pub fn add_dynamic_actors(&mut self, mut actors: Vec<Owner<RigidDynamic<D, H, M>>>) {
        unsafe {
            PxScene_addActors_mut(
                self.as_mut_ptr(),
                actors.as_ptr() as *const *mut _,
                actors.len() as u32,
            );
            // set len to zero instead of calling forget so the Vec itself is cleaned up,
            // but the actors in the vec are not.
            actors.set_len(0);
        }
    }
/// Add dynamic actors to the world.
Add dynamic actors to the world.
Add dynamic actors to the world .
pub fn add_dynamic_actors(&mut self, mut actors: Vec<Owner<RigidDynamic<D, H, M>>>) {
        unsafe {
            PxScene_addActors_mut(
                self.as_mut_ptr(),
                actors.as_ptr() as *const *mut _,
                actors.len() as u32,
            );
            // set len to zero instead of calling forget so the Vec itself is cleaned up,
            // but the actors in the vec are not.
            actors.set_len(0);
        }
    }
pub fn add_dynamic_actors ( & mut self , mut actors : Vec < Owner < RigidDynamic < D , H , M > > > ) { unsafe { PxScene_addActors_mut ( self . as_mut_ptr ( ) , actors . as_ptr ( ) as * const * mut _ , actors . len ( ) as u32 , ) ; // set len to zero instead of calling forget so the Vec itself is cleaned up, // but the actors in the vec are not. actors . set_len ( 0 ) ; } }
Add dynamic actors to the world.
Add dynamic actors to the world .
&mut self
actors
Vec<Owner<RigidDynamic<D, H, M>>>