Struct ncollide3d::pipeline::world::CollisionWorld[][src]

pub struct CollisionWorld<N: RealField, T> {
    pub objects: CollisionObjectSlab<N, T>,
    pub broad_phase: BroadPhaseObject<N>,
    pub narrow_phase: NarrowPhase<N, CollisionObjectSlabHandle>,
    pub toi_dispatcher: Box<dyn TOIDispatcher<N>>,
    pub interactions: InteractionGraph<N, CollisionObjectSlabHandle>,
    pub pair_filters: Option<Box<dyn BroadPhasePairFilter<N, CollisionObjectSlab<N, T>>>>,
}

A world that handles collision objects.

Fields

objects: CollisionObjectSlab<N, T>

The set of objects on this collision world.

broad_phase: BroadPhaseObject<N>

The broad phase used by this collision world.

narrow_phase: NarrowPhase<N, CollisionObjectSlabHandle>

The narrow-phase used by this collision world.

toi_dispatcher: Box<dyn TOIDispatcher<N>>

The Time of Impact dispatcher used.

interactions: InteractionGraph<N, CollisionObjectSlabHandle>

The graph of interactions detected so far.

pair_filters: Option<Box<dyn BroadPhasePairFilter<N, CollisionObjectSlab<N, T>>>>

A user-defined broad-phase pair filter.

Implementations

impl<N: RealField, T> CollisionWorld<N, T>[src]

pub fn new(margin: N) -> CollisionWorld<N, T>[src]

Creates a new collision world.

pub fn add(
    &mut self,
    position: Isometry<N>,
    shape: ShapeHandle<N>,
    collision_groups: CollisionGroups,
    query_type: GeometricQueryType<N>,
    data: T
) -> (CollisionObjectSlabHandle, &mut CollisionObject<N, T>)
[src]

Adds a collision object to the world.

pub fn update(&mut self)[src]

Updates the collision world.

This executes the whole collision detection pipeline:

  1. Clears the event pools.
  2. Executes the broad phase first.
  3. Executes the narrow phase.

pub fn clear_events(&mut self)[src]

Empty the contact and proximity event pools.

pub fn remove(&mut self, handles: &[CollisionObjectSlabHandle])[src]

Removed the specified set of collision objects from the world.

Panics of any handle is invalid, or if the list contains duplicates.

pub fn set_position(
    &mut self,
    handle: CollisionObjectSlabHandle,
    pos: Isometry<N>
)
[src]

👎 Deprecated:

Call directly the method .set_position on the collision object.

Sets the position of the collision object attached to the specified object.

pub fn set_query_type(
    &mut self,
    handle: CollisionObjectSlabHandle,
    query_type: GeometricQueryType<N>
)
[src]

👎 Deprecated:

Call directly the method .set_query_type on the collision object.

Sets the GeometricQueryType of the collision object.

pub fn set_shape(
    &mut self,
    handle: CollisionObjectSlabHandle,
    shape: ShapeHandle<N>
)
[src]

👎 Deprecated:

Call directly the method .set_shape on the collision object.

Sets the shape of the given collision object.

pub fn set_deformations(
    &mut self,
    handle: CollisionObjectSlabHandle,
    coords: &[N]
)
[src]

👎 Deprecated:

Call directly the method .set_deformations on the collision object.

Apply the given deformations to the specified object.

pub fn set_broad_phase_pair_filter<F>(&mut self, filter: Option<F>) where
    F: BroadPhasePairFilter<N, CollisionObjectSlab<N, T>> + 'static, 
[src]

Sets the user-defined filter that tells if a potential collision pair should be ignored or not.

The proximity filter returns false for a given pair of collision objects if they should be ignored by the narrow phase. Keep in mind that modifying the proximity filter will have a non-trivial overhead during the next update as it will force re-detection of all collision pairs.

pub fn perform_broad_phase(&mut self)[src]

Executes the broad phase of the collision detection pipeline.

pub fn perform_narrow_phase(&mut self)[src]

Executes the narrow phase of the collision detection pipeline.

pub fn broad_phase_aabb(
    &self,
    handle: CollisionObjectSlabHandle
) -> Option<&AABB<N>>
[src]

The broad-phase aabb for the given collision object.

pub fn collision_objects(&self) -> CollisionObjects<'_, N, T>

Notable traits for CollisionObjects<'a, N, T>

impl<'a, N: 'a + RealField, T: 'a> Iterator for CollisionObjects<'a, N, T> type Item = (CollisionObjectSlabHandle, &'a CollisionObject<N, T>);
[src]

Iterates through all collision objects.

pub fn collision_object(
    &self,
    handle: CollisionObjectSlabHandle
) -> Option<&CollisionObject<N, T>>
[src]

Returns a reference to the collision object identified by its handle.

pub fn get_mut(
    &mut self,
    handle: CollisionObjectSlabHandle
) -> Option<&mut CollisionObject<N, T>>
[src]

Returns a mutable reference to the collision object identified by its handle.

pub fn collision_object_pair_mut(
    &mut self,
    handle1: CollisionObjectSlabHandle,
    handle2: CollisionObjectSlabHandle
) -> (Option<&mut CollisionObject<N, T>>, Option<&mut CollisionObject<N, T>>)
[src]

Returns a mutable reference to a pair collision object identified by their handles.

Panics if both handles are equal.

pub fn set_collision_groups(
    &mut self,
    handle: CollisionObjectSlabHandle,
    groups: CollisionGroups
)
[src]

👎 Deprecated:

Call directly the method .set_collision_groups on the collision object.

Sets the collision groups of the given collision object.

pub fn sweep_test<'a>(
    &'a self,
    shape: &'a dyn Shape<N>,
    isometry: &'a Isometry<N>,
    direction: &'a Unit<Vector<N>>,
    maximum_distance: N,
    groups: &'a CollisionGroups
) -> impl Iterator<Item = (CollisionObjectSlabHandle, TOI<N>)> + 'a
[src]

Returns all objects in the collision world that intersect with the shape transformed by isometry along direction until maximum_distance is reached. The objects are not returned in any particular order. You may use the toi returned for each object to determine the closest object.

pub fn interferences_with_ray<'a, 'b>(
    &'a self,
    ray: &'b Ray<N>,
    max_toi: N,
    groups: &'b CollisionGroups
) -> InterferencesWithRay<'a, 'b, N, CollisionObjectSlab<N, T>>

Notable traits for InterferencesWithRay<'a, 'b, N, Objects>

impl<'a, 'b, N: RealField, Objects> Iterator for InterferencesWithRay<'a, 'b, N, Objects> where
    N: RealField,
    Objects: CollisionObjectSet<N>, 
type Item = (Objects::CollisionObjectHandle, &'a Objects::CollisionObject, RayIntersection<N>);
[src]

Computes the interferences between every rigid bodies on this world and a ray.

pub fn first_interference_with_ray<'a, 'b>(
    &'a self,
    ray: &'b Ray<N>,
    max_toi: N,
    groups: &'b CollisionGroups
) -> Option<FirstInterferenceWithRay<'a, N, CollisionObjectSlab<N, T>>>
[src]

Computes the first interference with ray and

pub fn interferences_with_point<'a, 'b>(
    &'a self,
    point: &'b Point<N>,
    groups: &'b CollisionGroups
) -> InterferencesWithPoint<'a, 'b, N, CollisionObjectSlab<N, T>>

Notable traits for InterferencesWithPoint<'a, 'b, N, Objects>

impl<'a, 'b, N: RealField, Objects> Iterator for InterferencesWithPoint<'a, 'b, N, Objects> where
    N: RealField,
    Objects: CollisionObjectSet<N>, 
type Item = (Objects::CollisionObjectHandle, &'a Objects::CollisionObject);
[src]

Computes the interferences between every rigid bodies of a given broad phase, and a point.

pub fn interferences_with_aabb<'a, 'b>(
    &'a self,
    aabb: &'b AABB<N>,
    groups: &'b CollisionGroups
) -> InterferencesWithAABB<'a, 'b, N, CollisionObjectSlab<N, T>>

Notable traits for InterferencesWithAABB<'a, 'b, N, Objects>

impl<'a, 'b, N: RealField, Objects: CollisionObjectSet<N>> Iterator for InterferencesWithAABB<'a, 'b, N, Objects> type Item = (Objects::CollisionObjectHandle, &'a Objects::CollisionObject);
[src]

Computes the interferences between every rigid bodies of a given broad phase, and a aabb.

pub fn set_narrow_phase(
    &mut self,
    narrow_phase: NarrowPhase<N, CollisionObjectSlabHandle>
)
[src]

Customize the selection of narrowphase collision detection algorithms

pub fn interaction_pairs(
    &self,
    effective_only: bool
) -> impl Iterator<Item = (CollisionObjectSlabHandle, CollisionObjectSlabHandle, &Interaction<N>)>
[src]

All the potential interactions pairs.

Refer to the official user guide for details.

pub fn contact_pairs(
    &self,
    effective_only: bool
) -> impl Iterator<Item = (CollisionObjectSlabHandle, CollisionObjectSlabHandle, &ContactAlgorithm<N>, &ContactManifold<N>)>
[src]

All the potential contact pairs.

Refer to the official user guide for details.

pub fn proximity_pairs(
    &self,
    effective_only: bool
) -> impl Iterator<Item = (CollisionObjectSlabHandle, CollisionObjectSlabHandle, &dyn ProximityDetector<N>, Proximity)>
[src]

All the potential proximity pairs.

Refer to the official user guide for details.

pub fn interaction_pair(
    &self,
    handle1: CollisionObjectSlabHandle,
    handle2: CollisionObjectSlabHandle,
    effective_only: bool
) -> Option<(CollisionObjectSlabHandle, CollisionObjectSlabHandle, &Interaction<N>)>
[src]

The potential interaction pair between the two specified collision objects.

Refer to the official user guide for details.

pub fn contact_pair(
    &self,
    handle1: CollisionObjectSlabHandle,
    handle2: CollisionObjectSlabHandle,
    effective_only: bool
) -> Option<(CollisionObjectSlabHandle, CollisionObjectSlabHandle, &ContactAlgorithm<N>, &ContactManifold<N>)>
[src]

The potential contact pair between the two specified collision objects.

Refer to the official user guide for details.

pub fn proximity_pair(
    &self,
    handle1: CollisionObjectSlabHandle,
    handle2: CollisionObjectSlabHandle,
    effective_only: bool
) -> Option<(CollisionObjectSlabHandle, CollisionObjectSlabHandle, &dyn ProximityDetector<N>, Proximity)>
[src]

The potential proximity pair between the two specified collision objects.

Refer to the official user guide for details.

pub fn interactions_with(
    &self,
    handle: CollisionObjectSlabHandle,
    effective_only: bool
) -> Option<impl Iterator<Item = (CollisionObjectSlabHandle, CollisionObjectSlabHandle, &Interaction<N>)>>
[src]

All the interaction pairs involving the specified collision object.

Refer to the official user guide for details.

pub fn interactions_with_mut(
    &mut self,
    handle: CollisionObjectSlabHandle
) -> Option<(&mut NarrowPhase<N, CollisionObjectSlabHandle>, impl Iterator<Item = (CollisionObjectSlabHandle, CollisionObjectSlabHandle, TemporaryInteractionIndex, &mut Interaction<N>)>)>
[src]

All the mutable interactions pairs involving the specified collision object.

This also returns a mutable reference to the narrow-phase which is necessary for updating the interaction if needed. For interactions between a collision object and itself, only one mutable reference to the collision object is returned.

pub fn proximities_with(
    &self,
    handle: CollisionObjectSlabHandle,
    effective_only: bool
) -> Option<impl Iterator<Item = (CollisionObjectSlabHandle, CollisionObjectSlabHandle, &dyn ProximityDetector<N>, Proximity)>>
[src]

All the proximity pairs involving the specified collision object.

Refer to the official user guide for details.

pub fn contacts_with(
    &self,
    handle: CollisionObjectSlabHandle,
    effective_only: bool
) -> Option<impl Iterator<Item = (CollisionObjectSlabHandle, CollisionObjectSlabHandle, &ContactAlgorithm<N>, &ContactManifold<N>)>>
[src]

All the contact pairs involving the specified collision object.

Refer to the official user guide for details.

pub fn collision_objects_interacting_with<'a>(
    &'a self,
    handle: CollisionObjectSlabHandle
) -> Option<impl Iterator<Item = CollisionObjectSlabHandle> + 'a>
[src]

All the collision object handles of collision objects interacting with the specified collision object.

Refer to the official user guide for details.

pub fn collision_objects_in_contact_with<'a>(
    &'a self,
    handle: CollisionObjectSlabHandle
) -> Option<impl Iterator<Item = CollisionObjectSlabHandle> + 'a>
[src]

All the collision object handles of collision objects in potential contact with the specified collision object.

Refer to the official user guide for details.

pub fn collision_objects_in_proximity_of<'a>(
    &'a self,
    handle: CollisionObjectSlabHandle
) -> Option<impl Iterator<Item = CollisionObjectSlabHandle> + 'a>
[src]

All the collision object handles of collision objects in potential proximity of with the specified collision object.

Refer to the official user guide for details.

pub fn contact_events(&self) -> &ContactEvents<CollisionObjectSlabHandle>[src]

The contact events pool.

pub fn proximity_events(&self) -> &ProximityEvents<CollisionObjectSlabHandle>[src]

The proximity events pool.

Auto Trait Implementations

impl<N, T> !RefUnwindSafe for CollisionWorld<N, T>

impl<N, T> Send for CollisionWorld<N, T> where
    T: Send

impl<N, T> Sync for CollisionWorld<N, T> where
    T: Sync

impl<N, T> Unpin for CollisionWorld<N, T> where
    N: Unpin,
    T: Unpin

impl<N, T> !UnwindSafe for CollisionWorld<N, T>

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> Downcast for T where
    T: Any
[src]

impl<T> DowncastSync for T where
    T: Any + Send + Sync
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> Pointable for T[src]

type Init = T

The type for initializers.

impl<T> Same<T> for T[src]

type Output = T

Should always be Self

impl<SS, SP> SupersetOf<SS> for SP where
    SS: SubsetOf<SP>, 
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<V, T> VZip<V> for T where
    V: MultiLane<T>, 
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