Struct rapier2d::pipeline::QueryPipeline[][src]

pub struct QueryPipeline { /* fields omitted */ }

A pipeline for performing queries on all the colliders of a scene.

Implementations

impl QueryPipeline[src]

pub fn new() -> Self[src]

Initializes an empty query pipeline.

pub fn with_query_dispatcher<D>(d: D) -> Self where
    D: 'static + QueryDispatcher
[src]

Initializes an empty query pipeline with a custom QueryDispatcher.

Use this constructor in order to use a custom QueryDispatcher that is aware of your own user-defined shapes.

pub fn query_dispatcher(&self) -> &dyn QueryDispatcher[src]

The query dispatcher used by this query pipeline for running scene queries.

pub fn update(&mut self, bodies: &RigidBodySet, colliders: &ColliderSet)[src]

Update the acceleration structure on the query pipeline.

pub fn update_with_mode(
    &mut self,
    bodies: &RigidBodySet,
    colliders: &ColliderSet,
    mode: QueryPipelineMode
)
[src]

Update the acceleration structure on the query pipeline.

pub fn cast_ray(
    &self,
    colliders: &ColliderSet,
    ray: &Ray,
    max_toi: Real,
    solid: bool,
    query_groups: InteractionGroups,
    filter: Option<&dyn Fn(ColliderHandle, &Collider) -> bool>
) -> Option<(ColliderHandle, Real)>
[src]

Find the closest intersection between a ray and a set of collider.

Parameters

  • position: the position of this shape.
  • ray: the ray to cast.
  • max_toi: the maximum time-of-impact that can be reported by this cast. This effectively limits the length of the ray to ray.dir.norm() * max_toi. Use Real::MAX for an unbounded ray.
  • solid: if this is true an impact at time 0.0 (i.e. at the ray origin) is returned if it starts inside of a shape. If this false then the ray will hit the shape’s boundary even if its starts inside of it.
  • query_groups: the interaction groups which will be tested against the collider’s contact_group to determine if it should be taken into account by this query.
  • filter: a more fine-grained filter. A collider is taken into account by this query if its contact_group is compatible with the query_groups, and if this filter is either None or returns true.

pub fn cast_ray_and_get_normal(
    &self,
    colliders: &ColliderSet,
    ray: &Ray,
    max_toi: Real,
    solid: bool,
    query_groups: InteractionGroups,
    filter: Option<&dyn Fn(ColliderHandle, &Collider) -> bool>
) -> Option<(ColliderHandle, RayIntersection)>
[src]

Find the closest intersection between a ray and a set of collider.

Parameters

  • position: the position of this shape.
  • ray: the ray to cast.
  • max_toi: the maximum time-of-impact that can be reported by this cast. This effectively limits the length of the ray to ray.dir.norm() * max_toi. Use Real::MAX for an unbounded ray.
  • solid: if this is true an impact at time 0.0 (i.e. at the ray origin) is returned if it starts inside of a shape. If this false then the ray will hit the shape’s boundary even if its starts inside of it.
  • query_groups: the interaction groups which will be tested against the collider’s contact_group to determine if it should be taken into account by this query.
  • filter: a more fine-grained filter. A collider is taken into account by this query if its contact_group is compatible with the query_groups, and if this filter is either None or returns true.

pub fn intersections_with_ray<'a>(
    &self,
    colliders: &'a ColliderSet,
    ray: &Ray,
    max_toi: Real,
    solid: bool,
    query_groups: InteractionGroups,
    filter: Option<&dyn Fn(ColliderHandle, &Collider) -> bool>,
    callback: impl FnMut(ColliderHandle, &'a Collider, RayIntersection) -> bool
)
[src]

Find the all intersections between a ray and a set of collider and passes them to a callback.

Parameters

  • position: the position of this shape.
  • ray: the ray to cast.
  • max_toi: the maximum time-of-impact that can be reported by this cast. This effectively limits the length of the ray to ray.dir.norm() * max_toi. Use Real::MAX for an unbounded ray.
  • solid: if this is true an impact at time 0.0 (i.e. at the ray origin) is returned if it starts inside of a shape. If this false then the ray will hit the shape’s boundary even if its starts inside of it.
  • query_groups: the interaction groups which will be tested against the collider’s contact_group to determine if it should be taken into account by this query.
  • filter: a more fine-grained filter. A collider is taken into account by this query if its contact_group is compatible with the query_groups, and if this filter is either None or returns true.
  • callback: function executed on each collider for which a ray intersection has been found. There is no guarantees on the order the results will be yielded. If this callback returns false, this method will exit early, ignore any further raycast.

pub fn intersection_with_shape(
    &self,
    colliders: &ColliderSet,
    shape_pos: &Isometry<Real>,
    shape: &dyn Shape,
    query_groups: InteractionGroups,
    filter: Option<&dyn Fn(ColliderHandle, &Collider) -> bool>
) -> Option<ColliderHandle>
[src]

Gets the handle of up to one collider intersecting the given shape.

Parameters

  • colliders - The set of colliders taking part in this pipeline.
  • shape_pos - The position of the shape used for the intersection test.
  • shape - The shape used for the intersection test.
  • query_groups - the interaction groups which will be tested against the collider’s contact_group to determine if it should be taken into account by this query.
  • filter - a more fine-grained filter. A collider is taken into account by this query if its contact_group is compatible with the query_groups, and if this filter is either None or returns true.

pub fn project_point(
    &self,
    colliders: &ColliderSet,
    point: &Point<Real>,
    solid: bool,
    query_groups: InteractionGroups,
    filter: Option<&dyn Fn(ColliderHandle, &Collider) -> bool>
) -> Option<(ColliderHandle, PointProjection)>
[src]

Find the projection of a point on the closest collider.

Parameters

  • colliders - The set of colliders taking part in this pipeline.
  • point - The point to project.
  • solid - If this is set to true then the collider shapes are considered to be plain (if the point is located inside of a plain shape, its projection is the point itself). If it is set to false the collider shapes are considered to be hollow (if the point is located inside of an hollow shape, it is projected on the shape’s boundary).
  • query_groups - the interaction groups which will be tested against the collider’s contact_group to determine if it should be taken into account by this query.
  • filter - a more fine-grained filter. A collider is taken into account by this query if its contact_group is compatible with the query_groups, and if this filter is either None or returns true.

pub fn intersections_with_point<'a>(
    &self,
    colliders: &'a ColliderSet,
    point: &Point<Real>,
    query_groups: InteractionGroups,
    filter: Option<&dyn Fn(ColliderHandle, &Collider) -> bool>,
    callback: impl FnMut(ColliderHandle, &'a Collider) -> bool
)
[src]

Find all the colliders containing the given point.

Parameters

  • colliders - The set of colliders taking part in this pipeline.
  • point - The point used for the containment test.
  • query_groups - the interaction groups which will be tested against the collider’s contact_group to determine if it should be taken into account by this query.
  • filter - a more fine-grained filter. A collider is taken into account by this query if its contact_group is compatible with the query_groups, and if this filter is either None or returns true.
  • callback - A function called with each collider with a shape containing the point.

pub fn project_point_and_get_feature(
    &self,
    colliders: &ColliderSet,
    point: &Point<Real>,
    query_groups: InteractionGroups,
    filter: Option<&dyn Fn(ColliderHandle, &Collider) -> bool>
) -> Option<(ColliderHandle, PointProjection, FeatureId)>
[src]

Find the projection of a point on the closest collider.

The results include the ID of the feature hit by the point.

Parameters

  • colliders - The set of colliders taking part in this pipeline.
  • point - The point to project.
  • solid - If this is set to true then the collider shapes are considered to be plain (if the point is located inside of a plain shape, its projection is the point itself). If it is set to false the collider shapes are considered to be hollow (if the point is located inside of an hollow shape, it is projected on the shape’s boundary).
  • query_groups - the interaction groups which will be tested against the collider’s contact_group to determine if it should be taken into account by this query.
  • filter - a more fine-grained filter. A collider is taken into account by this query if its contact_group is compatible with the query_groups, and if this filter is either None or returns true.

pub fn colliders_with_aabb_intersecting_aabb(
    &self,
    aabb: &AABB,
    callback: impl FnMut(&ColliderHandle) -> bool
)
[src]

Finds all handles of all the colliders with an AABB intersecting the given AABB.

pub fn cast_shape<'a>(
    &self,
    colliders: &'a ColliderSet,
    shape_pos: &Isometry<Real>,
    shape_vel: &Vector<Real>,
    shape: &dyn Shape,
    max_toi: Real,
    query_groups: InteractionGroups,
    filter: Option<&dyn Fn(ColliderHandle, &Collider) -> bool>
) -> Option<(ColliderHandle, TOI)>
[src]

Casts a shape at a constant linear velocity and retrieve the first collider it hits.

This is similar to ray-casting except that we are casting a whole shape instead of just a point (the ray origin).

Parameters

  • colliders - The set of colliders taking part in this pipeline.
  • shape_pos - The initial position of the shape to cast.
  • shape_vel - The constant velocity of the shape to cast (i.e. the cast direction).
  • shape - The shape to cast.
  • max_toi - The maximum time-of-impact that can be reported by this cast. This effectively limits the distance traveled by the shape to shapeVel.norm() * maxToi.
  • query_groups - the interaction groups which will be tested against the collider’s contact_group to determine if it should be taken into account by this query.
  • filter - a more fine-grained filter. A collider is taken into account by this query if its contact_group is compatible with the query_groups, and if this filter is either None or returns true.

pub fn nonlinear_cast_shape(
    &self,
    colliders: &ColliderSet,
    shape_motion: &NonlinearRigidMotion,
    shape: &dyn Shape,
    start_time: Real,
    end_time: Real,
    stop_at_penetration: bool,
    query_groups: InteractionGroups,
    filter: Option<&dyn Fn(ColliderHandle, &Collider) -> bool>
) -> Option<(ColliderHandle, TOI)>
[src]

Casts a shape with an arbitrary continuous motion and retrieve the first collider it hits.

Parameters

  • colliders - The set of colliders taking part in this pipeline.
  • shape_motion - The motion of the shape.
  • shape - The shape to cast.
  • start_time - The starting time of the interval where the motion takes place.
  • end_time - The end time of the interval where the motion takes place.
  • stop_at_penetration - If the casted shape starts in a penetration state with any collider, two results are possible. If stop_at_penetration is true then, the result will have a toi equal to start_time. If stop_at_penetration is false then the nonlinear shape-casting will see if further motion wrt. the penetration normal would result in tunnelling. If it does not (i.e. we have a separating velocity along that normal) then the nonlinear shape-casting will attempt to find another impact, at a time > start_time that could result in tunnelling.
  • query_groups - the interaction groups which will be tested against the collider’s contact_group to determine if it should be taken into account by this query.
  • filter - a more fine-grained filter. A collider is taken into account by this query if its contact_group is compatible with the query_groups, and if this filter is either None or returns true.

pub fn intersections_with_shape<'a>(
    &self,
    colliders: &'a ColliderSet,
    shape_pos: &Isometry<Real>,
    shape: &dyn Shape,
    query_groups: InteractionGroups,
    filter: Option<&dyn Fn(ColliderHandle, &Collider) -> bool>,
    callback: impl FnMut(ColliderHandle, &'a Collider) -> bool
)
[src]

Retrieve all the colliders intersecting the given shape.

Parameters

  • colliders - The set of colliders taking part in this pipeline.
  • shapePos - The position of the shape to test.
  • shapeRot - The orientation of the shape to test.
  • shape - The shape to test.
  • query_groups - the interaction groups which will be tested against the collider’s contact_group to determine if it should be taken into account by this query.
  • filter - a more fine-grained filter. A collider is taken into account by this query if its contact_group is compatible with the query_groups, and if this filter is either None or returns true.
  • callback - A function called with the handles of each collider intersecting the shape.

Trait Implementations

impl Clone for QueryPipeline[src]

impl Default for QueryPipeline[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> Downcast for T where
    T: Any
[src]

impl<T> DowncastSync for T where
    T: Any + Send + Sync
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> Pointable for T

type Init = T

The type for initializers.

impl<T> Same<T> for T

type Output = T

Should always be Self

impl<SS, SP> SupersetOf<SS> for SP where
    SS: SubsetOf<SP>, 
[src]

impl<T> ToOwned for T where
    T: Clone
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type Owned = T

The resulting type after obtaining ownership.

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

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