Trait physx::scene::Scene

source ·
pub trait Scene: Class<PxScene> + UserData {
    type ArticulationLink: ArticulationLink;
    type RigidStatic: RigidStatic;
    type RigidDynamic: RigidDynamic;
    type ArticulationReducedCoordinate: ArticulationReducedCoordinate;
    type ActorMap: RigidActor;
    type Aggregate: Aggregate;

Show 39 methods // Provided methods unsafe fn from_raw(ptr: *mut PxScene) -> Option<Owner<Self>> { ... } fn get_user_data(&self) -> &Self::UserData { ... } fn get_user_data_mut(&mut self) -> *mut Self::UserData { ... } fn get_pvd_client(&mut self) -> Option<&mut PvdSceneClient> { ... } fn create_controller_manager<C: Controller>( &mut self, locking_enabled: bool ) -> Option<Owner<PxControllerManager<C>>> { ... } fn add_dynamic_actor(&mut self, actor: Owner<Self::RigidDynamic>) { ... } fn add_dynamic_actors(&mut self, actors: Vec<Owner<Self::RigidDynamic>>) { ... } fn add_static_actor(&mut self, actor: Owner<Self::RigidStatic>) { ... } fn add_static_actors(&mut self, actors: Vec<Owner<Self::RigidStatic>>) { ... } fn add_articulation_link(&mut self, actor: Owner<Self::ArticulationLink>) { ... } fn add_articulation_links( &mut self, actors: Vec<Owner<Self::ArticulationLink>> ) { ... } fn remove_actor(&mut self, actor: &mut impl Actor, wake_touching: bool) { ... } fn remove_actors(&mut self, actors: Vec<&mut impl Actor>, wake_touching: bool) { ... } fn add_articulation( &mut self, articulation: Owner<Self::ArticulationReducedCoordinate> ) { ... } fn remove_articulation( &mut self, articulation: &mut Self::ArticulationReducedCoordinate, wake_touching: bool ) { ... } fn add_aggregate(&mut self, aggregate: Owner<Self::Aggregate>) { ... } fn remove_aggregate( &mut self, aggregate: &mut Self::Aggregate, wake_touching: bool ) { ... } fn add_pruning_structure( &mut self, pruning_structure: Owner<PruningStructure> ) { ... } fn simulate( &mut self, time_step: f32, completion_task: Option<&mut PxBaseTask>, scratch: Option<&mut ScratchBuffer> ) { ... } fn fetch_results(&mut self, block: bool) -> Result<(), u32> { ... } fn step( &mut self, time_step: f32, completion_task: Option<&mut PxBaseTask>, scratch: Option<&mut ScratchBuffer>, block: bool ) -> Result<(), u32> { ... } fn get_articulations( &mut self ) -> Vec<&mut Self::ArticulationReducedCoordinate> { ... } fn get_actors( &mut self, actor_types: ActorTypeFlags ) -> Vec<&mut Self::ActorMap> { ... } fn get_active_actors(&mut self) -> &mut [&mut Self::ActorMap] { ... } fn get_static_actors(&mut self) -> Vec<&mut Self::RigidStatic> { ... } fn get_dynamic_actors(&mut self) -> Vec<&mut Self::RigidDynamic> { ... } fn get_aggregates(&mut self) -> Vec<&mut Self::Aggregate> { ... } fn get_constraints(&mut self) -> Vec<&mut Constraint> { ... } unsafe fn set_contact_modify_callback( &mut self, callback: &mut PxContactModifyCallback ) { ... } unsafe fn get_contact_modify_callback(&self) -> &PxContactModifyCallback { ... } unsafe fn set_ccd_contact_modify_callback( &mut self, callback: &mut PxCCDContactModifyCallback ) { ... } unsafe fn get_ccd_contact_callback(&self) -> &PxCCDContactModifyCallback { ... } unsafe fn set_broad_phase_callback( &mut self, callback: &mut PxBroadPhaseCallback ) { ... } unsafe fn get_broad_phase_callback(&self) -> &PxBroadPhaseCallback { ... } fn reset_filtering(&mut self, actor: &mut impl Actor) -> bool { ... } fn reset_rigid_actor_filtering<R: RigidActor>( &mut self, actor: &mut R, shapes: &[&mut R::Shape] ) { ... } fn get_kinematic_kinematic_filtering_mode(&self) -> PairFilteringMode { ... } fn get_static_kinematic_filtering_mode(&self) -> PairFilteringMode { ... } fn set_gravity(&mut self, x: f32, y: f32, z: f32) { ... }
}

Required Associated Types§

Provided Methods§

source

unsafe fn from_raw(ptr: *mut PxScene) -> Option<Owner<Self>>

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.

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fn get_user_data(&self) -> &Self::UserData

Get the user data.

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fn get_user_data_mut(&mut self) -> *mut Self::UserData

Get the user data.

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fn get_pvd_client(&mut self) -> Option<&mut PvdSceneClient>

Get the visual debugger client

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fn create_controller_manager<C: Controller>( &mut self, locking_enabled: bool ) -> Option<Owner<PxControllerManager<C>>>

Create a controller manager.

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fn add_dynamic_actor(&mut self, actor: Owner<Self::RigidDynamic>)

Add a dynamic actor to the world.

Examples found in repository?
examples/profiler.rs (line 141)
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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();

    physics.set_profiler(PrintProfilerCallback {
        start: std::time::Instant::now(),
    });
    // 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);

    for _ in 0..100 {
        #[allow(unsafe_code)]
        // SAFETY: it's unsafe /shrug
        let mut sb = unsafe { ScratchBuffer::new(4) };

        // 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 sb), true)
            .expect("error occured during simulation");
    }
}
More examples
Hide additional examples
examples/ball_physx.rs (line 116)
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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));
}
source

fn add_dynamic_actors(&mut self, actors: Vec<Owner<Self::RigidDynamic>>)

Add dynamic actors to the world.

source

fn add_static_actor(&mut self, actor: Owner<Self::RigidStatic>)

Add a static actor to the world.

Examples found in repository?
examples/profiler.rs (line 125)
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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();

    physics.set_profiler(PrintProfilerCallback {
        start: std::time::Instant::now(),
    });
    // 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);

    for _ in 0..100 {
        #[allow(unsafe_code)]
        // SAFETY: it's unsafe /shrug
        let mut sb = unsafe { ScratchBuffer::new(4) };

        // 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 sb), true)
            .expect("error occured during simulation");
    }
}
More examples
Hide additional examples
examples/ball_physx.rs (line 100)
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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));
}
source

fn add_static_actors(&mut self, actors: Vec<Owner<Self::RigidStatic>>)

Add dynamic actors to the world.

Add an articulation link to the world.

Add articulation links to the world.

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fn remove_actor(&mut self, actor: &mut impl Actor, wake_touching: bool)

Remove an actor from the scene.

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fn remove_actors(&mut self, actors: Vec<&mut impl Actor>, wake_touching: bool)

Remove actors from the scene.

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fn add_articulation( &mut self, articulation: Owner<Self::ArticulationReducedCoordinate> )

Add an articulation to the scene.

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fn remove_articulation( &mut self, articulation: &mut Self::ArticulationReducedCoordinate, wake_touching: bool )

Remove an articulation from the scene.

source

fn add_aggregate(&mut self, aggregate: Owner<Self::Aggregate>)

Add an aggregate to the scene.

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fn remove_aggregate( &mut self, aggregate: &mut Self::Aggregate, wake_touching: bool )

Remove an aggregate from the scene.

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fn add_pruning_structure(&mut self, pruning_structure: Owner<PruningStructure>)

Add a rpuning structure to the scene.

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fn simulate( &mut self, time_step: f32, completion_task: Option<&mut PxBaseTask>, scratch: Option<&mut ScratchBuffer> )

Run a simulation update step.

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fn fetch_results(&mut self, block: bool) -> Result<(), u32>

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

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fn step( &mut self, time_step: f32, completion_task: Option<&mut PxBaseTask>, scratch: Option<&mut ScratchBuffer>, block: bool ) -> Result<(), u32>

Combines simulate and fetch_results into one call.

Examples found in repository?
examples/profiler.rs (line 151)
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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();

    physics.set_profiler(PrintProfilerCallback {
        start: std::time::Instant::now(),
    });
    // 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);

    for _ in 0..100 {
        #[allow(unsafe_code)]
        // SAFETY: it's unsafe /shrug
        let mut sb = unsafe { ScratchBuffer::new(4) };

        // 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 sb), true)
            .expect("error occured during simulation");
    }
}
More examples
Hide additional examples
examples/ball_physx.rs (lines 128-133)
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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));
}
source

fn get_articulations(&mut self) -> Vec<&mut Self::ArticulationReducedCoordinate>

Get a Vec of the articulations in the scene.

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fn get_actors(&mut self, actor_types: ActorTypeFlags) -> Vec<&mut Self::ActorMap>

Get the actors in the scene, filtered by ActorTypeFlags.

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fn get_active_actors(&mut self) -> &mut [&mut Self::ActorMap]

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

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fn get_static_actors(&mut self) -> Vec<&mut Self::RigidStatic>

Get the static actors in the scene.

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fn get_dynamic_actors(&mut self) -> Vec<&mut Self::RigidDynamic>

Get the dynamic actors in the scene.

Examples found in repository?
examples/ball_physx.rs (line 139)
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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));
}
source

fn get_aggregates(&mut self) -> Vec<&mut Self::Aggregate>

Get the aggregates in the scene.

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

Get all the constraints currently in this scene.

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unsafe fn set_contact_modify_callback( &mut self, callback: &mut PxContactModifyCallback )

Safety

PxContactModifyCallback does not have a safe wrapper, using it requires use of physx_sys.

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unsafe fn get_contact_modify_callback(&self) -> &PxContactModifyCallback

Safety

PxContactModifyCallback does not have a safe wrapper, using it requires use of physx_sys.

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unsafe fn set_ccd_contact_modify_callback( &mut self, callback: &mut PxCCDContactModifyCallback )

Safety

PxCCDContactModifyCallback does not have a safe wrapper, using it requires use of physx_sys.

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unsafe fn get_ccd_contact_callback(&self) -> &PxCCDContactModifyCallback

Safety

PxCCDContactModifyCallback does not have a safe wrapper, using it requires use of physx_sys.

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unsafe fn set_broad_phase_callback( &mut self, callback: &mut PxBroadPhaseCallback )

Safety

PxBroadPhaseCallback does not have a safe wrapper, using it requires use of physx_sys.

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unsafe fn get_broad_phase_callback(&self) -> &PxBroadPhaseCallback

Safety

PxBroadPhaseCallback does not have a safe wrapper, using it requires use of physx_sys.

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fn reset_filtering(&mut self, actor: &mut impl Actor) -> bool

Reset the collision filtering for an actor.

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fn reset_rigid_actor_filtering<R: RigidActor>( &mut self, actor: &mut R, shapes: &[&mut R::Shape] )

Reset collision filtering for a RigidActor and shapes.

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fn get_kinematic_kinematic_filtering_mode(&self) -> PairFilteringMode

Get the kinematic-kinematic filtering mode.

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fn get_static_kinematic_filtering_mode(&self) -> PairFilteringMode

Get the static-kinematic filtering mode.

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fn set_gravity(&mut self, x: f32, y: f32, z: f32)

Sets the gravity vector.

Implementors§

source§

impl<U, L, S, D, C, OC, OT, OCB, OWS, OA> Scene for PxScene<U, L, S, D, C, OC, OT, OCB, OWS, OA>where L: ArticulationLink, S: RigidStatic, D: RigidDynamic, C: ArticulationReducedCoordinate, OC: CollisionCallback, OT: TriggerCallback, OCB: ConstraintBreakCallback, OWS: WakeSleepCallback<L, S, D>, OA: AdvanceCallback<L, D>,