Struct rapier_testbed2d::GraphicsManager
source · [−]Fields
gfx_shift: Vector<Real>Implementations
sourceimpl GraphicsManager
impl GraphicsManager
pub fn new() -> GraphicsManager
pub fn clear(&mut self, commands: &mut Commands<'_, '_>)
pub fn remove_collider_nodes(
&mut self,
commands: &mut Commands<'_, '_>,
body: Option<RigidBodyHandle>,
collider: ColliderHandle
)
pub fn remove_body_nodes(
&mut self,
commands: &mut Commands<'_, '_>,
body: RigidBodyHandle
)
pub fn set_body_color(
&mut self,
materials: &mut Assets<ColorMaterial>,
b: RigidBodyHandle,
color: [f32; 3]
)
pub fn set_initial_body_color(&mut self, b: RigidBodyHandle, color: [f32; 3])
pub fn set_initial_collider_color(&mut self, c: ColliderHandle, color: [f32; 3])
pub fn set_body_wireframe(&mut self, b: RigidBodyHandle, enabled: bool)
pub fn toggle_wireframe_mode(
&mut self,
_colliders: &ColliderSet,
_enabled: bool
)
pub fn next_color(&mut self) -> Point3<f32>
pub fn add_body_colliders(
&mut self,
commands: &mut Commands<'_, '_>,
meshes: &mut Assets<Mesh>,
materials: &mut Assets<ColorMaterial>,
components: &mut Query<'_, '_, (&mut Transform,)>,
handle: RigidBodyHandle,
bodies: &RigidBodySet,
colliders: &ColliderSet
)
pub fn add_body_colliders_with_color(
&mut self,
commands: &mut Commands<'_, '_>,
meshes: &mut Assets<Mesh>,
materials: &mut Assets<ColorMaterial>,
components: &mut Query<'_, '_, (&mut Transform,)>,
handle: RigidBodyHandle,
bodies: &RigidBodySet,
colliders: &ColliderSet,
color: Point3<f32>
) -> Vec<EntityWithGraphics>ⓘNotable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
A: Allocator,
A: Allocator,
pub fn add_collider(
&mut self,
commands: &mut Commands<'_, '_>,
meshes: &mut Assets<Mesh>,
materials: &mut Assets<ColorMaterial>,
handle: ColliderHandle,
colliders: &ColliderSet
)
pub fn add_shape(
&mut self,
commands: &mut Commands<'_, '_>,
meshes: &mut Assets<Mesh>,
materials: &mut Assets<ColorMaterial>,
handle: Option<ColliderHandle>,
shape: &dyn Shape,
sensor: bool,
pos: &Isometry<Real>,
delta: &Isometry<Real>,
color: Point3<f32>,
out: &mut Vec<EntityWithGraphics>
)
pub fn draw(
&mut self,
_bodies: &RigidBodySet,
colliders: &ColliderSet,
components: &mut Query<'_, '_, (&mut Transform,)>,
_materials: &mut Assets<ColorMaterial>
)
pub fn body_nodes(
&self,
handle: RigidBodyHandle
) -> Option<&Vec<EntityWithGraphics>>
pub fn body_nodes_mut(
&mut self,
handle: RigidBodyHandle
) -> Option<&mut Vec<EntityWithGraphics>>
pub fn nodes(&self) -> impl Iterator<Item = &EntityWithGraphics>
pub fn nodes_mut(&mut self) -> impl Iterator<Item = &mut EntityWithGraphics>
pub fn prefab_meshes(&self) -> &HashMap<ShapeType, Handle<Mesh>>
pub fn prefab_meshes_mut(&mut self) -> &mut HashMap<ShapeType, Handle<Mesh>>
Trait Implementations
Auto Trait Implementations
impl RefUnwindSafe for GraphicsManager
impl Send for GraphicsManager
impl Sync for GraphicsManager
impl Unpin for GraphicsManager
impl UnwindSafe for GraphicsManager
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
impl<T> Downcast for T where
T: Any,
impl<T> Downcast for T where
T: Any,
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can
then be further downcast into Box<ConcreteType> where ConcreteType implements Trait. Read more
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be
further downcast into Rc<ConcreteType> where ConcreteType implements Trait. Read more
fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s. Read more
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s. Read more
sourceimpl<T> FromWorld for T where
T: Default,
impl<T> FromWorld for T where
T: Default,
sourcefn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates Self using data from the given World
sourceimpl<T> Instrument for T
impl<T> Instrument for T
sourcefn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
sourcefn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
impl<T> Pointable for T
impl<T> Pointable for T
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
fn to_subset(&self) -> Option<SS>
fn to_subset(&self) -> Option<SS>
The inverse inclusion map: attempts to construct self from the equivalent element of its
superset. Read more
fn is_in_subset(&self) -> bool
fn is_in_subset(&self) -> bool
Checks if self is actually part of its subset T (and can be converted to it).
fn to_subset_unchecked(&self) -> SS
fn to_subset_unchecked(&self) -> SS
Use with care! Same as self.to_subset but without any property checks. Always succeeds.
fn from_subset(element: &SS) -> SP
fn from_subset(element: &SS) -> SP
The inclusion map: converts self to the equivalent element of its superset.
impl<V, T> VZip<V> for T where
V: MultiLane<T>,
impl<V, T> VZip<V> for T where
V: MultiLane<T>,
fn vzip(self) -> V
sourceimpl<T> WithSubscriber for T
impl<T> WithSubscriber for T
sourcefn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
Attaches the provided Subscriber to this type, returning a
WithDispatch wrapper. Read more
sourcefn with_current_subscriber(self) -> WithDispatch<Self>
fn with_current_subscriber(self) -> WithDispatch<Self>
Attaches the current default Subscriber to this type, returning a
WithDispatch wrapper. Read more