[−][src]Struct rapier_testbed3d::GraphicsManager
Implementations
impl GraphicsManager
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pub fn new() -> GraphicsManager
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pub fn set_ground_handle(&mut self, handle: Option<RigidBodyHandle>)
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pub fn clear(&mut self, window: &mut Window)
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pub fn remove_body_nodes(&mut self, window: &mut Window, body: RigidBodyHandle)
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pub fn set_body_color(&mut self, b: RigidBodyHandle, color: Point3<f32>)
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pub fn set_collider_initial_color(
&mut self,
c: ColliderHandle,
color: Point3<f32>
)
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&mut self,
c: ColliderHandle,
color: Point3<f32>
)
pub fn set_body_wireframe(&mut self, b: RigidBodyHandle, enabled: bool)
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pub fn toggle_wireframe_mode(&mut self, colliders: &ColliderSet, enabled: bool)
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pub fn next_color(&mut self) -> Point3<f32>
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pub fn add(
&mut self,
window: &mut Window,
handle: RigidBodyHandle,
bodies: &RigidBodySet,
colliders: &ColliderSet
)
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&mut self,
window: &mut Window,
handle: RigidBodyHandle,
bodies: &RigidBodySet,
colliders: &ColliderSet
)
pub fn add_with_color(
&mut self,
window: &mut Window,
handle: RigidBodyHandle,
bodies: &RigidBodySet,
colliders: &ColliderSet,
color: Point3<f32>
)
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&mut self,
window: &mut Window,
handle: RigidBodyHandle,
bodies: &RigidBodySet,
colliders: &ColliderSet,
color: Point3<f32>
)
pub fn add_collider(
&mut self,
window: &mut Window,
handle: ColliderHandle,
colliders: &ColliderSet
)
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&mut self,
window: &mut Window,
handle: ColliderHandle,
colliders: &ColliderSet
)
pub fn draw(
&mut self,
_bodies: &RigidBodySet,
colliders: &ColliderSet,
window: &mut Window
)
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&mut self,
_bodies: &RigidBodySet,
colliders: &ColliderSet,
window: &mut Window
)
pub fn camera(&self) -> &Camera
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pub fn camera_mut(&mut self) -> &mut Camera
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pub fn look_at(&mut self, eye: Point<f32>, at: Point<f32>)
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pub fn body_nodes(&self, handle: RigidBodyHandle) -> Option<&Vec<Node>>
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pub fn body_nodes_mut(
&mut self,
handle: RigidBodyHandle
) -> Option<&mut Vec<Node>>
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&mut self,
handle: RigidBodyHandle
) -> Option<&mut Vec<Node>>
pub fn nodes(&self) -> impl Iterator<Item = &Node>
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pub fn nodes_mut(&mut self) -> impl Iterator<Item = &mut Node>
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pub fn set_up_axis(&mut self, up_axis: Vector3<f32>)
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Trait Implementations
impl Default for GraphicsManager
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Auto Trait Implementations
impl !RefUnwindSafe for GraphicsManager
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impl !Send for GraphicsManager
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impl !Sync for GraphicsManager
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impl Unpin for GraphicsManager
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impl !UnwindSafe for GraphicsManager
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Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T
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impl<T> Downcast for T where
T: Any,
T: Any,
pub fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
pub fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
pub fn as_any(&self) -> &(dyn Any + 'static)
pub fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
impl<T> DowncastSync for T where
T: Send + Sync + Any,
T: Send + Sync + Any,
impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> Pointable for T
pub const ALIGN: usize
type Init = T
The type for initializers.
pub unsafe fn init(init: <T as Pointable>::Init) -> usize
pub unsafe fn deref<'a>(ptr: usize) -> &'a T
pub unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T
pub unsafe fn drop(ptr: usize)
impl<T> Same<T> for T
type Output = T
Should always be Self
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
SS: SubsetOf<SP>,
pub fn to_subset(&self) -> Option<SS>
pub fn is_in_subset(&self) -> bool
pub fn to_subset_unchecked(&self) -> SS
pub fn from_subset(element: &SS) -> SP
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
pub fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<V, T> VZip<V> for T where
V: MultiLane<T>,
V: MultiLane<T>,