pub struct Physics { /* private fields */ }
Implementations
sourceimpl Physics
impl Physics
pub fn new() -> Self
pub fn step(&mut self, dt: f32) -> Vec<CollisionEvent>ⓘNotable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
A: Allocator,
A: Allocator,
pub fn register(
&mut self,
body: &RigidBody
) -> (RapierBodyHandle, ColliderHandle)
pub fn get(&self, body_handle: &RapierBodyHandle) -> &RapierBody
pub fn get_mut(&mut self, body_handle: &RapierBodyHandle) -> &mut RapierBody
pub fn move_rapier_body(
&mut self,
body_handle: &RapierBodyHandle,
position: &Vec3<f32>
)
pub fn iterate_body(
body: &mut RigidBody,
dt: f32,
get_voxel: GetVoxelFunc<'_>,
registry: &Registry,
config: &WorldConfig
)
pub fn is_body_asleep(
get_voxel: GetVoxelFunc<'_>,
registry: &Registry,
config: &WorldConfig,
body: &mut RigidBody,
dt: f32,
no_gravity: bool
) -> bool
Auto Trait Implementations
impl !RefUnwindSafe for Physics
impl Send for Physics
impl Sync for Physics
impl Unpin for Physics
impl !UnwindSafe for Physics
Blanket Implementations
impl<T> Any for T where
T: Any,
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T: Any,
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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
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impl<T> Pointable for T
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SS: SubsetOf<SP>,
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fn is_in_subset(&self) -> bool
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Checks if self
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fn from_subset(element: &SS) -> SP
fn from_subset(element: &SS) -> SP
The inclusion map: converts self
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