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RapierState

Struct RapierState 

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pub struct RapierState {
Show 15 fields pub integration_params: IntegrationParameters, pub pipeline: PhysicsPipeline, pub islands: IslandManager, pub broad_phase: BroadPhaseBvh, pub narrow_phase: NarrowPhase, pub bodies: RigidBodySet, pub colliders: ColliderSet, pub impulse_joints: ImpulseJointSet, pub multibody_joints: MultibodyJointSet, pub ccd_solver: CCDSolver, pub gravity: Vector, pub node_to_body: IndexMap<NodeId, RigidBodyHandle>, pub body_to_node: IndexMap<RigidBodyHandle, NodeId>, pub node_to_collider: IndexMap<NodeId, ColliderHandle>, pub collider_to_node: IndexMap<ColliderHandle, NodeId>,
}
Expand description

Shared world state: every rapier set the simulation needs, plus the NodeId-to-handle maps that keep scene identity in sync with rapier’s handle namespace.

The four maps are IndexMaps (insertion-ordered) rather than HashMap so iteration order is the same on every run. The simulate plugin walks node_to_body to drive its writeback and event-translation passes, so this gives deterministic writeback and RapierContactEvent order within a single process.

For cross-platform floating-point determinism (different CPUs producing the same bits), enable rapier’s enhanced-determinism Cargo feature on the rapier3d dependency. That is a compile-time feature, not a runtime switch.

Fields are public; reach in via crate::RapierPlugin::with_state_mut for anything not covered by the curated handle API.

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§integration_params: IntegrationParameters§pipeline: PhysicsPipeline§islands: IslandManager§broad_phase: BroadPhaseBvh§narrow_phase: NarrowPhase§bodies: RigidBodySet§colliders: ColliderSet§impulse_joints: ImpulseJointSet§multibody_joints: MultibodyJointSet§ccd_solver: CCDSolver§gravity: Vector§node_to_body: IndexMap<NodeId, RigidBodyHandle>§body_to_node: IndexMap<RigidBodyHandle, NodeId>§node_to_collider: IndexMap<NodeId, ColliderHandle>§collider_to_node: IndexMap<ColliderHandle, NodeId>

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impl RapierState

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pub fn new(gravity: Vector) -> Self

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pub fn add_body(&mut self, node_id: NodeId, body: RigidBody, collider: Collider)

Insert a rigid body + collider pair and bind them to a scene node. The body and collider should already be configured (use rapier’s RigidBodyBuilder / ColliderBuilder).

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pub fn remove_body(&mut self, node_id: NodeId)

Remove the body bound to node_id (and its collider). No-op if the node was never registered.

Uses shift_remove on every map so the insertion order of the remaining entries is preserved; this is what gives the simulate plugin’s writeback a deterministic order across runs.

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pub fn clear_bodies(&mut self)

Remove every registered body.

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pub fn node_for_collider(&self, handle: ColliderHandle) -> Option<NodeId>

NodeId bound to a collider handle, if any.

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pub fn node_for_body(&self, handle: RigidBodyHandle) -> Option<NodeId>

NodeId bound to a rigid body handle, if any.

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