pub struct PxRigidActorRef(pub *mut PxRigidActor);Tuple Fields§
§0: *mut PxRigidActorTrait Implementations§
Source§impl AsPxActor for PxRigidActorRef
impl AsPxActor for PxRigidActorRef
fn as_actor(&self) -> PxActorRef
Source§impl AsPxRigidActor for PxRigidActorRef
impl AsPxRigidActor for PxRigidActorRef
fn as_rigid_actor(&self) -> PxRigidActorRef
Source§impl Clone for PxRigidActorRef
impl Clone for PxRigidActorRef
Source§fn clone(&self) -> PxRigidActorRef
fn clone(&self) -> PxRigidActorRef
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 PxRigidActorRef
impl Debug for PxRigidActorRef
Source§impl Hash for PxRigidActorRef
impl Hash for PxRigidActorRef
Source§impl PartialEq for PxRigidActorRef
impl PartialEq for PxRigidActorRef
impl Copy for PxRigidActorRef
impl Eq for PxRigidActorRef
impl Send for PxRigidActorRef
impl StructuralPartialEq for PxRigidActorRef
impl Sync for PxRigidActorRef
Auto Trait Implementations§
impl Freeze for PxRigidActorRef
impl RefUnwindSafe for PxRigidActorRef
impl Unpin for PxRigidActorRef
impl UnwindSafe for PxRigidActorRef
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)
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>
fn borrow_shapes(&self) -> Vec<PxShape>
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.