pub struct ChannelEventCollector { /* private fields */ }Expand description
A ready-to-use event handler that collects events into channels for later processing.
Instead of processing events immediately during physics step, this collector sends them to channels that you can poll from your game loop. This is the recommended approach.
§Example
use std::sync::mpsc::channel;
let (collision_send, collision_recv) = channel();
let (contact_force_send, contact_force_recv) = channel();
let (soft_body_tear_send, soft_body_tear_recv) = channel();
let event_handler =
ChannelEventCollector::new(collision_send, contact_force_send, soft_body_tear_send);
// After physics step:
while let Ok(collision_event) = collision_recv.try_recv() {
match collision_event {
CollisionEvent::Started(h1, h2, _) => println!("Collision!"),
CollisionEvent::Stopped(h1, h2, _) => println!("Separated"),
}
}
while let Ok(tear_event) = soft_body_tear_recv.try_recv() {
println!("Soft body {:?} tore", tear_event.soft_body);
}Implementations§
Source§impl ChannelEventCollector
impl ChannelEventCollector
Sourcepub fn new(
collision_event_sender: Sender<CollisionEvent>,
contact_force_event_sender: Sender<ContactForceEvent>,
soft_body_tear_event_sender: Sender<SoftBodyTearEvent>,
) -> Self
pub fn new( collision_event_sender: Sender<CollisionEvent>, contact_force_event_sender: Sender<ContactForceEvent>, soft_body_tear_event_sender: Sender<SoftBodyTearEvent>, ) -> Self
Initialize a new event collector from channel senders, one per event kind.
A sender whose receiver was dropped just discards the events of its kind.
Trait Implementations§
Source§impl EventHandler for ChannelEventCollector
Available on crate feature std only.
impl EventHandler for ChannelEventCollector
Available on crate feature
std only.Source§fn handle_collision_event(
&self,
_bodies: &RigidBodySet,
_colliders: &ColliderSet,
event: CollisionEvent,
_: Option<&ContactPair>,
)
fn handle_collision_event( &self, _bodies: &RigidBodySet, _colliders: &ColliderSet, event: CollisionEvent, _: Option<&ContactPair>, )
Called when two colliders start or stop touching each other. Read more
Source§fn handle_contact_force_event(
&self,
dt: f32,
_bodies: &RigidBodySet,
_colliders: &ColliderSet,
contact_pair: &ContactPair,
total_force_magnitude: f32,
)
fn handle_contact_force_event( &self, dt: f32, _bodies: &RigidBodySet, _colliders: &ColliderSet, contact_pair: &ContactPair, total_force_magnitude: f32, )
Called when contact forces exceed a threshold. Read more
Source§fn handle_soft_body_tear_event(
&self,
_soft_bodies: &SoftBodySet,
event: &SoftBodyTearEvent,
)
fn handle_soft_body_tear_event( &self, _soft_bodies: &SoftBodySet, event: &SoftBodyTearEvent, )
Called at the end of a step for every soft body that tore during it (an element past its
tear threshold, or a
SoftBody::tear_edge/tear_cell request), once the topology change is
applied (SoftBodyTearEvent); immediate SoftBodySet::tear/cut return theirs instead.Auto Trait Implementations§
impl Freeze for ChannelEventCollector
impl RefUnwindSafe for ChannelEventCollector
impl Send for ChannelEventCollector
impl Sync for ChannelEventCollector
impl Unpin for ChannelEventCollector
impl UnsafeUnpin for ChannelEventCollector
impl UnwindSafe for ChannelEventCollector
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T: ?Sized,
impl<T> BorrowMut<T> for Twhere
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T: Any,
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