Milky2018/mgstudio/physics2d does not have a README file
pub(open) trait HasRes_Physics2dConfig {
get_physics2d_config_resource(self : Self) -> Resource[Physics2dConfig]
}pub(open) trait HasRes_Physics2dContext {
get_physics2d_context_resource(self : Self) -> Resource[Physics2dContext]
}pub(open) trait HasRes_Physics2dEvents {
get_physics2d_events_resource(self : Self) -> Resource[Physics2dEvents]
}pub(open) trait Has_ActiveCollisionTypes2d {
get_active_collision_types2d_store(self : Self) -> ComponentStore[ActiveCollisionTypes2d]
}pub(open) trait Has_ActiveEvents2d {
get_active_events2d_store(self : Self) -> ComponentStore[ActiveEvents2d]
}pub(open) trait Has_ActiveHooks2d {
get_active_hooks2d_store(self : Self) -> ComponentStore[ActiveHooks2d]
}pub(open) trait Has_AdditionalMassProperties2d {
get_additional_mass_properties2d_store(self : Self) -> ComponentStore[AdditionalMassProperties2d]
}pub(open) trait Has_AdditionalSolverIterations2d {
get_additional_solver_iterations2d_store(self : Self) -> ComponentStore[AdditionalSolverIterations2d]
}pub(open) trait Has_ColliderDensity2d {
get_collider_density2d_store(self : Self) -> ComponentStore[ColliderDensity2d]
}pub(open) trait Has_ColliderEnabled2d {
get_collider_enabled2d_store(self : Self) -> ComponentStore[ColliderEnabled2d]
}pub(open) trait Has_ColliderMassProperties2d {
get_collider_mass_properties2d_store(self : Self) -> ComponentStore[ColliderMassProperties2d]
}pub(open) trait Has_ColliderParent2d {
get_collider_parent2d_store(self : Self) -> ComponentStore[ColliderParent2d]
}pub(open) trait Has_CollisionGroups2d {
get_collision_groups2d_store(self : Self) -> ComponentStore[CollisionGroups2d]
}pub(open) trait Has_ContactForceEventThreshold2d {
get_contact_force_event_threshold2d_store(self : Self) -> ComponentStore[ContactForceEventThreshold2d]
}pub(open) trait Has_ContactSkin2d {
get_contact_skin2d_store(self : Self) -> ComponentStore[ContactSkin2d]
}pub(open) trait Has_Dominance2d {
get_dominance2d_store(self : Self) -> ComponentStore[Dominance2d]
}pub(open) trait Has_ExternalForce2d {
get_external_force2d_store(self : Self) -> ComponentStore[ExternalForce2d]
}pub(open) trait Has_ExternalImpulse2d {
get_external_impulse2d_store(self : Self) -> ComponentStore[ExternalImpulse2d]
}pub(open) trait Has_FrictionCombineRule2d {
get_friction_combine_rule2d_store(self : Self) -> ComponentStore[FrictionCombineRule2d]
}pub(open) trait Has_GravityScale2d {
get_gravity_scale2d_store(self : Self) -> ComponentStore[GravityScale2d]
}pub(open) trait Has_ImpulseJoint2d {
get_impulse_joint2d_store(self : Self) -> ComponentStore[ImpulseJoint2d]
}pub(open) trait Has_KinematicCharacterController2d {
get_kinematic_character_controller2d_store(self : Self) -> ComponentStore[KinematicCharacterController2d]
}pub(open) trait Has_KinematicCharacterControllerOutput2d {
get_kinematic_character_controller_output2d_store(self : Self) -> ComponentStore[KinematicCharacterControllerOutput2d]
}pub(open) trait Has_LockedAxes2d {
get_locked_axes2d_store(self : Self) -> ComponentStore[LockedAxes2d]
}pub(open) trait Has_MultibodyJoint2d {
get_multibody_joint2d_store(self : Self) -> ComponentStore[MultibodyJoint2d]
}pub(open) trait Has_RapierBodyHandle2d {
get_rapier_body_handle2d_store(self : Self) -> ComponentStore[RapierBodyHandle2d]
}pub(open) trait Has_RapierColliderHandle2d {
get_rapier_collider_handle2d_store(self : Self) -> ComponentStore[RapierColliderHandle2d]
}pub(open) trait Has_RapierImpulseJointHandle2d {
get_rapier_impulse_joint_handle2d_store(self : Self) -> ComponentStore[RapierImpulseJointHandle2d]
}pub(open) trait Has_RapierMultibodyJointHandle2d {
get_rapier_multibody_joint_handle2d_store(self : Self) -> ComponentStore[RapierMultibodyJointHandle2d]
}pub(open) trait Has_Restitution2d {
get_restitution2d_store(self : Self) -> ComponentStore[Restitution2d]
}pub(open) trait Has_RestitutionCombineRule2d {
get_restitution_combine_rule2d_store(self : Self) -> ComponentStore[RestitutionCombineRule2d]
}pub(open) trait Has_RigidBody2d {
get_rigid_body2d_store(self : Self) -> ComponentStore[RigidBody2d]
}pub(open) trait Has_RigidBodyEnabled2d {
get_rigid_body_enabled2d_store(self : Self) -> ComponentStore[RigidBodyEnabled2d]
}pub(open) trait Has_SolverGroups2d {
get_solver_groups2d_store(self : Self) -> ComponentStore[SolverGroups2d]
}fn AdditionalMassProperties2d::mass_properties(props : MassProperties) -> AdditionalMassProperties2dpub struct AdditionalSolverIterations2d {
iterations : Int
}pub struct Ccd2d {
enabled : Bool
soft_prediction : Float
}fn CharacterCollision2d::from_rapier(ctx : Physics2dContext, c : CharacterCollision) -> CharacterCollision2dpub struct ColliderDensity2d {
density : Float
}pub struct ColliderEnabled2d {
enabled : Bool
}fn ColliderShape2d::polyline(vertices : Array[Vec2], indices? : Array[(Int, Int)]?) -> ColliderShape2dfn ColliderShape2d::trimesh(vertices : Array[Vec2], indices : Array[(Int, Int, Int)]) -> ColliderShape2dfn CollisionGroups2d::new(memberships : Int, filter : Int, test_mode : InteractionTestMode) -> CollisionGroups2dpub struct ContactForceEventThreshold2d {
threshold : Float
}pub struct ContactSkin2d {
skin : Float
}pub struct Damping2d {
linear : Float
angular : Float
}pub struct Dominance2d {
group : Int
}pub struct Friction2d {
coefficient : Float
}pub struct GravityScale2d {
scale : Float
}pub struct KinematicCharacterController2d {
translation : Vec2
controller : KinematicCharacterController
}fn KinematicCharacterController2d::add_translation(self : KinematicCharacterController2d, delta : Vec2) -> KinematicCharacterController2dfn KinematicCharacterController2d::reset_translation(self : KinematicCharacterController2d) -> KinematicCharacterController2dfn KinematicCharacterController2d::with_autostep(self : KinematicCharacterController2d, autostep : CharacterAutostep?) -> KinematicCharacterController2dfn KinematicCharacterController2d::with_max_slope_climb_angle(self : KinematicCharacterController2d, angle : Float) -> KinematicCharacterController2dfn KinematicCharacterController2d::with_min_slope_slide_angle(self : KinematicCharacterController2d, angle : Float) -> KinematicCharacterController2dfn KinematicCharacterController2d::with_normal_nudge_factor(self : KinematicCharacterController2d, factor : Float) -> KinematicCharacterController2dfn KinematicCharacterController2d::with_offset(self : KinematicCharacterController2d, offset : CharacterLength) -> KinematicCharacterController2dfn KinematicCharacterController2d::with_slide(self : KinematicCharacterController2d, slide : Bool) -> KinematicCharacterController2dfn KinematicCharacterController2d::with_snap_to_ground(self : KinematicCharacterController2d, snap : CharacterLength?) -> KinematicCharacterController2dfn KinematicCharacterController2d::with_translation(self : KinematicCharacterController2d, translation : Vec2) -> KinematicCharacterController2dfn KinematicCharacterController2d::with_up(self : KinematicCharacterController2d, up : Vec2) -> KinematicCharacterController2dpub struct KinematicCharacterControllerOutput2d {
effective_translation : Vec2
grounded : Bool
sliding_down_slope : Bool
collisions : Array[CharacterCollision2d]
}fn KinematicCharacterControllerOutput2d::without_collisions(self : KinematicCharacterControllerOutput2d) -> KinematicCharacterControllerOutput2dpub struct LockedAxes2d {
lock_translations : Bool
lock_rotations : Bool
}pub struct Physics2dConfig {
gravity : Vec2
physics_pipeline_active : Bool
integration : IntegrationParameters
}fn Physics2dConfig::with_integration_parameters(self : Physics2dConfig, integration : IntegrationParameters) -> Physics2dConfigfn Physics2dConfig::with_physics_pipeline_active(self : Physics2dConfig, active : Bool) -> Physics2dConfigpub struct Physics2dContext {
rigid_bodies : RigidBodySet
colliders : ColliderSet
islands : IslandManager
broad_phase : BroadPhaseBvh
narrow_phase : NarrowPhase
impulse_joints : ImpulseJointSet
multibody_joints : MultibodyJointSet
ccd : CCDSolver
pipeline : PhysicsPipeline
integration : IntegrationParameters
hooks : PhysicsHooks
event_handler : EventHandler
query_pipeline : QueryPipelineMut
entity_to_body : HashMap[(Int, Int), RigidBodyHandle]
entity_to_collider : HashMap[(Int, Int), ColliderHandle]
entity_to_impulse_joint : HashMap[(Int, Int), ImpulseJointHandle]
entity_to_multibody_joint : HashMap[(Int, Int), MultibodyJointHandle]
collider_to_entity : HashMap[(Int, Int), Entity]
}fn Physics2dContext::cast_ray_and_get_normal_entity(self : Physics2dContext, origin : Vec2, dir : Vec2, max_toi : Float, solid : Bool) -> RayHitNormal2d?fn Physics2dContext::cast_ray_and_get_normal_entity_with_filter(self : Physics2dContext, origin : Vec2, dir : Vec2, max_toi : Float, solid : Bool, filter : QueryFilter) -> RayHitNormal2d?fn Physics2dContext::cast_ray_entity(self : Physics2dContext, origin : Vec2, dir : Vec2, max_toi : Float, solid : Bool) -> RayHit2d?fn Physics2dContext::cast_ray_entity_with_filter(self : Physics2dContext, origin : Vec2, dir : Vec2, max_toi : Float, solid : Bool, filter : QueryFilter) -> RayHit2d?fn Physics2dContext::cast_shape_entity(self : Physics2dContext, shape : ColliderShape2d, shape_pos : Transform, shape_vel : Vec2, options : ShapeCastOptions) -> ShapeCastHit2d?fn Physics2dContext::cast_shape_entity_with_filter(self : Physics2dContext, shape : ColliderShape2d, shape_pos : Transform, shape_vel : Vec2, options : ShapeCastOptions, filter : QueryFilter) -> ShapeCastHit2d?fn Physics2dContext::collider_handle_of(self : Physics2dContext, entity : Entity) -> ColliderHandle?fn Physics2dContext::intersect_aabb_entities_conservative(self : Physics2dContext, rect : Rect) -> Array[Entity]fn Physics2dContext::intersect_aabb_entities_conservative_with_filter(self : Physics2dContext, rect : Rect, filter : QueryFilter) -> Array[Entity]fn Physics2dContext::intersect_point_entities(self : Physics2dContext, point : Vec2) -> Array[Entity]fn Physics2dContext::intersect_point_entities_with_filter(self : Physics2dContext, point : Vec2, filter : QueryFilter) -> Array[Entity]fn Physics2dContext::intersect_ray_entities(self : Physics2dContext, origin : Vec2, dir : Vec2, max_toi : Float, solid : Bool) -> Array[RayHitNormal2d]fn Physics2dContext::intersect_ray_entities_with_filter(self : Physics2dContext, origin : Vec2, dir : Vec2, max_toi : Float, solid : Bool, filter : QueryFilter) -> Array[RayHitNormal2d]fn Physics2dContext::intersect_shape_entities(self : Physics2dContext, shape : ColliderShape2d, shape_pos : Transform) -> Array[Entity]fn Physics2dContext::intersect_shape_entities_with_filter(self : Physics2dContext, shape : ColliderShape2d, shape_pos : Transform, filter : QueryFilter) -> Array[Entity]fn Physics2dContext::project_point_and_get_feature_entity(self : Physics2dContext, point : Vec2, max_dist : Float, solid : Bool) -> PointProjectionFeature2d?fn Physics2dContext::project_point_and_get_feature_entity_with_filter(self : Physics2dContext, point : Vec2, max_dist : Float, solid : Bool, filter : QueryFilter) -> PointProjectionFeature2d?fn Physics2dContext::project_point_entity(self : Physics2dContext, point : Vec2, max_dist : Float, solid : Bool) -> PointProjection2d?fn Physics2dContext::project_point_entity_with_filter(self : Physics2dContext, point : Vec2, max_dist : Float, solid : Bool, filter : QueryFilter) -> PointProjection2d?fn Physics2dContext::query_filter_exclude_entity(self : Physics2dContext, filter : QueryFilter, entity : Entity) -> QueryFilterfn Physics2dContext::rigid_body_handle_of(self : Physics2dContext, entity : Entity) -> RigidBodyHandle?pub struct Physics2dEvents {
collisions : Array[CollisionEvent2d]
contact_forces : Array[ContactForceEvent2d]
}pub struct Physics2dHooksConfig {
filter_contact_pair : (RigidBodySet, ColliderSet, ColliderHandle, ColliderHandle) -> Bool?
filter_intersection_pair : (RigidBodySet, ColliderSet, ColliderHandle, ColliderHandle) -> Bool?
modify_solver_contacts : (RigidBodySet, ColliderSet, ColliderHandle, ColliderHandle, ContactManifold) -> (Bool, Vec2)?
modify_solver_contacts_with_solver_contacts : (RigidBodySet, ColliderSet, ColliderHandle, ColliderHandle, ContactManifold, Array[SolverContact], SolverFlags) -> SolverFlags?
}fn RapierImpulseJointHandle2d::new(handle : ImpulseJointHandle, other : Entity) -> RapierImpulseJointHandle2dfn RapierMultibodyJointHandle2d::new(handle : MultibodyJointHandle, other : Entity) -> RapierMultibodyJointHandle2dpub struct Restitution2d {
coefficient : Float
}pub struct RigidBodyEnabled2d {
enabled : Bool
}pub struct Sleeping2d {
sleeping : Bool
}fn SolverGroups2d::new(memberships : Int, filter : Int, test_mode : InteractionTestMode) -> SolverGroups2dfn[W : ChangeTickWorld + Has_Transform + Has_KinematicCharacterController2d + Has_KinematicCharacterControllerOutput2d + Has_RapierBodyHandle2d + Has_RapierColliderHandle2d + HasRes_Physics2dContext] physics2d_character_controller_system(world : W) -> Unitfn[W : ChangeTickWorld + Has_RigidBody2d + Has_Collider2d + Has_ImpulseJoint2d + Has_MultibodyJoint2d + Has_RapierBodyHandle2d + Has_RapierColliderHandle2d + Has_RapierImpulseJointHandle2d + Has_RapierMultibodyJointHandle2d + HasRes_Physics2dContext] physics2d_cleanup_despawned_system(world : W) -> Unitfn physics2d_clear_modify_solver_contacts_with_solver_contacts() -> Unitfn physics2d_debug_render_set_enabled(enabled : Bool) -> Unitfn physics2d_hooks_clear_current_collider_map() -> Unitfn[W : ChangeTickWorld + HasRes_Physics2dConfig + HasRes_Physics2dContext + HasRes_Physics2dEvents] physics2d_init_resources_system(world : W) -> Unitfn[W : ChangeTickWorld + SystemContextWorld + SpawnWorld + Has_Transform + Has_RigidBody2d + Has_Collider2d + Has_ColliderParent2d + Has_KinematicCharacterController2d + Has_KinematicCharacterControllerOutput2d + Has_Velocity2d + Has_Damping2d + Has_GravityScale2d + Has_LockedAxes2d + Has_Ccd2d + Has_Dominance2d + Has_Sleeping2d + Has_ExternalForce2d + Has_ExternalImpulse2d + Has_RigidBodyEnabled2d + Has_AdditionalMassProperties2d + Has_AdditionalSolverIterations2d + Has_ContactForceEventThreshold2d + Has_ColliderDensity2d + Has_Friction2d + Has_FrictionCombineRule2d + Has_Restitution2d + Has_RestitutionCombineRule2d + Has_CollisionGroups2d + Has_SolverGroups2d + Has_ColliderEnabled2d + Has_ActiveCollisionTypes2d + Has_ActiveEvents2d + Has_ActiveHooks2d + Has_ContactSkin2d + Has_ColliderMassProperties2d + Has_ImpulseJoint2d + Has_MultibodyJoint2d + Has_RapierBodyHandle2d + Has_RapierColliderHandle2d + Has_RapierImpulseJointHandle2d + Has_RapierMultibodyJointHandle2d + HasRes_Physics2dConfig + HasRes_Physics2dContext + HasRes_Physics2dEvents] physics2d_plugin(app : App[W]) -> App[W]fn physics2d_set_filter_contact_pair(f : (RigidBodySet, ColliderSet, ColliderHandle, ColliderHandle) -> Bool) -> Unitfn physics2d_set_filter_intersection_pair(f : (RigidBodySet, ColliderSet, ColliderHandle, ColliderHandle) -> Bool) -> Unitfn physics2d_set_modify_solver_contacts(f : (RigidBodySet, ColliderSet, ColliderHandle, ColliderHandle, ContactManifold) -> (Bool, Vec2)) -> Unitfn physics2d_set_modify_solver_contacts_with_solver_contacts(f : (RigidBodySet, ColliderSet, ColliderHandle, ColliderHandle, ContactManifold, Array[SolverContact], SolverFlags) -> SolverFlags) -> Unitfn[W : ChangeTickWorld + HasRes_Physics2dConfig + HasRes_Physics2dContext + HasRes_Physics2dEvents] physics2d_step_system(world : W) -> Unitfn[W : ChangeTickWorld + Has_Transform + Has_RigidBody2d + Has_Collider2d + Has_ColliderParent2d + Has_Velocity2d + Has_Damping2d + Has_GravityScale2d + Has_LockedAxes2d + Has_Ccd2d + Has_Dominance2d + Has_Sleeping2d + Has_ExternalForce2d + Has_ExternalImpulse2d + Has_RigidBodyEnabled2d + Has_AdditionalMassProperties2d + Has_AdditionalSolverIterations2d + Has_ContactForceEventThreshold2d + Has_ColliderDensity2d + Has_Friction2d + Has_FrictionCombineRule2d + Has_Restitution2d + Has_RestitutionCombineRule2d + Has_CollisionGroups2d + Has_SolverGroups2d + Has_ColliderEnabled2d + Has_ActiveCollisionTypes2d + Has_ActiveEvents2d + Has_ActiveHooks2d + Has_ContactSkin2d + Has_ColliderMassProperties2d + Has_RapierBodyHandle2d + Has_RapierColliderHandle2d + HasRes_Physics2dContext] physics2d_sync_insertions_system(world : W) -> Unitfn[W : ChangeTickWorld + Has_ImpulseJoint2d + Has_MultibodyJoint2d + Has_RapierBodyHandle2d + Has_RapierImpulseJointHandle2d + Has_RapierMultibodyJointHandle2d + HasRes_Physics2dContext] physics2d_sync_joints_system(world : W) -> Unitfn[W : ChangeTickWorld + Has_Transform + Has_RigidBody2d + Has_Collider2d + Has_ColliderParent2d + Has_Velocity2d + Has_Damping2d + Has_GravityScale2d + Has_LockedAxes2d + Has_Ccd2d + Has_Dominance2d + Has_Sleeping2d + Has_ExternalForce2d + Has_ExternalImpulse2d + Has_RigidBodyEnabled2d + Has_AdditionalMassProperties2d + Has_AdditionalSolverIterations2d + Has_ContactForceEventThreshold2d + Has_ColliderDensity2d + Has_Friction2d + Has_FrictionCombineRule2d + Has_Restitution2d + Has_RestitutionCombineRule2d + Has_CollisionGroups2d + Has_SolverGroups2d + Has_ColliderEnabled2d + Has_ActiveCollisionTypes2d + Has_ActiveEvents2d + Has_ActiveHooks2d + Has_ContactSkin2d + Has_ColliderMassProperties2d + Has_RapierBodyHandle2d + Has_RapierColliderHandle2d + HasRes_Physics2dConfig + HasRes_Physics2dContext] physics2d_sync_world_to_rapier_system(world : W) -> Unitfn[W : ChangeTickWorld + Has_Transform + Has_Velocity2d + Has_RapierBodyHandle2d + HasRes_Physics2dContext] physics2d_writeback_system(world : W) -> Unit