pub struct GraphicsManager {
pub gfx_shift: Vector<f32>,
/* private fields */
}
Fields§
§gfx_shift: Vector<f32>
Implementations§
Source§impl GraphicsManager
impl GraphicsManager
pub fn new() -> GraphicsManager
pub fn selection_material(&self) -> Handle<BevyMaterial>
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<BevyMaterial>, material_handles: &mut Query<'_, '_, &mut MeshMaterial3d<BevyMaterial>>, 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<BevyMaterial>, 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<BevyMaterial>, components: &mut Query<'_, '_, &mut Transform>, handle: RigidBodyHandle, bodies: &RigidBodySet, colliders: &ColliderSet, color: Point3<f32>, ) -> Vec<EntityWithGraphics>
pub fn add_collider( &mut self, commands: &mut Commands<'_, '_>, meshes: &mut Assets<Mesh>, materials: &mut Assets<BevyMaterial>, handle: ColliderHandle, colliders: &ColliderSet, )
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>, )
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>, )
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 Freeze for GraphicsManager
impl !RefUnwindSafe for GraphicsManager
impl Send for GraphicsManager
impl Sync for GraphicsManager
impl Unpin for GraphicsManager
impl !UnwindSafe for GraphicsManager
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