[][src]Struct plop::RigidBody

pub struct RigidBody { /* fields omitted */ }

The structure that represents physical objects in the gameworld.

Methods

impl RigidBody[src]

pub fn new(mass: Mass, bbox: BBox, position: Vector, rotation: Rotation) -> Self[src]

Create a new RigidBody.

pub fn apply_gravity(&mut self)[src]

This method specifically applies the force of gravity to a given RigidBody

pub fn apply_force(&mut self, force: Vector)[src]

Apply a force vector to this RigidBody.

pub fn apply_spin(&mut self, spin: Rotation)[src]

Add a spin to this RigidBody.

pub fn stop_force(&mut self)[src]

Stop forces on this RigidBody.

pub fn stop_spin(&mut self)[src]

Stop spins on this RigidBody.

pub fn update(&mut self, time: f32) -> Matrix[src]

Move RigidBody based on applied forces for a set period of time.

Returns a transformation Matrix for visualization.

Trait Implementations

impl Collider for RigidBody[src]

Auto Trait Implementations

impl Send for RigidBody

impl Sync for RigidBody

Blanket Implementations

impl<T> From for T[src]

impl<T, U> Into for T where
    U: From<T>, 
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impl<T, U> TryFrom for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<T> Borrow for T where
    T: ?Sized
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impl<T> BorrowMut for T where
    T: ?Sized
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impl<T> Any for T where
    T: 'static + ?Sized
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