ChannelEventCollector

Struct ChannelEventCollector 

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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 event_handler = ChannelEventCollector::new(collision_send, contact_force_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"),
    }
}

Implementations§

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impl ChannelEventCollector

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pub fn new( collision_event_sender: Sender<CollisionEvent>, contact_force_event_sender: Sender<ContactForceEvent>, ) -> Self

Initialize a new collision event handler from channel senders.

Trait Implementations§

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impl EventHandler for ChannelEventCollector

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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
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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

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