pub struct CollisionPipeline { /* private fields */ }Expand description
A collision detection pipeline that can be used without full physics simulation.
This runs only collision detection (broad-phase + narrow-phase) without dynamics/forces. Use when you want to detect collisions but don’t need physics simulation.
For full physics, use PhysicsPipeline instead which includes this internally.
§Use cases
- Collision detection in a non-physics game
- Custom physics integration where you handle forces yourself
- Debugging collision detection separately from dynamics
Like PhysicsPipeline, this only holds temporary buffers. Reuse the same instance for performance.
Implementations§
Source§impl CollisionPipeline
impl CollisionPipeline
Sourcepub fn new() -> CollisionPipeline
pub fn new() -> CollisionPipeline
Initializes a new physics pipeline.
Sourcepub fn step(
&mut self,
prediction_distance: f32,
broad_phase: &mut BroadPhaseBvh,
narrow_phase: &mut NarrowPhase,
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
hooks: &dyn PhysicsHooks,
events: &dyn EventHandler,
)
pub fn step( &mut self, prediction_distance: f32, broad_phase: &mut BroadPhaseBvh, narrow_phase: &mut NarrowPhase, bodies: &mut RigidBodySet, colliders: &mut ColliderSet, hooks: &dyn PhysicsHooks, events: &dyn EventHandler, )
Executes one step of the collision detection.
Trait Implementations§
Auto Trait Implementations§
impl Freeze for CollisionPipeline
impl RefUnwindSafe for CollisionPipeline
impl Send for CollisionPipeline
impl Sync for CollisionPipeline
impl Unpin for CollisionPipeline
impl UnwindSafe for CollisionPipeline
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