Add all the missing docs.

This commit is contained in:
Crozet Sébastien
2021-01-27 14:20:14 +01:00
parent a3324f8513
commit 8ff2bcc3ec
8 changed files with 133 additions and 7 deletions

View File

@@ -92,6 +92,10 @@ impl QueryPipeline {
}
}
/// Initializes an empty query pipeline with a custom `QueryDispatcher`.
///
/// Use this constructor in order to use a custom `QueryDispatcher` that is
/// awary of your own user-defined shapes.
pub fn with_query_dispatcher<D>(d: D) -> Self
where
D: 'static + QueryDispatcher,
@@ -215,7 +219,14 @@ impl QueryPipeline {
self.quadtree.traverse_depth_first(&mut visitor);
}
/// Find up to one collider intersecting the given shape.
/// Gets the handle of up to one collider intersecting the given shape.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
/// * `shape_pos` - The position of the shape used for the intersection test.
/// * `shape` - The shape used for the intersection test.
/// * `groups` - The bit groups and filter associated to the ray, in order to only
/// hit the colliders with collision groups compatible with the ray's group.
pub fn intersection_with_shape(
&self,
colliders: &ColliderSet,
@@ -236,7 +247,18 @@ impl QueryPipeline {
.map(|h| (h.1 .0))
}
/// Projects a point on the scene.
/// Find the projection of a point on the closest collider.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
/// * `point` - The point to project.
/// * `solid` - If this is set to `true` then the collider shapes are considered to
/// be plain (if the point is located inside of a plain shape, its projection is the point
/// itself). If it is set to `false` the collider shapes are considered to be hollow
/// (if the point is located inside of an hollow shape, it is projected on the shape's
/// boundary).
/// * `groups` - The bit groups and filter associated to the point to project, in order to only
/// project on colliders with collision groups compatible with the ray's group.
pub fn project_point(
&self,
colliders: &ColliderSet,
@@ -253,7 +275,15 @@ impl QueryPipeline {
.map(|h| (h.1 .1, h.1 .0))
}
/// Gets all the colliders containing the given point.
/// Find all the colliders containing the given point.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
/// * `point` - The point used for the containment test.
/// * `groups` - The bit groups and filter associated to the point to test, in order to only
/// test on colliders with collision groups compatible with the ray's group.
/// * `callback` - A function called with each collider with a shape
/// containing the `point`.
pub fn intersections_with_point<'a>(
&self,
colliders: &'a ColliderSet,
@@ -278,7 +308,20 @@ impl QueryPipeline {
self.quadtree.traverse_depth_first(&mut visitor);
}
/// Projects a point on the scene and get
/// Find the projection of a point on the closest collider.
///
/// The results include the ID of the feature hit by the point.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
/// * `point` - The point to project.
/// * `solid` - If this is set to `true` then the collider shapes are considered to
/// be plain (if the point is located inside of a plain shape, its projection is the point
/// itself). If it is set to `false` the collider shapes are considered to be hollow
/// (if the point is located inside of an hollow shape, it is projected on the shape's
/// boundary).
/// * `groups` - The bit groups and filter associated to the point to project, in order to only
/// project on colliders with collision groups compatible with the ray's group.
pub fn project_point_and_get_feature(
&self,
colliders: &ColliderSet,
@@ -293,6 +336,20 @@ impl QueryPipeline {
.map(|h| (h.1 .1 .0, h.1 .0, h.1 .1 .1))
}
/// Casts a shape at a constant linear velocity and retrieve the first collider it hits.
///
/// This is similar to ray-casting except that we are casting a whole shape instead of
/// just a point (the ray origin).
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
/// * `shape_pos` - The initial position of the shape to cast.
/// * `shape_vel` - The constant velocity of the shape to cast (i.e. the cast direction).
/// * `shape` - The shape to cast.
/// * `max_toi` - The maximum time-of-impact that can be reported by this cast. This effectively
/// limits the distance traveled by the shape to `shapeVel.norm() * maxToi`.
/// * `groups` - The bit groups and filter associated to the shape to cast, in order to only
/// test on colliders with collision groups compatible with this group.
pub fn cast_shape<'a>(
&self,
colliders: &'a ColliderSet,
@@ -316,6 +373,16 @@ impl QueryPipeline {
self.quadtree.traverse_best_first(&mut visitor).map(|h| h.1)
}
/// Casts a shape with an arbitrary continuous motion and retrieve the first collider it hits.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
/// * `shape_motion` - The motion of the shape.
/// * `shape` - The shape to cast.
/// * `max_toi` - The maximum time-of-impact that can be reported by this cast. This effectively
/// limits the distance traveled by the shape to `shapeVel.norm() * maxToi`.
/// * `groups` - The bit groups and filter associated to the shape to cast, in order to only
/// test on colliders with collision groups compatible with this group.
pub fn nonlinear_cast_shape(
&self,
colliders: &ColliderSet,
@@ -337,7 +404,16 @@ impl QueryPipeline {
self.quadtree.traverse_best_first(&mut visitor).map(|h| h.1)
}
/// Gets all the colliders containing the given shape.
/// Retrieve all the colliders intersecting the given shape.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
/// * `shapePos` - The position of the shape to test.
/// * `shapeRot` - The orientation of the shape to test.
/// * `shape` - The shape to test.
/// * `groups` - The bit groups and filter associated to the shape to test, in order to only
/// test on colliders with collision groups compatible with this group.
/// * `callback` - A function called with the handles of each collider intersecting the `shape`.
pub fn intersections_with_shape<'a>(
&self,
colliders: &'a ColliderSet,