[][src]Struct ncollide3d::world::CollisionObject

pub struct CollisionObject<N: Real, T> { /* fields omitted */ }

A stand-alone object that has a position and a shape.

Methods

impl<N: Real, T> CollisionObject<N, T>
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Creates a new collision object.

The collision object unique handle.

The collision object non-stable graph index.

This index may change whenever a collision object is removed from the world.

The collision object's broad phase proxy unique identifier.

The collision object position.

Sets the position of the collision object.

Deforms the underlying shape if possible.

Panics if the shape is not deformable.

The collision object shape.

The collision groups of the collision object.

The kind of queries this collision object is expected to .

Reference to the user-defined data associated to this object.

Mutable reference to the user-defined data associated to this object.

Auto Trait Implementations

impl<N, T> Send for CollisionObject<N, T> where
    N: Scalar,
    T: Send

impl<N, T> Sync for CollisionObject<N, T> where
    N: Scalar,
    T: Sync

Blanket Implementations

impl<T> From for T
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impl<T, U> Into for T where
    U: From<T>, 
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impl<T, U> TryFrom for T where
    T: From<U>, 
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🔬 This is a nightly-only experimental API. (try_from)

The type returned in the event of a conversion error.

impl<T> Borrow for T where
    T: ?Sized
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impl<T> Any for T where
    T: 'static + ?Sized
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impl<T, U> TryInto for T where
    U: TryFrom<T>, 
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🔬 This is a nightly-only experimental API. (try_from)

The type returned in the event of a conversion error.

impl<T> BorrowMut for T where
    T: ?Sized
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impl<SS, SP> SupersetOf for SP where
    SS: SubsetOf<SP>, 

impl<T> Downcast for T where
    T: Any

impl<T> Same for T

Should always be Self