Expand description
Structure for combining the various physics components to perform an actual simulation.
Structs§
- Active
Events - Flags that control which physics events are generated for a collider.
- Active
Hooks - Flags that enable custom collision filtering and contact modification callbacks.
- Channel
Event Collector - A ready-to-use event handler that collects events into channels for later processing.
- Collision
Pipeline - A collision detection pipeline that can be used without full physics simulation.
- Contact
Modification Context - Context given to custom contact modifiers to modify the contacts seen by the constraints solver.
- Pair
Filter Context - Context given to custom collision filters to filter-out collisions.
- Physics
Pipeline - The main physics simulation engine that runs your physics world forward in time.
- Query
Filter - Filtering rules for spatial queries (raycasts, shape casts, etc.).
- Query
Filter Flags - Flags for filtering spatial queries by body type or sensor status.
- Query
Pipeline - A query system for performing spatial queries on your physics world (raycasts, shape casts, intersections).
- Query
Pipeline Mut - Same as
QueryPipelinebut holds mutable references to the body and collider sets.
Traits§
- Event
Handler - A callback interface for receiving physics events (collisions starting/stopping, contact forces).
- Physics
Hooks - User-defined functions called by the physics engines during one timestep in order to customize its behavior.