Struct rin_scene::physics::Collisions[][src]

pub struct Collisions<Group: Into<usize>, UserData = Entity> {
    pub world: CollisionWorld<f32, UserData>,
    pub contacts_query: GeometricQueryType<f32>,
    // some fields omitted
}

Fields

world: CollisionWorld<f32, UserData>contacts_query: GeometricQueryType<f32>

Implementations

impl<Group: Into<usize> + Copy, UserData> Collisions<Group, UserData>[src]

pub fn new() -> Collisions<Group, UserData>[src]

pub fn add(
    &mut self,
    group: Group,
    whitelist: &[Group],
    blacklist: &[Group],
    data: UserData,
    shape: ShapeHandle<f32>,
    iso: Isometry3
) -> (CollisionObjectSlabHandle, &mut CollisionObject<f32, UserData>)
[src]

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

pub fn update(&mut self)[src]

pub fn contacts(
    &self
) -> impl Iterator<Item = (CollisionObjectSlabHandle, CollisionObjectSlabHandle, &ContactAlgorithm<f32>, &ContactManifold<f32>)>
[src]

pub fn set_position(
    &mut self,
    handle: CollisionObjectSlabHandle,
    iso: Isometry3
)
[src]

pub fn objects(&self) -> CollisionObjects<'_, f32, UserData>[src]

pub fn object(
    &self,
    handle: CollisionObjectSlabHandle
) -> Option<&CollisionObject<f32, UserData>>
[src]

pub fn object_mut(
    &mut self,
    handle: CollisionObjectSlabHandle
) -> Option<&mut CollisionObject<f32, UserData>>
[src]

pub fn ray_intersection(
    &self,
    ray_group: Group,
    whitelist: &[Group],
    blacklist: &[Group],
    ray: &Ray<f32>,
    max_toi: f32
) -> Option<(CollisionObjectSlabHandle, &CollisionObject<f32, UserData>, RayIntersection<f32>)>
[src]

pub fn ray_intersections(
    &self,
    ray_group: Group,
    whitelist: &[Group],
    blacklist: &[Group],
    ray: &Ray<f32>,
    max_toi: f32
) -> impl Iterator<Item = (CollisionObjectSlabHandle, &CollisionObject<f32, UserData>, RayIntersection<f32>)>
[src]

impl<Group: Into<usize> + Copy + MouseGroup, UserData> Collisions<Group, UserData>[src]

pub fn mouse_select(
    &self,
    whitelist: &[Group],
    blacklist: &[Group],
    mouse: &Pnt2,
    max_toi: f32,
    viewport: &Rect<i32>,
    camera: &dyn CameraExt
) -> Option<&UserData>
[src]

pub fn mouse_select_all(
    &self,
    whitelist: &[Group],
    blacklist: &[Group],
    mouse: &Pnt2,
    max_toi: f32,
    viewport: &Rect<i32>,
    camera: &dyn CameraExt
) -> impl Iterator<Item = &UserData>
[src]

pub fn mouse_intersections(
    &self,
    whitelist: &[Group],
    blacklist: &[Group],
    mouse: &Pnt2,
    max_toi: f32,
    viewport: &Rect<i32>,
    camera: &dyn CameraExt
) -> impl Iterator<Item = (Ray<f32>, CollisionObjectSlabHandle, &CollisionObject<f32, UserData>, RayIntersection<f32>)>
[src]

pub fn mouse_intersection(
    &self,
    whitelist: &[Group],
    blacklist: &[Group],
    mouse: &Pnt2,
    max_toi: f32,
    viewport: &Rect<i32>,
    camera: &dyn CameraExt
) -> Option<(Ray<f32>, CollisionObjectSlabHandle, &CollisionObject<f32, UserData>, RayIntersection<f32>)>
[src]

impl<Group: Into<usize> + Copy, UserData: From<Entity>> Collisions<Group, UserData>[src]

pub fn add_entity<'a, C: EntitiesCreationExt<'a>>(
    &mut self,
    group: Group,
    whitelist: &[Group],
    blacklist: &[Group],
    world: &mut C,
    entity: Entity,
    shape: ShapeHandle<f32>,
    iso: Isometry3
) -> CollisionObjectSlabHandle
[src]

pub fn remove_entity<'a, C: EntitiesExt<'a>>(
    &mut self,
    entity: &Entity,
    entities: &C
)
[src]

pub fn change_shape<'a, E: EntitiesExt<'a>, I: Into<Option<Isometry3>>>(
    &mut self,
    entity: &Entity,
    shape: ShapeHandle<f32>,
    iso: I,
    entities: &E
) -> Result<()>
[src]

pub fn update_dynamic_entities<'a, E: EntitiesExt<'a>>(&mut self, entities: &E)[src]

pub fn update_all_entities<'a, E: EntitiesExt<'a>>(&mut self, entities: &E)[src]

Trait Implementations

impl<Group: Into<usize>> Send for Collisions<Group>[src]

Auto Trait Implementations

impl<Group, UserData = Entity> !RefUnwindSafe for Collisions<Group, UserData>

impl<Group, UserData> Send for Collisions<Group, UserData> where
    Group: Send,
    UserData: Send

impl<Group, UserData> Sync for Collisions<Group, UserData> where
    Group: Sync,
    UserData: Sync

impl<Group, UserData> Unpin for Collisions<Group, UserData> where
    Group: Unpin,
    UserData: Unpin

impl<Group, UserData = Entity> !UnwindSafe for Collisions<Group, UserData>

Blanket Implementations

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

impl<T> Any for T where
    T: Any
[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<V> IntoPnt<V> for V[src]

impl<V> IntoVec<V> for V[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>, 
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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>, 
[src]