[−][src]Struct physx::scene::Scene
Implementations
impl Scene
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pub fn new(scene: *mut PxScene) -> Self
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pub unsafe fn release(&mut self)
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pub fn get_pvd_client(&self) -> PvdSceneClient
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Get the visual debugger client
pub fn add_capsule_controller(
&mut self,
desc: &CapsuleControllerDesc
) -> Result<Controller, ControllerError>
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&mut self,
desc: &CapsuleControllerDesc
) -> Result<Controller, ControllerError>
pub fn add_actor(&mut self, actor: RigidStatic) -> BodyHandle
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pub fn add_dynamic(&mut self, actor: RigidDynamic) -> BodyHandle
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pub fn add_articulation<T: FnOnce(&mut ArticulationReducedCoordinate)>(
&mut self,
mb: ArticulationReducedCoordinate,
func: T
) -> PartHandle
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&mut self,
mb: ArticulationReducedCoordinate,
func: T
) -> PartHandle
Add a multibody articulation to the world TODO: Make this take a boxed-trait object or similar instead
pub fn remove_articulation(&mut self, handle: BodyHandle)
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Remove an articulation from the world
pub fn simulate(&mut self, duration: f32)
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pub fn fetch_results(&mut self, block: bool) -> Result<(), u32>
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pub fn get_multibody(
&self,
handle: BodyHandle
) -> Option<&ArticulationReducedCoordinate>
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&self,
handle: BodyHandle
) -> Option<&ArticulationReducedCoordinate>
pub fn get_multibody_mut(
&mut self,
handle: BodyHandle
) -> Option<&mut ArticulationReducedCoordinate>
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&mut self,
handle: BodyHandle
) -> Option<&mut ArticulationReducedCoordinate>
pub fn sample_height(
&self,
position: Vec3,
ignored: Option<&RigidActor>,
ignore_dynamic: bool
) -> Option<Vec3>
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&self,
position: Vec3,
ignored: Option<&RigidActor>,
ignore_dynamic: bool
) -> Option<Vec3>
pub fn set_simulation_event_callback<T>(
&mut self,
callback: CollisionCallback,
userdata: *mut T
)
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&mut self,
callback: CollisionCallback,
userdata: *mut T
)
pub fn get_static(&self, handle: BodyHandle) -> Option<&RigidStatic>
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Lookup and retrieve a RigidStatic reference for this handle
pub fn get_static_mut(&mut self, handle: BodyHandle) -> Option<&mut RigidStatic>
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Lookup and retrieve a RigidStatic reference for this handle
pub fn get_dynamic(&self, handle: BodyHandle) -> Option<&RigidDynamic>
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Lookup and retrieve a RigidDynamic reference for this handle
pub fn get_dynamic_mut(
&mut self,
handle: BodyHandle
) -> Option<&mut RigidDynamic>
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&mut self,
handle: BodyHandle
) -> Option<&mut RigidDynamic>
Lookup and retrieve a RigidDynamic reference for this handle
pub fn get_rigid_actor(&self, handle: BodyHandle) -> Option<&RigidActor>
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Lookup and retrieve a RigidActor reference for this handle
pub unsafe fn get_rigid_actor_unchecked(
&self,
handle: &BodyHandle
) -> &RigidActor
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&self,
handle: &BodyHandle
) -> &RigidActor
Retrieve a RigidActor based on the bodyhandle. Note: This API is unsafe and bypasses a lot of safety checks for lifetimes and ownership.
pub fn find_matching_rigid_actor_mut(
&mut self,
actor: *const PxRigidActor
) -> Option<&mut RigidActor>
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&mut self,
actor: *const PxRigidActor
) -> Option<&mut RigidActor>
pub fn collide_raw_pair(
&mut self,
first_px_actor: *mut PxRigidActor,
second_px_actor: *mut PxRigidActor,
pairs: &[PxContactPair]
)
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&mut self,
first_px_actor: *mut PxRigidActor,
second_px_actor: *mut PxRigidActor,
pairs: &[PxContactPair]
)
Looking
pub fn get_bodies(&self) -> &Vec<ArticulationReducedCoordinate>
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pub fn step(&mut self, step: f32, block: bool)
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Auto Trait Implementations
impl RefUnwindSafe for Scene
impl !Send for Scene
impl !Sync for Scene
impl Unpin for Scene
impl UnwindSafe for Scene
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,