bool { ... }
fn get_actors(&mut self) -> Vec<&mut Self::ActorMap> { ... }
fn get_max_nb_actors(&self) -> u32 { ... }
fn get_nb_actors(&self) -> u32 { ... }
fn get_self_collision(&self) -> bool { ... }
fn remove_actor(&mut self, actor: &mut impl Actor) -> bool { ... }
fn remove_articulation(
&mut self,
articulation: &mut impl ArticulationBase
) -> bool { ... }
}
Required Associated Types
type ActorMap: RigidActor
type ArticulationLink: ArticulationLink
type RigidStatic: RigidStatic
type RigidDynamic: RigidDynamic
type Articulation: Articulation
type ArticulationReducedCoordinate: ArticulationReducedCoordinate
Provided Methods
sourceunsafe fn from_raw(ptr: *mut PxAggregate) -> Option<Owner<Self>>
unsafe fn from_raw(ptr: *mut PxAggregate) -> Option<Owner<Self>>
Create a new owning wrapper around a raw physx_sys::PxAggregate
.
Safety
Owner’s own the pointer they wrap, using the pointer after dropping the Owner,
or creating multiple Owners from the same pointer will cause UB. Use into_ptr
to
retrieve the pointer and consume the Owner without dropping the pointee.
sourcefn add_articulation_link(
&mut self,
actor: &mut Self::ArticulationLink,
bvh: Option<&BvhStructure>
) -> bool
fn add_articulation_link(
&mut self,
actor: &mut Self::ArticulationLink,
bvh: Option<&BvhStructure>
) -> bool
Add an actor to the aggregate.
sourcefn add_rigid_static(
&mut self,
actor: &mut Self::RigidStatic,
bvh: Option<&BvhStructure>
) -> bool
fn add_rigid_static(
&mut self,
actor: &mut Self::RigidStatic,
bvh: Option<&BvhStructure>
) -> bool
Add an actor to the aggregate.
sourcefn add_rigid_dynamic(
&mut self,
actor: &mut Self::RigidDynamic,
bvh: Option<&BvhStructure>
) -> bool
fn add_rigid_dynamic(
&mut self,
actor: &mut Self::RigidDynamic,
bvh: Option<&BvhStructure>
) -> bool
Add an actor to the aggregate.
sourcefn add_articulation(&mut self, articulation: &mut Self::Articulation) -> bool
fn add_articulation(&mut self, articulation: &mut Self::Articulation) -> bool
Add an articulation to the aggregate.
sourcefn add_articulation_reduced_coordinate(
&mut self,
articulation: &mut Self::ArticulationReducedCoordinate
) -> bool
fn add_articulation_reduced_coordinate(
&mut self,
articulation: &mut Self::ArticulationReducedCoordinate
) -> bool
Add an articulation to the aggregate.
sourcefn get_actors(&mut self) -> Vec<&mut Self::ActorMap>
fn get_actors(&mut self) -> Vec<&mut Self::ActorMap>
Get a Vec of all the actors in the aggregate.
sourcefn get_max_nb_actors(&self) -> u32
fn get_max_nb_actors(&self) -> u32
Return the maximum possible number of actors in the aggregate.
sourcefn get_nb_actors(&self) -> u32
fn get_nb_actors(&self) -> u32
Returns the number of actors in the aggregate.
sourcefn get_self_collision(&self) -> bool
fn get_self_collision(&self) -> bool
Returns whether the aggregate will collide with itself.
sourcefn remove_actor(&mut self, actor: &mut impl Actor) -> bool
fn remove_actor(&mut self, actor: &mut impl Actor) -> bool
Remove an actor from the aggregate.
sourcefn remove_articulation(
&mut self,
articulation: &mut impl ArticulationBase
) -> bool
fn remove_articulation(
&mut self,
articulation: &mut impl ArticulationBase
) -> bool
Remove an articulation from the aggregate.