RapierContextMut

Struct RapierContextMut 

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pub struct RapierContextMut<'a> {
    pub simulation: Mut<'a, RapierContextSimulation>,
    pub colliders: Mut<'a, RapierContextColliders>,
    pub joints: Mut<'a, RapierContextJoints>,
    pub rigidbody_set: Mut<'a, RapierRigidBodySet>,
}
Expand description

A helper struct to avoid passing too many parameters to most rapier functions. This helps with reducing boilerplate, at the (small) price of maybe getting too much information from the ECS.

If you need more granular control over mutability of each component, use a regular Query

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§simulation: Mut<'a, RapierContextSimulation>

The Rapier context, containing all the state of the physics engine.

§colliders: Mut<'a, RapierContextColliders>

The set of colliders part of the simulation.

§joints: Mut<'a, RapierContextJoints>

The sets of joints part of the simulation.

§rigidbody_set: Mut<'a, RapierRigidBodySet>

The set of rigid-bodies part of the simulation.

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impl RapierContextMut<'_>

RapierContextSimulation functions for mutable accesses

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pub fn step_simulation( &mut self, gravity: Vect, timestep_mode: TimestepMode, events: Option<(&MessageWriter<'_, CollisionEvent>, &MessageWriter<'_, ContactForceEvent>)>, hooks: &dyn PhysicsHooks, time: &Time, sim_to_render_time: &mut SimulationToRenderTime, interpolation_query: Option<&mut Query<'_, '_, (&RapierRigidBodyHandle, &mut TransformInterpolation)>>, )

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pub fn move_shape( &mut self, query_pipeline_mut: &mut RapierQueryPipelineMut<'_>, movement: Vect, shape: &dyn Shape, shape_translation: Vect, shape_rotation: Rot, shape_mass: f32, options: &MoveShapeOptions, events: impl FnMut(CharacterCollision), ) -> MoveShapeOutput

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pub fn contact_pair( &self, collider1: Entity, collider2: Entity, ) -> Option<ContactPairView<'_>>

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pub fn contact_pairs_with( &self, collider: Entity, ) -> impl Iterator<Item = ContactPairView<'_>>

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pub fn intersection_pair( &self, collider1: Entity, collider2: Entity, ) -> Option<bool>

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pub fn intersection_pairs_with( &self, collider: Entity, ) -> impl Iterator<Item = (Entity, Entity, bool)> + '_

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impl RapierContextMut<'_>

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pub fn cast_ray( &self, ray_origin: Vect, ray_dir: Vect, max_toi: f32, solid: bool, filter: QueryFilter<'_>, ) -> Option<(Entity, f32)>

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pub fn cast_ray_and_get_normal( &self, ray_origin: Vect, ray_dir: Vect, max_toi: f32, solid: bool, filter: QueryFilter<'_>, ) -> Option<(Entity, RayIntersection)>

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pub fn intersect_point( &self, point: Vect, filter: QueryFilter<'_>, callback: impl FnMut(Entity) -> bool, )

Shortcut to RapierQueryPipeline::intersect_point.

Stops the query if callback returns false.

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pub fn intersect_ray( &self, ray_origin: Vect, ray_dir: Vect, max_toi: f32, solid: bool, filter: QueryFilter<'_>, callback: impl FnMut(Entity, RayIntersection) -> bool, )

Shortcut to RapierQueryPipeline::intersect_ray.

Stops the query if callback returns false.

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pub fn intersect_shape( &self, shape_pos: Vect, shape_rot: Rot, shape: &dyn Shape, filter: QueryFilter<'_>, callback: impl FnMut(Entity) -> bool, )

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pub fn intersect_aabb_conservative( &self, aabb: Aabb2d, filter: QueryFilter<'_>, callback: impl FnMut(Entity) -> bool, )

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pub fn cast_shape( &self, shape_pos: Vect, shape_rot: Rot, shape_vel: Vect, shape: &dyn Shape, options: ShapeCastOptions, filter: QueryFilter<'_>, ) -> Option<(Entity, ShapeCastHit)>

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pub fn project_point( &self, point: Vect, max_dist: f32, solid: bool, filter: QueryFilter<'_>, ) -> Option<(Entity, PointProjection)>

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impl RapierContextMut<'_>

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pub fn with_query_pipeline<'a, T>( &'a self, filter: QueryFilter<'a>, scoped_fn: impl FnOnce(RapierQueryPipeline<'_>) -> T, ) -> T

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impl RapierContextMut<'_>

Auto Trait Implementations§

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impl<'a> Freeze for RapierContextMut<'a>

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impl<'a> !RefUnwindSafe for RapierContextMut<'a>

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impl<'a> Send for RapierContextMut<'a>

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impl<'a> Sync for RapierContextMut<'a>

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impl<'a> Unpin for RapierContextMut<'a>

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impl<'a> !UnwindSafe for RapierContextMut<'a>

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