GraphicsManager

Struct GraphicsManager 

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pub struct GraphicsManager {
    pub gfx_shift: Vector<f32>,
    /* private fields */
}

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§gfx_shift: Vector<f32>

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impl GraphicsManager

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pub fn new() -> GraphicsManager

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pub fn selection_material(&self) -> Handle<BevyMaterial>

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pub fn clear(&mut self, commands: &mut Commands<'_, '_>)

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pub fn remove_collider_nodes( &mut self, commands: &mut Commands<'_, '_>, body: Option<RigidBodyHandle>, collider: ColliderHandle, )

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pub fn remove_body_nodes( &mut self, commands: &mut Commands<'_, '_>, body: RigidBodyHandle, )

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pub fn set_body_color( &mut self, materials: &mut Assets<BevyMaterial>, material_handles: &mut Query<'_, '_, &mut MeshMaterial3d<BevyMaterial>>, b: RigidBodyHandle, color: [f32; 3], )

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pub fn set_initial_body_color(&mut self, b: RigidBodyHandle, color: [f32; 3])

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pub fn set_initial_collider_color(&mut self, c: ColliderHandle, color: [f32; 3])

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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_body_colliders( &mut self, commands: &mut Commands<'_, '_>, meshes: &mut Assets<Mesh>, materials: &mut Assets<BevyMaterial>, components: &mut Query<'_, '_, &mut Transform>, handle: RigidBodyHandle, bodies: &RigidBodySet, colliders: &ColliderSet, )

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pub fn add_body_colliders_with_color( &mut self, commands: &mut Commands<'_, '_>, meshes: &mut Assets<Mesh>, materials: &mut Assets<BevyMaterial>, components: &mut Query<'_, '_, &mut Transform>, handle: RigidBodyHandle, bodies: &RigidBodySet, colliders: &ColliderSet, color: Point3<f32>, ) -> Vec<EntityWithGraphics>

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pub fn add_collider( &mut self, commands: &mut Commands<'_, '_>, meshes: &mut Assets<Mesh>, materials: &mut Assets<BevyMaterial>, handle: ColliderHandle, colliders: &ColliderSet, )

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pub fn add_shape( &mut self, commands: &mut Commands<'_, '_>, meshes: &mut Assets<Mesh>, materials: &mut Assets<BevyMaterial>, handle: Option<ColliderHandle>, shape: &dyn Shape, sensor: bool, pos: &Isometry<f32>, delta: &Isometry<f32>, color: Point3<f32>, out: &mut Vec<EntityWithGraphics>, )

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pub fn draw( &mut self, flags: TestbedStateFlags, _bodies: &RigidBodySet, colliders: &ColliderSet, components: &mut Query<'_, '_, &mut Transform>, visibilities: &mut Query<'_, '_, &mut Visibility>, _materials: &mut Assets<BevyMaterial>, )

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pub fn body_nodes( &self, handle: RigidBodyHandle, ) -> Option<&Vec<EntityWithGraphics>>

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pub fn body_nodes_mut( &mut self, handle: RigidBodyHandle, ) -> Option<&mut Vec<EntityWithGraphics>>

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pub fn nodes(&self) -> impl Iterator<Item = &EntityWithGraphics>

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pub fn nodes_mut(&mut self) -> impl Iterator<Item = &mut EntityWithGraphics>

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pub fn prefab_meshes(&self) -> &HashMap<ShapeType, Handle<Mesh>>

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pub fn prefab_meshes_mut(&mut self) -> &mut HashMap<ShapeType, Handle<Mesh>>

Trait Implementations§

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impl Default for GraphicsManager

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fn default() -> Self

Returns the “default value” for a type. Read more

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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