pub struct NarrowPhasePlugin<C: AnyCollider, H: CollisionHooks = ()> { /* private fields */ }Expand description
A narrow phase plugin for updating and managing contact pairs
between colliders of type C.
See the module-level documentation for more information.
§Collider Types
The plugin takes a collider type. This should be Collider for
the vast majority of applications, but for custom collision backends
you may use any collider that implements the AnyCollider trait.
Implementations§
Source§impl<C: AnyCollider, H: CollisionHooks> NarrowPhasePlugin<C, H>
impl<C: AnyCollider, H: CollisionHooks> NarrowPhasePlugin<C, H>
Sourcepub fn new(schedule: impl ScheduleLabel, generate_constraints: bool) -> Self
pub fn new(schedule: impl ScheduleLabel, generate_constraints: bool) -> Self
Creates a NarrowPhasePlugin with the schedule used for running its systems
and whether it should generate ContactConstraints for the ContactConstraints resource.
Contact constraints are used by the SolverPlugin for solving contacts.
The default schedule is PhysicsSchedule.
Trait Implementations§
Source§impl<C: AnyCollider, H: CollisionHooks> Default for NarrowPhasePlugin<C, H>
impl<C: AnyCollider, H: CollisionHooks> Default for NarrowPhasePlugin<C, H>
Source§impl<C: AnyCollider, H: CollisionHooks + 'static> Plugin for NarrowPhasePlugin<C, H>where
for<'w, 's> SystemParamItem<'w, 's, H>: CollisionHooks,
impl<C: AnyCollider, H: CollisionHooks + 'static> Plugin for NarrowPhasePlugin<C, H>where
for<'w, 's> SystemParamItem<'w, 's, H>: CollisionHooks,
Source§fn finish(&self, app: &mut App)
fn finish(&self, app: &mut App)
Finish adding this plugin to the
App, once all plugins registered are ready. This can
be useful for plugins that depends on another plugin asynchronous setup, like the renderer.Source§fn ready(&self, _app: &App) -> bool
fn ready(&self, _app: &App) -> bool
Has the plugin finished its setup? This can be useful for plugins that need something
asynchronous to happen before they can finish their setup, like the initialization of a renderer.
Once the plugin is ready,
finish should be called.Source§fn cleanup(&self, _app: &mut App)
fn cleanup(&self, _app: &mut App)
Runs after all plugins are built and finished, but before the app schedule is executed.
This can be useful if you have some resource that other plugins need during their build step,
but after build you want to remove it and send it to another thread.
Auto Trait Implementations§
impl<C, H> Freeze for NarrowPhasePlugin<C, H>
impl<C, H = ()> !RefUnwindSafe for NarrowPhasePlugin<C, H>
impl<C, H> Send for NarrowPhasePlugin<C, H>
impl<C, H> Sync for NarrowPhasePlugin<C, H>
impl<C, H> Unpin for NarrowPhasePlugin<C, H>
impl<C, H = ()> !UnwindSafe for NarrowPhasePlugin<C, H>
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impl<T, U> AsBindGroupShaderType<U> for T
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