Module pipeline

Module pipeline 

Source
Expand description

Structure for combining the various physics components to perform an actual simulation.

Structs§

ActiveEvents
Flags that control which physics events are generated for a collider.
ActiveHooks
Flags that enable custom collision filtering and contact modification callbacks.
ChannelEventCollector
A ready-to-use event handler that collects events into channels for later processing.
CollisionPipeline
A collision detection pipeline that can be used without full physics simulation.
ContactModificationContext
Context given to custom contact modifiers to modify the contacts seen by the constraints solver.
PairFilterContext
Context given to custom collision filters to filter-out collisions.
PhysicsPipeline
The main physics simulation engine that runs your physics world forward in time.
QueryFilter
Filtering rules for spatial queries (raycasts, shape casts, etc.).
QueryFilterFlags
Flags for filtering spatial queries by body type or sensor status.
QueryPipeline
A query system for performing spatial queries on your physics world (raycasts, shape casts, intersections).
QueryPipelineMut
Same as QueryPipeline but holds mutable references to the body and collider sets.

Traits§

EventHandler
A callback interface for receiving physics events (collisions starting/stopping, contact forces).
PhysicsHooks
User-defined functions called by the physics engines during one timestep in order to customize its behavior.