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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.

Implementations§

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impl RapierContextMut<'_>

RapierContextSimulation functions for mutable accesses

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pub fn step_simulation( &mut self, gravity: Vect, simulation_mode: SimulationMode, 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, movement: Vect, shape: &(impl AsShape + ?Sized), shape_translation: Vect, shape_rotation: Rot, shape_mass: f32, options: &MoveShapeOptions, filter: QueryFilter<'_>, events: impl FnMut(CharacterCollision), ) -> MoveShapeOutput

Shortcut to RapierContextSimulation::move_shape.

The scene queries are filtered with filter, like the other scene queries of this context.

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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 project_point_and_get_feature( &self, point: Vect, max_dist: f32, filter: QueryFilter<'_>, ) -> Option<(Entity, PointProjection, FeatureId)>

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pub fn cast_shape_nonlinear( &self, shape_motion: &NonlinearMotion, shape: &(impl AsShape + ?Sized), start_time: f32, end_time: f32, stop_at_penetration: bool, filter: QueryFilter<'_>, ) -> Option<(Entity, ShapeCastHit)>

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pub fn distance_to_shape( &self, shape_pos: Vect, shape_rot: Rot, shape: &(impl AsShape + ?Sized), filter: QueryFilter<'_>, ) -> Option<(Entity, f32)>

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pub fn closest_points_to_shape( &self, shape_pos: Vect, shape_rot: Rot, shape: &(impl AsShape + ?Sized), max_dist: f32, filter: QueryFilter<'_>, ) -> Option<(Entity, ShapeClosestPoints)>

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pub fn contact_with_shape( &self, shape_pos: Vect, shape_rot: Rot, shape: &(impl AsShape + ?Sized), prediction: f32, filter: QueryFilter<'_>, ) -> Option<(Entity, ShapeContact)>

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pub fn bvh(&self) -> &Bvh

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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, &RapierCollider) -> 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, &RapierCollider, 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: &(impl AsShape + ?Sized), filter: QueryFilter<'_>, callback: impl FnMut(Entity, &RapierCollider) -> bool, )

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pub fn intersect_aabb_conservative( &self, aabb: Aabb3d, filter: QueryFilter<'_>, callback: impl FnMut(Entity, &RapierCollider) -> bool, )

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pub fn cast_shape( &self, shape_pos: Vect, shape_rot: Rot, shape_vel: Vect, shape: &(impl AsShape + ?Sized), 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<'_>

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impl RapierContextMut<'_>

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pub fn entity2soft_body(&self) -> &HashMap<Entity, SoftBodyHandle>

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pub fn soft_body_entity(&self, handle: SoftBodyHandle) -> Option<Entity>

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pub fn soft_body(&self, entity: Entity) -> Option<&RapierSoftBody>

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pub fn soft_body_particle_positions( &self, entity: Entity, ) -> Option<impl ExactSizeIterator<Item = Vect> + '_>

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pub fn soft_body_particle_velocities( &self, entity: Entity, ) -> Option<impl ExactSizeIterator<Item = Vect> + '_>

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pub fn soft_body_volume(&self, entity: Entity) -> Option<f32>

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pub fn soft_body_mass(&self, entity: Entity) -> Option<f32>

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pub fn soft_body_center_of_mass(&self, entity: Entity) -> Option<Vect>

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pub fn is_soft_body_sleeping(&self, entity: Entity) -> Option<bool>

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pub fn soft_body_whole_proxy(&self, entity: Entity) -> Option<RigidBodyHandle>

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pub fn soft_body_cluster_index( &self, entity: Entity, ) -> Option<(SoftBodyHandle, u32)>

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pub fn soft_body_mut(&mut self, entity: Entity) -> Option<&mut RapierSoftBody>

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pub fn wake_up_soft_body(&mut self, entity: Entity, strong: bool) -> bool

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pub fn tear_soft_body( &mut self, commands: &mut Commands<'_, '_>, entity: Entity, edges: &[u32], cells: &[u32], ) -> Option<SoftBodyTearResult>

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pub fn cut_soft_body( &mut self, commands: &mut Commands<'_, '_>, entity: Entity, blade: &[Vect; 3], ) -> Option<SoftBodyTearResult>

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impl RapierContextMut<'_>

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pub fn impulse_joint_impulses( &self, entity: Entity, ) -> Option<ImpulseJointImpulses>

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pub fn impulse_joints_between( &self, body1: Entity, body2: Entity, ) -> impl Iterator<Item = Entity> + '_

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pub fn attached_impulse_joints( &self, body: Entity, ) -> impl Iterator<Item = Entity> + '_

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pub fn attached_enabled_impulse_joints( &self, body: Entity, ) -> impl Iterator<Item = Entity> + '_

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pub fn multibody(&self, entity: Entity) -> Option<(&Multibody, usize)>

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pub fn multibody_root(&self, entity: Entity) -> Option<Entity>

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pub fn multibody_joint_between( &self, body1: Entity, body2: Entity, ) -> Option<Entity>

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pub fn attached_multibody_joints( &self, body: Entity, ) -> impl Iterator<Item = Entity> + '_

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pub fn multibody_generalized_velocity(&self, entity: Entity) -> Option<&[f32]>

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pub fn multibody_joint_state( &self, entity: Entity, ) -> Option<MultibodyJointState>

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pub fn multibody_body_jacobian(&self, entity: Entity) -> Option<&Jacobian<f32>>

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pub fn multibody_inverse_kinematics( &self, link: Entity, target: Transform, options: &InverseKinematicsOption, joint_can_move: impl Fn(Entity) -> bool, displacements: &mut Vec<f32>, ) -> bool

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pub fn multibody_mut( &mut self, entity: Entity, ) -> Option<(&mut Multibody, usize)>

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pub fn multibody_generalized_velocity_mut( &mut self, entity: Entity, ) -> Option<&mut [f32]>

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pub fn multibody_joint_velocity_mut( &mut self, entity: Entity, ) -> Option<&mut [f32]>

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pub fn multibody_apply_displacements( &mut self, entity: Entity, displacements: &[f32], ) -> bool

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pub fn multibody_forward_kinematics( &mut self, entity: Entity, read_root_pose_from_rigid_body: bool, ) -> bool

Auto Trait Implementations§

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

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

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

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