pub trait RigidActor: Class<PxRigidActor> + Actor {
    type Shape: Shape;

Show 13 methods // Provided methods fn get_nb_constraints(&self) -> u32 { ... } fn get_constraints(&mut self) -> Vec<&mut Constraint> { ... } fn get_global_pose(&self) -> PxTransform { ... } fn get_global_position(&self) -> PxVec3 { ... } fn get_global_rotation(&self) -> PxQuat { ... } fn set_global_pose(&mut self, pose: &PxTransform, autowake: bool) { ... } fn get_nb_shapes(&self) -> u32 { ... } fn get_shapes(&self) -> Vec<&Self::Shape> { ... } fn get_shapes_mut(&mut self) -> Vec<&mut Self::Shape> { ... } fn set_collision_filter( &mut self, this_layers: CollisionLayers, other_layers: CollisionLayers, word3: u32, word4: u32 ) { ... } fn set_query_filter(&mut self, this_layers: CollisionLayers) { ... } fn attach_shape(&mut self, shape: &mut Self::Shape) -> bool { ... } fn detach_shape(&mut self, shape: &mut Self::Shape) { ... }
}

Required Associated Types§

Provided Methods§

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fn get_nb_constraints(&self) -> u32

Get the number of constraints on this rigid actor.

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fn get_constraints(&mut self) -> Vec<&mut Constraint>

Get the constraints effecting this rigid actor.

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fn get_global_pose(&self) -> PxTransform

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

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fn get_global_position(&self) -> PxVec3

Get the global pose of this rigid actor.

Examples found in repository?
examples/ball_physx.rs (line 140)
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fn main() {
    // Holds a PxFoundation and a PxPhysics.
    // Also has an optional Pvd and transport, not enabled by default.
    // The default allocator is the one provided by PhysX.
    let mut physics = PhysicsFoundation::<_, PxShape>::default();

    // Setup the scene object.  The PxScene type alias makes this much cleaner.
    // There are lots of unwrap calls due to potential null pointers.
    let mut scene: Owner<PxScene> = physics
        .create(SceneDescriptor {
            gravity: PxVec3::new(0.0, -9.81, 0.0),
            on_advance: Some(OnAdvance),
            ..SceneDescriptor::new(())
        })
        .unwrap();

    let mut material = physics.create_material(0.5, 0.5, 0.6, ()).unwrap();

    let ground_plane = physics
        .create_plane(PxVec3::new(0.0, 1.0, 0.0), 0.0, material.as_mut(), ())
        .unwrap();
    // The scene owns actors that are added to it.  They can be retrieved using the
    // various getters on the scene.
    scene.add_static_actor(ground_plane);

    let sphere_geo = PxSphereGeometry::new(10.0);

    let mut sphere_actor = physics
        .create_rigid_dynamic(
            PxTransform::from_translation(&PxVec3::new(0.0, 40.0, 100.0)),
            &sphere_geo,
            material.as_mut(),
            10.0,
            PxTransform::default(),
            (),
        )
        .unwrap();
    sphere_actor.set_angular_damping(0.5);
    sphere_actor.set_rigid_body_flag(RigidBodyFlag::EnablePoseIntegrationPreview, true);
    scene.add_dynamic_actor(sphere_actor);

    // SAFETY: scratch buffer creation
    #[allow(unsafe_code)]
    let mut scratch = unsafe { ScratchBuffer::new(4) };

    // Updating
    let heights_over_time = (0..100)
        .map(|_| {
            // Calls both simulate and fetch_results.  More complex simulation update
            // controls are not fully supported.
            scene
                .step(
                    0.1,
                    None::<&mut physx_sys::PxBaseTask>,
                    Some(&mut scratch),
                    true,
                )
                .expect("error occured during simulation");
            // For simplicity, just read out the only dynamic actor in the scene.
            // getActiveActors is also supported, it returns a Vec<&mut ActorMap> which has
            // a map method that takes a function for each actor type, and `as_<T>` methods
            // that return an Option<&mut T>.
            let actors = scene.get_dynamic_actors();
            actors[0].get_global_position().y() as i32 - 10
        })
        .collect::<Vec<_>>();

    // Draw to stdout
    let max_h = 18;
    (0..max_h)
        .map(|h| {
            let h = max_h - 1 - h;
            heights_over_time
                .iter()
                .enumerate()
                .map(|(_t, p)| if h == *p { 'o' } else { ' ' })
                .collect::<String>()
        })
        .for_each(|line| println!("{}", line));
}
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fn get_global_rotation(&self) -> PxQuat

Get the global rotation of this rigid actor.

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fn set_global_pose(&mut self, pose: &PxTransform, autowake: bool)

Set the global pose of this rigid actor

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fn get_nb_shapes(&self) -> u32

Get number of attached shapes

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fn get_shapes(&self) -> Vec<&Self::Shape>

Get a reference to every Shape attached to this actor.

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fn get_shapes_mut(&mut self) -> Vec<&mut Self::Shape>

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

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fn set_collision_filter( &mut self, this_layers: CollisionLayers, other_layers: CollisionLayers, word3: u32, word4: u32 )

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

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fn set_query_filter(&mut self, this_layers: CollisionLayers)

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

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fn attach_shape(&mut self, shape: &mut Self::Shape) -> bool

Attach a shape.

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fn detach_shape(&mut self, shape: &mut Self::Shape)

Detach a shape.

Implementors§

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impl<D, Geom: Shape> RigidActor for PxRigidDynamic<D, Geom>

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type Shape = Geom

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impl<L, Geom: Shape> RigidActor for PxArticulationLink<L, Geom>

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type Shape = Geom

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impl<L, S, D> RigidActor for ActorMap<L, S, D>where L: ArticulationLink, S: RigidStatic, D: RigidDynamic,

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type Shape = <L as RigidActor>::Shape

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impl<S, Geom: Shape> RigidActor for PxRigidStatic<S, Geom>

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type Shape = Geom