pub struct CollisionWorld<N: RealField + Copy, 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>>>>,
}
Expand description
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§
Source§impl<N: RealField + Copy, T> CollisionWorld<N, T>
impl<N: RealField + Copy, T> CollisionWorld<N, T>
Sourcepub fn new(margin: N) -> CollisionWorld<N, T>
pub fn new(margin: N) -> CollisionWorld<N, T>
Creates a new collision world.
Sourcepub fn add(
&mut self,
position: Isometry<N>,
shape: ShapeHandle<N>,
collision_groups: CollisionGroups,
query_type: GeometricQueryType<N>,
data: T,
) -> (CollisionObjectSlabHandle, &mut CollisionObject<N, T>)
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>)
Adds a collision object to the world.
Sourcepub fn update(&mut self)
pub fn update(&mut self)
Updates the collision world.
This executes the whole collision detection pipeline:
- Clears the event pools.
- Executes the broad phase first.
- Executes the narrow phase.
Sourcepub fn clear_events(&mut self)
pub fn clear_events(&mut self)
Empty the contact and proximity event pools.
Sourcepub fn remove(&mut self, handles: &[CollisionObjectSlabHandle])
pub fn remove(&mut self, handles: &[CollisionObjectSlabHandle])
Removed the specified set of collision objects from the world.
Panics of any handle is invalid, or if the list contains duplicates.
Sourcepub fn set_position(
&mut self,
handle: CollisionObjectSlabHandle,
pos: Isometry<N>,
)
👎Deprecated: Call directly the method .set_position
on the collision object.
pub fn set_position( &mut self, handle: CollisionObjectSlabHandle, pos: Isometry<N>, )
.set_position
on the collision object.Sets the position of the collision object attached to the specified object.
Sourcepub fn set_query_type(
&mut self,
handle: CollisionObjectSlabHandle,
query_type: GeometricQueryType<N>,
)
👎Deprecated: Call directly the method .set_query_type
on the collision object.
pub fn set_query_type( &mut self, handle: CollisionObjectSlabHandle, query_type: GeometricQueryType<N>, )
.set_query_type
on the collision object.Sets the GeometricQueryType
of the collision object.
Sourcepub fn set_shape(
&mut self,
handle: CollisionObjectSlabHandle,
shape: ShapeHandle<N>,
)
👎Deprecated: Call directly the method .set_shape
on the collision object.
pub fn set_shape( &mut self, handle: CollisionObjectSlabHandle, shape: ShapeHandle<N>, )
.set_shape
on the collision object.Sets the shape of the given collision object.
Sourcepub fn set_deformations(
&mut self,
handle: CollisionObjectSlabHandle,
coords: &[N],
)
👎Deprecated: Call directly the method .set_deformations
on the collision object.
pub fn set_deformations( &mut self, handle: CollisionObjectSlabHandle, coords: &[N], )
.set_deformations
on the collision object.Apply the given deformations to the specified object.
Sourcepub fn set_broad_phase_pair_filter<F>(&mut self, filter: Option<F>)where
F: BroadPhasePairFilter<N, CollisionObjectSlab<N, T>> + 'static,
pub fn set_broad_phase_pair_filter<F>(&mut self, filter: Option<F>)where
F: BroadPhasePairFilter<N, CollisionObjectSlab<N, T>> + 'static,
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.
Sourcepub fn perform_broad_phase(&mut self)
pub fn perform_broad_phase(&mut self)
Executes the broad phase of the collision detection pipeline.
Sourcepub fn perform_narrow_phase(&mut self)
pub fn perform_narrow_phase(&mut self)
Executes the narrow phase of the collision detection pipeline.
Sourcepub fn broad_phase_aabb(
&self,
handle: CollisionObjectSlabHandle,
) -> Option<&AABB<N>>
pub fn broad_phase_aabb( &self, handle: CollisionObjectSlabHandle, ) -> Option<&AABB<N>>
The broad-phase aabb for the given collision object.
Sourcepub fn collision_objects(&self) -> CollisionObjects<'_, N, T> ⓘ
pub fn collision_objects(&self) -> CollisionObjects<'_, N, T> ⓘ
Iterates through all collision objects.
Sourcepub fn collision_object(
&self,
handle: CollisionObjectSlabHandle,
) -> Option<&CollisionObject<N, T>>
pub fn collision_object( &self, handle: CollisionObjectSlabHandle, ) -> Option<&CollisionObject<N, T>>
Returns a reference to the collision object identified by its handle.
Sourcepub fn get_mut(
&mut self,
handle: CollisionObjectSlabHandle,
) -> Option<&mut CollisionObject<N, T>>
pub fn get_mut( &mut self, handle: CollisionObjectSlabHandle, ) -> Option<&mut CollisionObject<N, T>>
Returns a mutable reference to the collision object identified by its handle.
Sourcepub fn collision_object_pair_mut(
&mut self,
handle1: CollisionObjectSlabHandle,
handle2: CollisionObjectSlabHandle,
) -> (Option<&mut CollisionObject<N, T>>, Option<&mut CollisionObject<N, T>>)
pub fn collision_object_pair_mut( &mut self, handle1: CollisionObjectSlabHandle, handle2: CollisionObjectSlabHandle, ) -> (Option<&mut CollisionObject<N, T>>, Option<&mut CollisionObject<N, T>>)
Returns a mutable reference to a pair collision object identified by their handles.
Panics if both handles are equal.
Sourcepub fn set_collision_groups(
&mut self,
handle: CollisionObjectSlabHandle,
groups: CollisionGroups,
)
👎Deprecated: Call directly the method .set_collision_groups
on the collision object.
pub fn set_collision_groups( &mut self, handle: CollisionObjectSlabHandle, groups: CollisionGroups, )
.set_collision_groups
on the collision object.Sets the collision groups of the given collision object.
Sourcepub 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
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
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.
Sourcepub 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>> ⓘ
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>> ⓘ
Computes the interferences between every rigid bodies on this world and a ray.
Sourcepub 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>>>
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>>>
Computes the first interference with ray
and
Sourcepub fn interferences_with_point<'a, 'b>(
&'a self,
point: &'b Point<N>,
groups: &'b CollisionGroups,
) -> InterferencesWithPoint<'a, 'b, N, CollisionObjectSlab<N, T>> ⓘ
pub fn interferences_with_point<'a, 'b>( &'a self, point: &'b Point<N>, groups: &'b CollisionGroups, ) -> InterferencesWithPoint<'a, 'b, N, CollisionObjectSlab<N, T>> ⓘ
Computes the interferences between every rigid bodies of a given broad phase, and a point.
Sourcepub fn interferences_with_aabb<'a, 'b>(
&'a self,
aabb: &'b AABB<N>,
groups: &'b CollisionGroups,
) -> InterferencesWithAABB<'a, 'b, N, CollisionObjectSlab<N, T>> ⓘ
pub fn interferences_with_aabb<'a, 'b>( &'a self, aabb: &'b AABB<N>, groups: &'b CollisionGroups, ) -> InterferencesWithAABB<'a, 'b, N, CollisionObjectSlab<N, T>> ⓘ
Computes the interferences between every rigid bodies of a given broad phase, and a aabb.
Sourcepub fn set_narrow_phase(
&mut self,
narrow_phase: NarrowPhase<N, CollisionObjectSlabHandle>,
)
pub fn set_narrow_phase( &mut self, narrow_phase: NarrowPhase<N, CollisionObjectSlabHandle>, )
Customize the selection of narrowphase collision detection algorithms
Sourcepub fn interaction_pairs(
&self,
effective_only: bool,
) -> impl Iterator<Item = (CollisionObjectSlabHandle, CollisionObjectSlabHandle, &Interaction<N>)>
pub fn interaction_pairs( &self, effective_only: bool, ) -> impl Iterator<Item = (CollisionObjectSlabHandle, CollisionObjectSlabHandle, &Interaction<N>)>
All the potential interactions pairs.
Refer to the official user guide for details.
Sourcepub fn contact_pairs(
&self,
effective_only: bool,
) -> impl Iterator<Item = (CollisionObjectSlabHandle, CollisionObjectSlabHandle, &ContactAlgorithm<N>, &ContactManifold<N>)>
pub fn contact_pairs( &self, effective_only: bool, ) -> impl Iterator<Item = (CollisionObjectSlabHandle, CollisionObjectSlabHandle, &ContactAlgorithm<N>, &ContactManifold<N>)>
All the potential contact pairs.
Refer to the official user guide for details.
Sourcepub fn proximity_pairs(
&self,
effective_only: bool,
) -> impl Iterator<Item = (CollisionObjectSlabHandle, CollisionObjectSlabHandle, &dyn ProximityDetector<N>, Proximity)>
pub fn proximity_pairs( &self, effective_only: bool, ) -> impl Iterator<Item = (CollisionObjectSlabHandle, CollisionObjectSlabHandle, &dyn ProximityDetector<N>, Proximity)>
All the potential proximity pairs.
Refer to the official user guide for details.
Sourcepub fn interaction_pair(
&self,
handle1: CollisionObjectSlabHandle,
handle2: CollisionObjectSlabHandle,
effective_only: bool,
) -> Option<(CollisionObjectSlabHandle, CollisionObjectSlabHandle, &Interaction<N>)>
pub fn interaction_pair( &self, handle1: CollisionObjectSlabHandle, handle2: CollisionObjectSlabHandle, effective_only: bool, ) -> Option<(CollisionObjectSlabHandle, CollisionObjectSlabHandle, &Interaction<N>)>
The potential interaction pair between the two specified collision objects.
Refer to the official user guide for details.
Sourcepub fn contact_pair(
&self,
handle1: CollisionObjectSlabHandle,
handle2: CollisionObjectSlabHandle,
effective_only: bool,
) -> Option<(CollisionObjectSlabHandle, CollisionObjectSlabHandle, &ContactAlgorithm<N>, &ContactManifold<N>)>
pub fn contact_pair( &self, handle1: CollisionObjectSlabHandle, handle2: CollisionObjectSlabHandle, effective_only: bool, ) -> Option<(CollisionObjectSlabHandle, CollisionObjectSlabHandle, &ContactAlgorithm<N>, &ContactManifold<N>)>
The potential contact pair between the two specified collision objects.
Refer to the official user guide for details.
Sourcepub fn proximity_pair(
&self,
handle1: CollisionObjectSlabHandle,
handle2: CollisionObjectSlabHandle,
effective_only: bool,
) -> Option<(CollisionObjectSlabHandle, CollisionObjectSlabHandle, &dyn ProximityDetector<N>, Proximity)>
pub fn proximity_pair( &self, handle1: CollisionObjectSlabHandle, handle2: CollisionObjectSlabHandle, effective_only: bool, ) -> Option<(CollisionObjectSlabHandle, CollisionObjectSlabHandle, &dyn ProximityDetector<N>, Proximity)>
The potential proximity pair between the two specified collision objects.
Refer to the official user guide for details.
Sourcepub fn interactions_with(
&self,
handle: CollisionObjectSlabHandle,
effective_only: bool,
) -> Option<impl Iterator<Item = (CollisionObjectSlabHandle, CollisionObjectSlabHandle, &Interaction<N>)>>
pub fn interactions_with( &self, handle: CollisionObjectSlabHandle, effective_only: bool, ) -> Option<impl Iterator<Item = (CollisionObjectSlabHandle, CollisionObjectSlabHandle, &Interaction<N>)>>
All the interaction pairs involving the specified collision object.
Refer to the official user guide for details.
Sourcepub fn interactions_with_mut(
&mut self,
handle: CollisionObjectSlabHandle,
) -> Option<(&mut NarrowPhase<N, CollisionObjectSlabHandle>, impl Iterator<Item = (CollisionObjectSlabHandle, CollisionObjectSlabHandle, TemporaryInteractionIndex, &mut Interaction<N>)>)>
pub fn interactions_with_mut( &mut self, handle: CollisionObjectSlabHandle, ) -> Option<(&mut NarrowPhase<N, CollisionObjectSlabHandle>, impl Iterator<Item = (CollisionObjectSlabHandle, CollisionObjectSlabHandle, TemporaryInteractionIndex, &mut Interaction<N>)>)>
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.
Sourcepub fn proximities_with(
&self,
handle: CollisionObjectSlabHandle,
effective_only: bool,
) -> Option<impl Iterator<Item = (CollisionObjectSlabHandle, CollisionObjectSlabHandle, &dyn ProximityDetector<N>, Proximity)>>
pub fn proximities_with( &self, handle: CollisionObjectSlabHandle, effective_only: bool, ) -> Option<impl Iterator<Item = (CollisionObjectSlabHandle, CollisionObjectSlabHandle, &dyn ProximityDetector<N>, Proximity)>>
All the proximity pairs involving the specified collision object.
Refer to the official user guide for details.
Sourcepub fn contacts_with(
&self,
handle: CollisionObjectSlabHandle,
effective_only: bool,
) -> Option<impl Iterator<Item = (CollisionObjectSlabHandle, CollisionObjectSlabHandle, &ContactAlgorithm<N>, &ContactManifold<N>)>>
pub fn contacts_with( &self, handle: CollisionObjectSlabHandle, effective_only: bool, ) -> Option<impl Iterator<Item = (CollisionObjectSlabHandle, CollisionObjectSlabHandle, &ContactAlgorithm<N>, &ContactManifold<N>)>>
All the contact pairs involving the specified collision object.
Refer to the official user guide for details.
Sourcepub fn collision_objects_interacting_with<'a>(
&'a self,
handle: CollisionObjectSlabHandle,
) -> Option<impl Iterator<Item = CollisionObjectSlabHandle> + 'a>
pub fn collision_objects_interacting_with<'a>( &'a self, handle: CollisionObjectSlabHandle, ) -> Option<impl Iterator<Item = CollisionObjectSlabHandle> + 'a>
All the collision object handles of collision objects interacting with the specified collision object.
Refer to the official user guide for details.
Sourcepub fn collision_objects_in_contact_with<'a>(
&'a self,
handle: CollisionObjectSlabHandle,
) -> Option<impl Iterator<Item = CollisionObjectSlabHandle> + 'a>
pub fn collision_objects_in_contact_with<'a>( &'a self, handle: CollisionObjectSlabHandle, ) -> Option<impl Iterator<Item = CollisionObjectSlabHandle> + 'a>
All the collision object handles of collision objects in potential contact with the specified collision object.
Refer to the official user guide for details.
Sourcepub fn collision_objects_in_proximity_of<'a>(
&'a self,
handle: CollisionObjectSlabHandle,
) -> Option<impl Iterator<Item = CollisionObjectSlabHandle> + 'a>
pub fn collision_objects_in_proximity_of<'a>( &'a self, handle: CollisionObjectSlabHandle, ) -> Option<impl Iterator<Item = CollisionObjectSlabHandle> + 'a>
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.
Sourcepub fn contact_events(&self) -> &ContactEvents<CollisionObjectSlabHandle>
pub fn contact_events(&self) -> &ContactEvents<CollisionObjectSlabHandle>
The contact events pool.
Sourcepub fn proximity_events(&self) -> &ProximityEvents<CollisionObjectSlabHandle>
pub fn proximity_events(&self) -> &ProximityEvents<CollisionObjectSlabHandle>
The proximity events pool.
Auto Trait Implementations§
impl<N, T> Freeze for CollisionWorld<N, T>
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>
impl<N, T> !UnwindSafe for CollisionWorld<N, T>
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