Struct physxx::PxRigidBodyRef
source · pub struct PxRigidBodyRef(pub *mut PxRigidBody);Tuple Fields§
§0: *mut PxRigidBodyTrait Implementations§
source§impl AsPxActor for PxRigidBodyRef
impl AsPxActor for PxRigidBodyRef
fn as_actor(&self) -> PxActorRef
source§impl AsPxRigidActor for PxRigidBodyRef
impl AsPxRigidActor for PxRigidBodyRef
fn as_rigid_actor(&self) -> PxRigidActorRef
source§impl AsPxRigidBody for PxRigidBodyRef
impl AsPxRigidBody for PxRigidBodyRef
fn as_rigid_body(&self) -> PxRigidBodyRef
source§impl Clone for PxRigidBodyRef
impl Clone for PxRigidBodyRef
source§fn clone(&self) -> PxRigidBodyRef
fn clone(&self) -> PxRigidBodyRef
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreimpl Copy for PxRigidBodyRef
impl Send for PxRigidBodyRef
impl Sync for PxRigidBodyRef
Auto Trait Implementations§
impl RefUnwindSafe for PxRigidBodyRef
impl Unpin for PxRigidBodyRef
impl UnwindSafe for PxRigidBodyRef
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
source§impl<T> PxActor for Twhere
T: AsPxActor + 'static,
impl<T> PxActor for Twhere T: AsPxActor + 'static,
source§fn set_name(&self, name: &CString)
fn set_name(&self, name: &CString)
Note; physx doesn’t copy the string, so the string needs to be kept alive somewhere else
fn get_scene(&self) -> Option<PxSceneRef>
fn set_actor_flag(&self, flag: PxActorFlag, value: bool)
fn set_actor_flags(&self, flags: PxActorFlag)
source§fn get_world_bounds(&self, inflation: f32) -> (Vec3, Vec3)
fn get_world_bounds(&self, inflation: f32) -> (Vec3, Vec3)
Returns an axis aligned bounding box (min, max)
fn get_name(&self) -> String
source§impl<T> PxBase for Twhere
T: AsPxBase + 'static,
impl<T> PxBase for Twhere T: AsPxBase + 'static,
fn get_concrete_type(&self) -> u16
fn as_px_any(&self) -> PxAny
fn to_rigid_dynamic(&self) -> Option<PxRigidDynamicRef>
fn to_rigid_actor(&self) -> Option<PxRigidActorRef>
fn to_rigid_body(&self) -> Option<PxRigidBodyRef>
fn to_rigid_static(&self) -> Option<PxRigidStaticRef>
fn to_joint(&self) -> Option<PxJointRef>
fn to_fixed_joint(&self) -> Option<PxFixedJointRef>
fn to_revolute_joint(&self) -> Option<PxRevoluteJointRef>
source§impl<T> PxRigidActor for Twhere
T: AsPxRigidActor + 'static,
impl<T> PxRigidActor for Twhere T: AsPxRigidActor + 'static,
fn attach_shape(&self, shape: &PxShape) -> bool
fn detach_shape(&self, shape: &PxShape, wake_on_lost_touch: bool)
fn get_nb_shapes(&self) -> u32
source§fn borrow_shapes(&self) -> Vec<PxShape, Global>
fn borrow_shapes(&self) -> Vec<PxShape, Global>
This returns a list of shapes, but it doesn’t increment the refcount for each shape. This means
that the shapes cannot be stored, and will only be valid as long as the rigid actor is valid.