[−][src]Struct plop::RigidBody
The structure that represents physical objects in the gameworld.
Methods
impl RigidBody
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pub fn new(mass: Mass, bbox: BBox, position: Vector, rotation: Rotation) -> Self
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Create a new RigidBody.
pub fn apply_gravity(&mut self)
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This method specifically applies the force of gravity to a given
RigidBody
pub fn apply_force(&mut self, force: Vector)
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Apply a force vector to this RigidBody
.
pub fn apply_spin(&mut self, spin: Rotation)
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Add a spin to this RigidBody
.
pub fn stop_force(&mut self)
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Stop forces on this RigidBody
.
pub fn stop_spin(&mut self)
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Stop spins on this RigidBody
.
pub fn update(&mut self, time: f32) -> Matrix
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Move RigidBody
based on applied forces for a set period of time.
Returns a transformation Matrix for visualization.
Trait Implementations
Auto Trait Implementations
Blanket Implementations
impl<T> From for T
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impl<T, U> Into for T where
U: From<T>,
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U: From<T>,
impl<T, U> TryFrom 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 for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<T> Borrow for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,