Milky2018/moon_rapier/pipeline does not have a README file
pub struct ChannelEventCollector {
handler : EventHandler
}
fn ChannelEventCollector::ChannelEventCollector() -> ChannelEventCollectorfn ChannelEventCollector::handle_collision_event(self : ChannelEventCollector, bodies : RigidBodySet, colliders : ColliderSet, event : CollisionEvent) -> Unitfn ChannelEventCollector::handle_contact_force_event(self : ChannelEventCollector, dt : Float, bodies : RigidBodySet, colliders : ColliderSet, event : ContactForceEvent) -> Unitfn ChannelEventCollector::handle_intersection_event(self : ChannelEventCollector, bodies : RigidBodySet, colliders : ColliderSet, event : IntersectionEvent) -> Unitfn ChannelEventCollector::take_collision_events(self : ChannelEventCollector) -> Array[CollisionEvent]fn ChannelEventCollector::take_contact_force_events(self : ChannelEventCollector) -> Array[ContactForceEvent]fn ChannelEventCollector::take_intersection_events(self : ChannelEventCollector) -> Array[IntersectionEvent]pub struct CollisionPipeline {
// private fields
}
fn CollisionPipeline::CollisionPipeline() -> CollisionPipelinefn CollisionPipeline::step(self : CollisionPipeline, prediction_distance : Float, islands : IslandManager, broad_phase : BroadPhaseBvh, narrow_phase : NarrowPhase, bodies : RigidBodySet, colliders : ColliderSet, impulse_joints : ImpulseJointSet, multibody_joints : MultibodyJointSet, physics_hooks : PhysicsHooks, event_handler : EventHandler) -> Unitpub struct CollisionPipeline3 {
inner : CollisionPipeline
}
fn CollisionPipeline3::CollisionPipeline3() -> CollisionPipeline3fn CollisionPipeline3::step(self : CollisionPipeline3, prediction_distance : Float, islands : IslandManager3, broad_phase : BroadPhaseBvh, narrow_phase : NarrowPhase, bodies : RigidBodySet3, colliders : ColliderSet3, hooks : PhysicsHooks, events : EventHandler) -> Unitpub struct ContactImpulse3D {
normal : Float
tangent1 : Float
tangent2 : Float
}pub struct ContactImpulseCacheEntry {
collider1 : ColliderHandle
collider2 : ColliderHandle
fid1 : FeatureId
fid2 : FeatureId
impulse_n : Float
impulse_t : Float
}pub struct ContactModificationContext {
bodies : RigidBodySet
colliders : ColliderSet
collider1 : ColliderHandle
collider2 : ColliderHandle
rigid_body1 : RigidBodyHandle?
rigid_body2 : RigidBodyHandle?
manifold : ContactManifold
solver_contacts : Array[SolverContact]
normal : Vec2
user_data : Int
}
fn ContactModificationContext::ContactModificationContext(bodies : RigidBodySet, colliders : ColliderSet, collider1 : ColliderHandle, collider2 : ColliderHandle, rigid_body1 : RigidBodyHandle?, rigid_body2 : RigidBodyHandle?, manifold : ContactManifold, solver_contacts : Array[SolverContact], normal : Vec2, user_data : Int) -> ContactModificationContextfn ContactModificationContext::set_user_data(self : ContactModificationContext, user_data : Int) -> Unitfn ContactModificationContext::update_as_oneway_platform(self : ContactModificationContext, allowed_local_n1 : Vec2, allowed_angle : Float) -> Unitpub struct ContactSolverCache3D {
entries : HashMap[(Int, Int, Int, Int), Array[(Vec3, Vec3, ContactImpulse3D)]]
}
fn ContactSolverCache3D::ContactSolverCache3D() -> ContactSolverCache3Dpub struct DebugColor {
h : Float
s : Float
l : Float
a : Float
}
fn DebugColor::DebugColor(h : Float, s : Float, l : Float, a : Float) -> DebugColorpub struct DebugRenderBackend {
lines : Array[DebugRenderLine]
}
fn DebugRenderBackend::DebugRenderBackend() -> DebugRenderBackendfn DebugRenderBackend::draw_line(self : DebugRenderBackend, object : DebugRenderObject, a : Vec2, b : Vec2, color : DebugColor) -> Unitfn DebugRenderBackend::draw_line_strip(self : DebugRenderBackend, object : DebugRenderObject, vertices : Array[Vec2], color : DebugColor, closed : Bool) -> Unitfn DebugRenderBackend::draw_polyline(self : DebugRenderBackend, object : DebugRenderObject, vertices : Array[Vec2], color : DebugColor, closed : Bool) -> Unitpub struct DebugRenderMode {
bits : Int
}pub(all) enum DebugRenderObject {
RigidBody(RigidBodyHandle)
Collider(ColliderHandle)
ColliderAabb(ColliderHandle)
ImpulseJoint(ImpulseJointHandle)
MultibodyJoint(MultibodyJointHandle)
ContactPair(ColliderHandle, ColliderHandle)
}pub struct DebugRenderPipeline {
style : DebugRenderStyle
mode : DebugRenderMode
}
fn DebugRenderPipeline::DebugRenderPipeline(style : DebugRenderStyle, mode : DebugRenderMode) -> DebugRenderPipelinefn DebugRenderPipeline::render(self : DebugRenderPipeline, backend : DebugRenderBackend, bodies : RigidBodySet, colliders : ColliderSet, impulse_joints : ImpulseJointSet, multibody_joints : MultibodyJointSet, narrow_phase : NarrowPhase) -> Unitfn DebugRenderPipeline::render_colliders(self : DebugRenderPipeline, backend : DebugRenderBackend, colliders : ColliderSet) -> Unitfn DebugRenderPipeline::render_contacts(self : DebugRenderPipeline, backend : DebugRenderBackend, colliders : ColliderSet, narrow_phase : NarrowPhase) -> Unitfn DebugRenderPipeline::render_joints(self : DebugRenderPipeline, backend : DebugRenderBackend, bodies : RigidBodySet, impulse_joints : ImpulseJointSet, multibody_joints : MultibodyJointSet) -> Unitfn DebugRenderPipeline::render_rigid_bodies(self : DebugRenderPipeline, backend : DebugRenderBackend, bodies : RigidBodySet) -> Unitpub struct DebugRenderStyle {
subdivisions : Int
border_subdivisions : Int
collider_dynamic_color : DebugColor
collider_fixed_color : DebugColor
collider_kinematic_color : DebugColor
collider_parentless_color : DebugColor
impulse_joint_anchor_color : DebugColor
impulse_joint_separation_color : DebugColor
multibody_joint_anchor_color : DebugColor
multibody_joint_separation_color : DebugColor
sleep_color_multiplier : DebugColor
disabled_color_multiplier : DebugColor
rigid_body_axes_length : Float
contact_depth_color : DebugColor
contact_normal_color : DebugColor
contact_normal_length : Float
collider_aabb_color : DebugColor
}pub struct EventHandler {
collision_events : Array[CollisionEvent]
collision_callback : (RigidBodySet, ColliderSet, CollisionEvent) -> Unit?
intersection_events : Array[IntersectionEvent]
intersection_callback : (RigidBodySet, ColliderSet, IntersectionEvent) -> Unit?
contact_force_events : Array[ContactForceEvent]
contact_force_callback : (Float, RigidBodySet, ColliderSet, ContactForceEvent) -> Unit?
}
fn EventHandler::EventHandler() -> EventHandlerfn EventHandler::handle_collision_event(self : EventHandler, bodies : RigidBodySet, colliders : ColliderSet, event : CollisionEvent) -> Unitfn EventHandler::handle_contact_force_event(self : EventHandler, dt : Float, bodies : RigidBodySet, colliders : ColliderSet, event : ContactForceEvent) -> Unitfn EventHandler::handle_intersection_event(self : EventHandler, bodies : RigidBodySet, colliders : ColliderSet, event : IntersectionEvent) -> Unitfn EventHandler::on_collision_event(self : EventHandler, callback : (RigidBodySet, ColliderSet, CollisionEvent) -> Unit) -> EventHandlerfn EventHandler::on_contact_force_event(self : EventHandler, callback : (Float, RigidBodySet, ColliderSet, ContactForceEvent) -> Unit) -> EventHandlerfn EventHandler::on_intersection_event(self : EventHandler, callback : (RigidBodySet, ColliderSet, IntersectionEvent) -> Unit) -> EventHandlerpub struct EventHandler3D {
collision_events : Array[CollisionEvent3D]
intersection_events : Array[IntersectionEvent3D]
contact_force_events : Array[ContactForceEvent3D]
}
fn EventHandler3D::EventHandler3D() -> EventHandler3Dfn EventHandler3D::push_contact_force_event(self : EventHandler3D, event : ContactForceEvent3D) -> Unitfn EventHandler3D::push_intersection_event(self : EventHandler3D, event : IntersectionEvent3D) -> Unitpub struct PairFilterContext {
bodies : RigidBodySet
colliders : ColliderSet
collider1 : ColliderHandle
collider2 : ColliderHandle
rigid_body1 : RigidBodyHandle?
rigid_body2 : RigidBodyHandle?
}
fn PairFilterContext::PairFilterContext(bodies : RigidBodySet, colliders : ColliderSet, collider1 : ColliderHandle, collider2 : ColliderHandle, rigid_body1 : RigidBodyHandle?, rigid_body2 : RigidBodyHandle?) -> PairFilterContextpub struct PhysicsHooks {
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 PhysicsHooks::PhysicsHooks() -> PhysicsHooksfn PhysicsHooks::filter_contact_pair(self : PhysicsHooks, predicate : (RigidBodySet, ColliderSet, ColliderHandle, ColliderHandle) -> Bool) -> PhysicsHooksfn PhysicsHooks::filter_contact_pair_with_user_data(self : PhysicsHooks, predicate : (RigidBodySet, ColliderSet, ColliderHandle, ColliderHandle, UserData128, UserData128, RigidBodyHandle?, RigidBodyHandle?, UserData128?, UserData128?) -> Bool) -> PhysicsHooksfn PhysicsHooks::filter_intersection_pair(self : PhysicsHooks, predicate : (RigidBodySet, ColliderSet, ColliderHandle, ColliderHandle) -> Bool) -> PhysicsHooksfn PhysicsHooks::filter_intersection_pair_with_user_data(self : PhysicsHooks, predicate : (RigidBodySet, ColliderSet, ColliderHandle, ColliderHandle, UserData128, UserData128, RigidBodyHandle?, RigidBodyHandle?, UserData128?, UserData128?) -> Bool) -> PhysicsHooksfn PhysicsHooks::modify_solver_contacts(self : PhysicsHooks, callback : (RigidBodySet, ColliderSet, ColliderHandle, ColliderHandle, ContactManifold) -> (Bool, Vec2)) -> PhysicsHooksfn PhysicsHooks::modify_solver_contacts_with_solver_contacts(self : PhysicsHooks, callback : (RigidBodySet, ColliderSet, ColliderHandle, ColliderHandle, ContactManifold, Array[SolverContact], SolverFlags) -> SolverFlags) -> PhysicsHooksfn PhysicsHooks::modify_solver_contacts_with_solver_contacts_with_user_data(self : PhysicsHooks, callback : (RigidBodySet, ColliderSet, ColliderHandle, ColliderHandle, UserData128, UserData128, RigidBodyHandle?, RigidBodyHandle?, UserData128?, UserData128?, ContactManifold, Array[SolverContact], SolverFlags) -> SolverFlags) -> PhysicsHooksfn PhysicsHooks::modify_solver_contacts_with_user_data(self : PhysicsHooks, callback : (RigidBodySet, ColliderSet, ColliderHandle, ColliderHandle, UserData128, UserData128, RigidBodyHandle?, RigidBodyHandle?, UserData128?, UserData128?, ContactManifold) -> (Bool, Vec2)) -> PhysicsHookspub struct PhysicsHooks3D {
filter_contact_pair : (RigidBodySet3D, ColliderSet3D, ColliderHandle3D, ColliderHandle3D) -> Bool?
filter_intersection_pair : (RigidBodySet3D, ColliderSet3D, ColliderHandle3D, ColliderHandle3D) -> Bool?
modify_solver_contacts : (RigidBodySet3D, ColliderSet3D, ColliderHandle3D, ColliderHandle3D, Vec3) -> (Bool, Vec3?)?
}
fn PhysicsHooks3D::PhysicsHooks3D() -> PhysicsHooks3Dfn PhysicsHooks3D::filter_contact_pair(self : PhysicsHooks3D, predicate : (RigidBodySet3D, ColliderSet3D, ColliderHandle3D, ColliderHandle3D) -> Bool) -> PhysicsHooks3Dfn PhysicsHooks3D::filter_contact_pair_with_user_data(self : PhysicsHooks3D, predicate : (RigidBodySet3D, ColliderSet3D, ColliderHandle3D, ColliderHandle3D, UserData128, UserData128, RigidBodyHandle?, RigidBodyHandle?, UserData128?, UserData128?) -> Bool) -> PhysicsHooks3Dfn PhysicsHooks3D::filter_intersection_pair(self : PhysicsHooks3D, predicate : (RigidBodySet3D, ColliderSet3D, ColliderHandle3D, ColliderHandle3D) -> Bool) -> PhysicsHooks3Dfn PhysicsHooks3D::filter_intersection_pair_with_user_data(self : PhysicsHooks3D, predicate : (RigidBodySet3D, ColliderSet3D, ColliderHandle3D, ColliderHandle3D, UserData128, UserData128, RigidBodyHandle?, RigidBodyHandle?, UserData128?, UserData128?) -> Bool) -> PhysicsHooks3Dfn PhysicsHooks3D::modify_solver_contacts(self : PhysicsHooks3D, callback : (RigidBodySet3D, ColliderSet3D, ColliderHandle3D, ColliderHandle3D, Vec3) -> (Bool, Vec3?)) -> PhysicsHooks3Dfn PhysicsHooks3D::modify_solver_contacts_with_user_data(self : PhysicsHooks3D, callback : (RigidBodySet3D, ColliderSet3D, ColliderHandle3D, ColliderHandle3D, UserData128, UserData128, RigidBodyHandle?, RigidBodyHandle?, UserData128?, UserData128?, Vec3) -> (Bool, Vec3?)) -> PhysicsHooks3Dpub struct PhysicsPipeline {
prev_collisions : Array[(ColliderHandle, ColliderHandle, CollisionEventFlags, Bool)]
prev_intersections : Array[(ColliderHandle, ColliderHandle, Bool)]
contact_solver_cache : Array[ContactImpulseCacheEntry]
counters : Counters
}
fn PhysicsPipeline::PhysicsPipeline() -> PhysicsPipelinefn PhysicsPipeline::step(self : PhysicsPipeline, gravity : Vec2, parameters : IntegrationParameters, islands : IslandManager, broad_phase : BroadPhaseBvh, narrow_phase : NarrowPhase, bodies : RigidBodySet, colliders : ColliderSet, impulse_joints : ImpulseJointSet, multibody_joints : MultibodyJointSet, ccd_solver : CCDSolver, physics_hooks : PhysicsHooks, event_handler : EventHandler) -> Unitpub struct PhysicsPipeline3 {
inner : PhysicsPipeline
}
fn PhysicsPipeline3::PhysicsPipeline3() -> PhysicsPipeline3fn PhysicsPipeline3::step(self : PhysicsPipeline3, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3, broad_phase : BroadPhaseBvh, narrow_phase : NarrowPhase, bodies : RigidBodySet3, colliders : ColliderSet3, impulse_joints : ImpulseJointSet3, multibody_joints : MultibodyJointSet3, ccd_solver : CCDSolver, hooks : PhysicsHooks, events : EventHandler) -> Unitpub struct PhysicsPipeline3D {
inner : PhysicsPipeline3DReal
}
fn PhysicsPipeline3D::PhysicsPipeline3D() -> PhysicsPipeline3Dfn PhysicsPipeline3D::step(self : PhysicsPipeline3D, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D) -> Unitfn PhysicsPipeline3D::step_integration_only(self : PhysicsPipeline3D, gravity : Vec3, parameters : IntegrationParameters, bodies : RigidBodySet3D) -> Unitfn PhysicsPipeline3D::step_with_events(self : PhysicsPipeline3D, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, events : EventHandler3D) -> Unitfn PhysicsPipeline3D::step_with_events_and_hooks(self : PhysicsPipeline3D, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, events : EventHandler3D, hooks : PhysicsHooks3D) -> Unitfn PhysicsPipeline3D::step_with_events_and_joint_sets(self : PhysicsPipeline3D, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, events : EventHandler3D, rope_joints : RopeJointSet3DReal, joints : JointSet3DReal, multibody_joints : MultibodyJointSet3DReal) -> Unitfn PhysicsPipeline3D::step_with_events_and_multibody_joints(self : PhysicsPipeline3D, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, events : EventHandler3D, multibody_joints : MultibodyJointSet3DReal) -> Unitfn PhysicsPipeline3D::step_with_events_joint_sets_and_hooks(self : PhysicsPipeline3D, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, events : EventHandler3D, rope_joints : RopeJointSet3DReal, joints : JointSet3DReal, multibody_joints : MultibodyJointSet3DReal, hooks : PhysicsHooks3D) -> Unitfn PhysicsPipeline3D::step_with_events_multibody_joints_and_hooks(self : PhysicsPipeline3D, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, events : EventHandler3D, multibody_joints : MultibodyJointSet3DReal, hooks : PhysicsHooks3D) -> Unitfn PhysicsPipeline3D::step_with_hooks(self : PhysicsPipeline3D, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, hooks : PhysicsHooks3D) -> Unitfn PhysicsPipeline3D::step_with_joints(self : PhysicsPipeline3D, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, joints : JointSet3DReal) -> Unitfn PhysicsPipeline3D::step_with_joints_and_hooks(self : PhysicsPipeline3D, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, joints : JointSet3DReal, hooks : PhysicsHooks3D) -> Unitfn PhysicsPipeline3D::step_with_multibody_joints(self : PhysicsPipeline3D, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, multibody_joints : MultibodyJointSet3DReal) -> Unitfn PhysicsPipeline3D::step_with_multibody_joints_and_hooks(self : PhysicsPipeline3D, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, multibody_joints : MultibodyJointSet3DReal, hooks : PhysicsHooks3D) -> Unitfn PhysicsPipeline3D::step_with_rope_joints(self : PhysicsPipeline3D, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, rope_joints : RopeJointSet3DReal) -> Unitfn PhysicsPipeline3D::step_with_rope_joints_and_hooks(self : PhysicsPipeline3D, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, rope_joints : RopeJointSet3DReal, hooks : PhysicsHooks3D) -> Unitpub struct PhysicsPipeline3DReal {
contact_cache : ContactSolverCache3D
sensor_pairs : Array[(ColliderHandle3D, ColliderHandle3D)]
contact_pairs : Array[(ColliderHandle3D, ColliderHandle3D)]
intersection_pairs : Array[(ColliderHandle3D, ColliderHandle3D)]
// private fields
}
fn PhysicsPipeline3DReal::PhysicsPipeline3DReal() -> PhysicsPipeline3DRealfn PhysicsPipeline3DReal::step(self : PhysicsPipeline3DReal, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D) -> Unitfn PhysicsPipeline3DReal::step_with_events(self : PhysicsPipeline3DReal, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, events : EventHandler3D) -> Unitfn PhysicsPipeline3DReal::step_with_events_and_hooks(self : PhysicsPipeline3DReal, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, events : EventHandler3D, hooks : PhysicsHooks3D) -> Unitfn PhysicsPipeline3DReal::step_with_events_and_joint_sets(self : PhysicsPipeline3DReal, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, events : EventHandler3D, rope_joints : RopeJointSet3DReal, joints : JointSet3DReal, multibody_joints : MultibodyJointSet3DReal) -> Unitfn PhysicsPipeline3DReal::step_with_events_and_joints(self : PhysicsPipeline3DReal, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, events : EventHandler3D, rope_joints : RopeJointSet3DReal, joints : JointSet3DReal) -> Unitfn PhysicsPipeline3DReal::step_with_events_and_multibody_joints(self : PhysicsPipeline3DReal, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, events : EventHandler3D, multibody_joints : MultibodyJointSet3DReal) -> Unitfn PhysicsPipeline3DReal::step_with_events_joint_sets_and_hooks(self : PhysicsPipeline3DReal, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, events : EventHandler3D, rope_joints : RopeJointSet3DReal, joints : JointSet3DReal, multibody_joints : MultibodyJointSet3DReal, hooks : PhysicsHooks3D) -> Unitfn PhysicsPipeline3DReal::step_with_events_joints_and_hooks(self : PhysicsPipeline3DReal, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, events : EventHandler3D, rope_joints : RopeJointSet3DReal, joints : JointSet3DReal, hooks : PhysicsHooks3D) -> Unitfn PhysicsPipeline3DReal::step_with_events_multibody_joints_and_hooks(self : PhysicsPipeline3DReal, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, events : EventHandler3D, multibody_joints : MultibodyJointSet3DReal, hooks : PhysicsHooks3D) -> Unitfn PhysicsPipeline3DReal::step_with_hooks(self : PhysicsPipeline3DReal, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, hooks : PhysicsHooks3D) -> Unitfn PhysicsPipeline3DReal::step_with_joints(self : PhysicsPipeline3DReal, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, joints : JointSet3DReal) -> Unitfn PhysicsPipeline3DReal::step_with_joints_and_hooks(self : PhysicsPipeline3DReal, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, joints : JointSet3DReal, hooks : PhysicsHooks3D) -> Unitfn PhysicsPipeline3DReal::step_with_multibody_joints(self : PhysicsPipeline3DReal, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, multibody_joints : MultibodyJointSet3DReal) -> Unitfn PhysicsPipeline3DReal::step_with_multibody_joints_and_hooks(self : PhysicsPipeline3DReal, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, multibody_joints : MultibodyJointSet3DReal, hooks : PhysicsHooks3D) -> Unitfn PhysicsPipeline3DReal::step_with_rope_joints(self : PhysicsPipeline3DReal, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, rope_joints : RopeJointSet3DReal) -> Unitfn PhysicsPipeline3DReal::step_with_rope_joints_and_hooks(self : PhysicsPipeline3DReal, gravity : Vec3, parameters : IntegrationParameters, islands : IslandManager3D, broad_phase : BroadPhase3D, narrow_phase : NarrowPhase3D, bodies : RigidBodySet3D, colliders : ColliderSet3D, rope_joints : RopeJointSet3DReal, hooks : PhysicsHooks3D) -> Unitfn parallel_enabled() -> Boolfn remove_rigid_body(bodies : RigidBodySet, handle : RigidBodyHandle, islands : IslandManager, colliders : ColliderSet, impulse_joints : ImpulseJointSet, multibody_joints : MultibodyJointSet, remove_attached_colliders : Bool, wake_up : Bool) -> RigidBody?fn remove_rigid_body3(bodies : RigidBodySet3, handle : RigidBodyHandle, islands : IslandManager3, colliders : ColliderSet3, impulse_joints : ImpulseJointSet3, multibody_joints : MultibodyJointSet3, remove_attached_colliders : Bool, wake_up : Bool) -> RigidBody?fn solve_contacts(parameters : IntegrationParameters, bodies : RigidBodySet, colliders : ColliderSet, hooks : PhysicsHooks, narrow_phase : NarrowPhase, dt : Float, event_handler : EventHandler, cache : Array[ContactImpulseCacheEntry]) -> Unitfn solve_contacts_3d(parameters : IntegrationParameters, bodies : RigidBodySet3D, colliders : ColliderSet3D, narrow_phase : NarrowPhase3D, cache_in : ContactSolverCache3D, cache_out : ContactSolverCache3D, physics_hooks : PhysicsHooks3D?, event_handler : EventHandler3D?) -> UnitInstall
Download zipA Physics library in MoonBit.