Struct avian3d::collision::narrow_phase::NarrowPhasePlugin

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pub struct NarrowPhasePlugin<C: AnyCollider> { /* private fields */ }
Expand description

Computes contacts between entities and generates contact constraints for them.

Collisions are only checked between entities contained in BroadCollisionPairs, which is handled by the BroadPhasePlugin.

The results of the narrow phase are added into Collisions. By default, a ContactConstraint is also generated for each contact manifold and added to the ContactConstraints resource.

The plugin takes a collider type. This should be Collider for the vast majority of applications, but for custom collisión backends you may use any collider that implements the AnyCollider trait.

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impl<C: AnyCollider> NarrowPhasePlugin<C>

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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§

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impl<C: AnyCollider> Default for NarrowPhasePlugin<C>

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl<C: AnyCollider> Plugin for NarrowPhasePlugin<C>

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fn build(&self, app: &mut App)

Configures the App to which this plugin is added.
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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.
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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.
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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.
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fn name(&self) -> &str

Configures a name for the Plugin which is primarily used for checking plugin uniqueness and debugging.
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fn is_unique(&self) -> bool

If the plugin can be meaningfully instantiated several times in an App, override this method to return false.

Auto Trait Implementations§

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impl<C> Freeze for NarrowPhasePlugin<C>

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impl<C> !RefUnwindSafe for NarrowPhasePlugin<C>

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impl<C> Send for NarrowPhasePlugin<C>

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impl<C> Sync for NarrowPhasePlugin<C>

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impl<C> Unpin for NarrowPhasePlugin<C>
where C: Unpin,

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impl<C> !UnwindSafe for NarrowPhasePlugin<C>

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impl<T> Any for T
where T: 'static + ?Sized,

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Gets the TypeId of self. Read more
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Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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