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PhysicsEditor

Struct PhysicsEditor 

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pub struct PhysicsEditor {
Show 25 fields pub rigid_bodies: HashMap<u64, RigidBodyInspector>, pub constraints: HashMap<u64, Constraint>, pub joint_editor: JointEditor, pub cloth_sims: HashMap<u64, ClothSimulation>, pub fluid_sims: HashMap<u64, FluidSimulation>, pub fracture_systems: HashMap<u64, VoronoiFracture>, pub ragdoll_editor: RagdollEditor, pub vehicles: HashMap<u64, VehiclePhysics>, pub collision_shapes: HashMap<u64, CollisionShapeEditor>, pub material_library: HashMap<String, PhysicsMaterial>, pub contact_visualizer: ContactVisualizer, pub broad_phase: BroadPhase, pub world_settings: PhysicsWorldSettings, pub debug_overlay: PhysicsDebugOverlay, pub next_id: u64, pub selected_body: Option<u64>, pub selected_constraint: Option<u64>, pub simulation_running: bool, pub accumulated_time: f32, pub simulation_time: f32, pub step_count: u64, pub history: VecDeque<PhysicsSnapshot>, pub max_history: usize, pub undo_stack: VecDeque<PhysicsEditorCommand>, pub redo_stack: VecDeque<PhysicsEditorCommand>,
}

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§rigid_bodies: HashMap<u64, RigidBodyInspector>§constraints: HashMap<u64, Constraint>§joint_editor: JointEditor§cloth_sims: HashMap<u64, ClothSimulation>§fluid_sims: HashMap<u64, FluidSimulation>§fracture_systems: HashMap<u64, VoronoiFracture>§ragdoll_editor: RagdollEditor§vehicles: HashMap<u64, VehiclePhysics>§collision_shapes: HashMap<u64, CollisionShapeEditor>§material_library: HashMap<String, PhysicsMaterial>§contact_visualizer: ContactVisualizer§broad_phase: BroadPhase§world_settings: PhysicsWorldSettings§debug_overlay: PhysicsDebugOverlay§next_id: u64§selected_body: Option<u64>§selected_constraint: Option<u64>§simulation_running: bool§accumulated_time: f32§simulation_time: f32§step_count: u64§history: VecDeque<PhysicsSnapshot>§max_history: usize§undo_stack: VecDeque<PhysicsEditorCommand>§redo_stack: VecDeque<PhysicsEditorCommand>

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impl PhysicsEditor

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pub fn new() -> Self

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pub fn alloc_id(&mut self) -> u64

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pub fn add_rigid_body(&mut self, name: &str) -> u64

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pub fn remove_rigid_body(&mut self, id: u64)

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pub fn add_constraint(&mut self, constraint: Constraint) -> u64

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pub fn add_cloth(&mut self, w: usize, h: usize, cell_size: f32) -> u64

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pub fn add_fluid(&mut self, kernel_radius: f32, rest_density: f32) -> u64

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pub fn add_fracture_system( &mut self, bounds_min: Vec3, bounds_max: Vec3, num_cells: usize, seed: u64, ) -> u64

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pub fn add_vehicle(&mut self, mass: f32, wheelbase: f32, track: f32) -> u64

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pub fn add_collision_shape(&mut self, shape_type: CollisionShapeType) -> u64

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pub fn update_broadphase(&mut self)

Update all broad-phase AABBs

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pub fn broad_phase_query(&self) -> Vec<(u64, u64)>

Detect overlapping pairs

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pub fn step(&mut self, dt: f32)

Step the physics simulation

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pub fn play(&mut self)

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pub fn pause(&mut self)

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pub fn reset(&mut self)

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pub fn body_info_string(&self, id: u64) -> String

Get body info string for UI display

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pub fn create_demo_scene(&mut self)

Create a standard scene with floor + stacked boxes

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pub fn raycast( &self, ray_origin: Vec3, ray_dir: Vec3, max_dist: f32, ) -> Option<(u64, f32, Vec3)>

Raycast against all rigid bodies (simplified AABB test)

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pub fn select_body_at_ray( &mut self, ray_origin: Vec3, ray_dir: Vec3, ) -> Option<u64>

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pub fn generate_all_debug_lines(&self) -> Vec<(Vec3, Vec3, Vec4)>

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pub fn export_description(&self) -> String

Export physics world to a simple text description

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pub fn apply_explosion(&mut self, center: Vec3, force: f32, radius: f32)

Force-based explosion at a point

Trait Implementations§

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impl Debug for PhysicsEditor

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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