pub struct PxActorRef(pub *mut PxActor);Tuple Fields§
§0: *mut PxActorImplementations§
Source§impl PxActorRef
impl PxActorRef
Trait Implementations§
Source§impl AsPxActor for PxActorRef
impl AsPxActor for PxActorRef
fn as_actor(&self) -> PxActorRef
Source§impl Clone for PxActorRef
impl Clone for PxActorRef
Source§fn clone(&self) -> PxActorRef
fn clone(&self) -> PxActorRef
Returns a duplicate 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 moreSource§impl Debug for PxActorRef
impl Debug for PxActorRef
Source§impl Hash for PxActorRef
impl Hash for PxActorRef
Source§impl PartialEq for PxActorRef
impl PartialEq for PxActorRef
Source§impl PxUserData for PxActorRef
impl PxUserData for PxActorRef
fn raw_user_data_mut(&self) -> &mut *mut c_void
fn raw_user_data(&self) -> &*mut c_void
fn set_user_data<T>(&self, data: T) -> Option<T>
fn get_user_data<T: Clone>(&self) -> Option<T>
fn remove_user_data<U>(&self) -> Option<U>
fn has_user_data(&self) -> bool
fn update_user_data<U>(&self, map: &dyn Fn(&mut U))
impl Copy for PxActorRef
impl Eq for PxActorRef
impl Send for PxActorRef
impl StructuralPartialEq for PxActorRef
impl Sync for PxActorRef
Auto Trait Implementations§
impl Freeze for PxActorRef
impl RefUnwindSafe for PxActorRef
impl Unpin for PxActorRef
impl UnwindSafe for PxActorRef
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> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T> Downcast for T
impl<T> Downcast for T
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)