Structure for combining the various physics components to perform an actual simulation.
A physics event handler that collects events into a crossbeam channel.
The collision pipeline, responsible for performing collision detection between colliders.
Context given to custom contact modifiers to modify the contacts seen by the constraints solver.
Context given to custom collision filters to filter-out collisions.
Flags affecting the behavior of the constraints solver for a given contact manifold.
The physics pipeline, responsible for stepping the whole physics simulation.
A pipeline for performing queries on all the colliders of a scene.
Indicates how the colliders position should be taken into account when updating the query pipeline.
Trait implemented by structures responsible for handling events generated by the physics engine.
User-defined functions called by the physics engines during one timestep in order to customize its behavior.