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use super::*;

/// Represents data for setting up a physics shape
#[allow(missing_docs)] // TODO: Remove
#[derive(Clone, Debug)]
pub enum PhysicsShapeDesc {
    /// A box centered at `center` with a half size of `half_size`
    Box {
        center: Vec3,
        half_size: Vec3,
        rotation: Quat,
    },
    /// A sphere centered at `center` with a radius of `radius` (radius must be larger than zero)
    Sphere { center: Vec3, radius: f32 },
    /// A capsule spanning from `pos0` to `pos1` with a radius of `radius` at its ends (radius must be larger than zero)
    Capsule { pos0: Vec3, pos1: Vec3, radius: f32 },
}

/// Represents a set of physics shapes
///
/// Used with the `Physics` component to create more complex physics shapes
/// by combining primitive shapes.
#[derive(Debug, Clone, PartialEq)]
pub struct CompoundPhysicsShape {
    data: WorldData,
}

#[allow(dead_code)]
impl CompoundPhysicsShape {
    /// Creates a new `CompoundPhysicsShape`. This creates a data object in the host that can be shared
    /// for multiple entities. Spheres and capsules must have a radius larger than zero.
    pub fn new<Iter>(descs: Iter) -> Self
    where
        Iter: Iterator<Item = PhysicsShapeDesc>,
    {
        let mut boxes = vec![];
        let mut spheres = vec![];
        let mut capsules = vec![];

        for desc in descs {
            match desc {
                PhysicsShapeDesc::Box {
                    center,
                    half_size,
                    rotation,
                } => {
                    // Allow zero-side boxes?
                    boxes.push(ffi::PhysicsShapeBox {
                        center: center.into(),
                        half_size: half_size.into(),
                        rotation: rotation.into(),
                    });
                }
                PhysicsShapeDesc::Sphere { center, radius } => {
                    if radius.is_finite() && radius > 0.0 {
                        spheres.push(ffi::PhysicsShapeSphere {
                            center: center.into(),
                            radius,
                        });
                    } else {
                        log::warn!("Sphere with invalid radius {} skipped", radius);
                    }
                }
                PhysicsShapeDesc::Capsule { pos0, pos1, radius } => {
                    if radius.is_finite() && radius > 0.0 {
                        capsules.push(ffi::PhysicsShapeCapsule {
                            pos0: pos0.into(),
                            pos1: pos1.into(),
                            radius,
                        });
                    } else {
                        log::warn!("Capsule with invalid radius {} skipped", radius);
                    }
                }
            }
        }

        let data_desc = ffi::CompoundPhysicsShape {
            num_boxes: boxes.len() as u32,
            boxes_ptr: (boxes.as_ptr().cast::<ffi::PhysicsShapeBox>()) as u32,
            num_spheres: spheres.len() as u32,
            spheres_ptr: (spheres.as_ptr().cast::<ffi::PhysicsShapeSphere>()) as u32,
            num_capsules: capsules.len() as u32,
            capsules_ptr: (capsules.as_ptr().cast::<ffi::PhysicsShapeCapsule>()) as u32,
        };

        let data = WorldData::create_struct(ffi::CreateDataType::CompoundPhysicsShape, &data_desc);

        Self { data }
    }

    /// Sets a debug name of this data object. Useful for debugging memory usage and leaks.
    pub fn set_debug_name(&self, name: &str) {
        self.data.set_debug_name(name);
    }
}

impl ValueConverterTrait<CompoundPhysicsShape> for ValueConverter {
    fn into_value(v: CompoundPhysicsShape) -> Value {
        <Self as ValueConverterTrait<WorldData>>::into_value(v.data)
    }
    fn from_value(v: &Value) -> CompoundPhysicsShape {
        CompoundPhysicsShape {
            data: <Self as ValueConverterTrait<WorldData>>::from_value(v),
        }
    }
}

/// Used to describe what physics shape the `Physics` component should use.
#[derive(Debug, Clone, PartialEq)]
pub enum PhysicsShape {
    /// A sphere physics shape configured from the `Bounds` bounding sphere.
    Sphere,

    /// A box physics shape configured from the `Bounds` bounding box.
    Box,

    /// A capsule physics shape configured from the `Bounds` bounding box.
    Capsule,

    /// A mesh physics shape. Can only be used for static or kinematic physics objects.
    Mesh,

    /// A compound physics shape of multiple `PhysicsShapeDesc` described primitives.
    Compound(CompoundPhysicsShape),

    /// The convex hull of a mesh, can be used for any type of physics object.
    ConvexMesh,
}

impl PhysicsShape {
    #[allow(missing_docs)]
    pub fn as_ffi(&self) -> ffi::PhysicsShape {
        match self {
            Self::Sphere => ffi::PhysicsShape::Sphere,
            Self::Box => ffi::PhysicsShape::Box,
            Self::Capsule => ffi::PhysicsShape::Capsule,
            Self::Mesh => ffi::PhysicsShape::Mesh,
            Self::Compound(_) => ffi::PhysicsShape::Compound,
            Self::ConvexMesh => ffi::PhysicsShape::ConvexMesh,
        }
    }
}

/// Physics component.
///
/// Use to turn on and off physics processing and to set up physical properties and movement of an object.

pub struct Physics {
    id: Entity,
}

impl std::fmt::Debug for Physics {
    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
        f.debug_struct("Physics")
            .field("entity", &self.id.name())
            .field("velocity", &self.velocity().get())
            .field("angular_velocity", &self.angular_velocity().get())
            .field("mass", &self.mass().get())
            .field("center_of_mass", &self.center_of_mass().get())
            .field("mass_rotation", &self.mass_rotation().get())
            .field("inertia_tensor", &self.inertia_tensor().get())
            .field("linear_damping", &self.linear_damping().get())
            .field("angular_damping", &self.angular_damping().get())
            .field(
                "solver_position_iterations",
                &self.solver_position_iterations().get(),
            )
            .field(
                "solver_velocity_iterations",
                &self.solver_velocity_iterations().get(),
            )
            .finish_non_exhaustive()
    }
}

impl Physics {
    /// Turns on physics processing for this mesh, as a dynamic entity.
    ///
    /// The layer set in `Layer` component, if any, will be used for collisions.
    ///
    /// It will also remove the transform parent, if set.
    /// Note: Density is in kg/m3, so a value of 1000.0 is appropriate for water, maybe 700 for wood, 8000 for steel.
    pub fn enable_dynamic(&self, density: f32, shape: PhysicsShape) {
        if shape == PhysicsShape::Mesh || density <= 0.0 {
            panic!(
                "Calling enable_dynamic on mesh shapes or when not having density set is invalid"
            );
        }

        World::set_entity_value(
            self.id,
            ffi::ComponentType::Physics,
            ffi::Physics::PhysxDensity.into(),
            &Value::from_f32(density),
        );

        World::set_entity_value(
            self.id,
            ffi::ComponentType::Physics,
            ffi::Physics::PhysxDynamicEnable.into(),
            &Value::from_bool(true),
        );

        World::set_entity_value(
            self.id,
            ffi::ComponentType::Physics,
            ffi::Physics::PhysxKinematic.into(),
            &Value::from_bool(false),
        );

        World::set_entity_value(
            self.id,
            ffi::ComponentType::Physics,
            ffi::Physics::PhysxShape.into(),
            &Value::from_i64(shape.as_ffi() as i64),
        );

        if let PhysicsShape::Compound(data) = shape {
            self.compound_shape().set(data);
        }

        World::set_entity_value(
            self.id,
            ffi::ComponentType::Physics,
            ffi::Physics::PhysxEnable.into(),
            &Value::from_bool(true),
        );

        World::create_body_immediate(self.id);
    }

    /// Enables physics processing, as a static entity which will not move as a result of physics.
    ///
    /// The layer set in `Layer` component, if any, will be used for collisions.
    ///
    /// Can use mesh collision. Suitable for environments.
    pub fn enable_static(&self, shape: PhysicsShape) {
        World::set_entity_value(
            self.id,
            ffi::ComponentType::Physics,
            ffi::Physics::PhysxDynamicEnable.into(),
            &Value::from_bool(false),
        );

        World::set_entity_value(
            self.id,
            ffi::ComponentType::Physics,
            ffi::Physics::PhysxKinematic.into(),
            &Value::from_bool(false),
        );

        World::set_entity_value(
            self.id,
            ffi::ComponentType::Physics,
            ffi::Physics::PhysxShape.into(),
            &Value::from_i64(shape.as_ffi() as i64),
        );

        if let PhysicsShape::Compound(data) = shape {
            self.compound_shape().set(data);
        }

        World::set_entity_value(
            self.id,
            ffi::ComponentType::Physics,
            ffi::Physics::PhysxEnable.into(),
            &Value::from_bool(true),
        );

        World::create_body_immediate(self.id);
    }

    /// Enables physics processing, as a kinematic entity which can be explicitly moved.
    ///
    /// The layer set in `Layer` component, if any, will be used for collisions.
    ///
    /// Kinematic entities are also regarded as dynamic, but do not disable the use of directly
    /// setting the position and rotation of the `Transform` component. Parenting is allowed.
    /// Suitable for stuff like elevators, moving platforms etc.
    pub fn enable_kinematic(&self, shape: PhysicsShape) {
        World::set_entity_value(
            self.id,
            ffi::ComponentType::Physics,
            ffi::Physics::PhysxDynamicEnable.into(),
            &Value::from_bool(true),
        );

        World::set_entity_value(
            self.id,
            ffi::ComponentType::Physics,
            ffi::Physics::PhysxKinematic.into(),
            &Value::from_bool(true),
        );

        World::set_entity_value(
            self.id,
            ffi::ComponentType::Physics,
            ffi::Physics::PhysxShape.into(),
            &Value::from_i64(shape.as_ffi() as i64),
        );

        if let PhysicsShape::Compound(data) = shape {
            self.compound_shape().set(data);
        }

        World::set_entity_value(
            self.id,
            ffi::ComponentType::Physics,
            ffi::Physics::PhysxEnable.into(),
            &Value::from_bool(true),
        );

        World::create_body_immediate(self.id);
    }

    /// Checks if physics processing is enabled for this entity
    ///
    /// This is enabled by default but can be disabled with [`Physics::disable`]
    pub fn is_enabled(&self) -> bool {
        World::get_entity_value(
            self.id,
            ffi::ComponentType::Physics,
            ffi::Physics::PhysxEnable.into(),
        )
        .as_bool()
    }

    /// Disables physics processing for this entity.
    ///
    /// Note: If you used dynamic physics, any transform parent set will have been removed
    /// so you need to restore it (and whatever parent relative transform you had) yourself.
    pub fn disable(&self) {
        World::set_entity_value(
            self.id,
            ffi::ComponentType::Physics,
            ffi::Physics::PhysxEnable.into(),
            &Value::from_bool(false),
        );
    }

    /// Applies a physics force or torque to the center of an entity.
    ///
    /// This does nothing unless `Physics::enable` has been
    /// called for this entity.
    ///
    /// To instantly move a physics object, use `add_force` with `force_type` set to `Forcetype::Teleport` and `force_mode`
    /// set to `ForceMode::Force`.
    ///
    /// Simplified wrapper for `EntityMessenger::physics_force_at_request`.
    pub fn add_force(&self, force_type: ForceType, force_mode: ForceMode, vector: Vec3) {
        EntityMessenger::get()
            .global_queue()
            .physics_force_at_request(
                self.id,
                force_type,
                force_mode,
                Space::World,
                Space::Local,
                vector,
                Vec3::ZERO,
            );
    }

    /// Applies a physics force or torque at a point of an entity.
    ///
    /// This does nothing unless `Physics::enable` has been
    /// called for this entity.
    ///
    /// Torques ignore the pos parameter, but work in either `force_space`.
    /// To instantly move a physics object, use `add_force` with `force_type` set to `Forcetype::Teleport` and `force_mode`
    /// set to `ForceMode::Force`.
    /// To replicate `add_force`, set `force_space` to `Space::World`, `pos_space` to `Space::Local`, and `pos` to `Vec3::ZERO`.
    ///
    /// Wraps `EntityMessenger::physics_force_request_at`.
    pub fn add_force_at(
        &self,
        force_type: ForceType,
        force_mode: ForceMode,
        force_space: Space,
        pos_space: Space,
        vector: Vec3,
        pos: Vec3,
    ) {
        EntityMessenger::get()
            .global_queue()
            .physics_force_at_request(
                self.id,
                force_type,
                force_mode,
                force_space,
                pos_space,
                vector,
                pos,
            );
    }

    impl_world_accessor!(
        /// Lets you check the current rigid body mode of this entity.
        ///
        /// Note that it will not return a value until a frame has passed since the initial creation.
        Physics,
        RigidBodyMode,
        RigidBodyMode,
        rigid_body_mode,
        ValueAccessorRead
    );

    impl_world_accessor!(
        /// Returns a `ValueAccessor` for the current world-space linear velocity of the entity.
        ///
        /// Writing is possible but not recommended, it's better to use forces whenever possible.
        Physics,
        Velocity,
        Vec3,
        velocity,
        ValueAccessorReadWrite
    );

    impl_world_accessor!(
        /// Returns a `ValueAccessor` for the current world-space angular velocity of the entity.
        ///
        /// The returned vector is pointing along the axis of rotation, with its length representing the
        /// speed of rotation.
        ///
        /// Writing is possible but not recommended, it's better to use forces/torques whenever possible.
        Physics,
        AngularVelocity,
        Vec3,
        angular_velocity,
        ValueAccessorReadWrite
    );

    impl_world_accessor!(
        /// Returns a `ValueAccessor` for the dynamic friction of the entity.
        ///
        /// Range 0..1. Default: 0.5.
        ///
        /// Dynamic friction is applied when the two touching objects are in motion relative to each other.
        /// 1.0 means that the friction force is equal to the normal force, but there are materials with
        /// higher friction coefficients.
        /// This will currently only be applied the next time you enable physics on the entity - it can't
        /// be dynamically updated yet. In simulation, the friction used is a combination of the friction
        /// properties of the two touching entities.
        Physics,
        PhysxDynamicFriction,
        f32,
        dynamic_friction,
        ValueAccessorReadWrite
    );

    impl_world_accessor!(
        /// Returns a `ValueAccessor` for the static friction of the entity.
        ///
        /// Range is 0 and upwards. Default: 0.5.
        ///
        /// Static friction is applied when the two touching objects are still relative to each other.
        /// 1.0 means that the friction force is equal to the normal force, but there are materials with
        /// higher friction coefficients.
        /// This will currently only be applied the next time you enable physics on the entity - it can't
        /// be dynamically updated yet. In simulation, the friction used is a combination of the friction
        /// properties of the two touching entities.
        Physics,
        PhysxStaticFriction,
        f32,
        static_friction,
        ValueAccessorReadWrite
    );

    impl_world_accessor!(
        /// Returns a `ValueAccessor` for the restitution (bounciness) of the entity.
        ///
        /// Range 0..1. Default: 0.6.
        ///
        /// This will currently only be applied the next time you enable physics on the entity - it can't
        /// be dynamically updated yet. Note that the actual restitution is a combination of the restitution
        /// of the two touching objects. So if you want a ball to bounce indefinitely, both the ball and the
        /// ground needs to have restitution 1.0 (not recommended, does not look realistic).
        Physics,
        PhysxRestitution,
        f32,
        restitution,
        ValueAccessorReadWrite
    );

    impl_world_accessor!(
        /// Returns a `ValueAccessor` for the `create_sleeping` flag of the entity.
        ///
        /// If this flag is set before `enable_dynamic` is called, the rigid body will be created in a sleeping state.
        Physics,
        PhysxCreateSleeping,
        bool,
        create_sleeping,
        ValueAccessorReadWrite
    );

    impl_world_accessor!(
        /// Returns a `ValueAccessor` for the `sleeping` flag of the entity.
        ///
        /// If this flag is set before `enable_dynamic` is called, it will not affect the rigid body.
        /// Only applies to dynamic rigid bodies.
        Physics,
        PhysxSleeping,
        bool,
        sleeping,
        ValueAccessorReadWrite
    );

    impl_world_accessor!(
        /// Returns a `ValueAccessor` for the `sleep_threshold` flag of the entity.
        ///
        /// If this value is set before `enable_dynamic` is called, it will not affect the rigid body.
        /// Only applies to dynamic rigid bodies.
        Physics,
        PhysxSleepThreshold,
        f32,
        sleep_threshold,
        ValueAccessorReadWrite
    );

    impl_world_accessor!(
        /// Returns a `ValueAccessor` for the `gravity_enabled` flag of the entity.
        ///
        /// If this flag is set to false before `enable_dynamic` is called, global gravity does not affect the rigid body.
        /// Only applies to dynamic rigid bodies.
        Physics,
        PhysxGravityEnabled,
        bool,
        gravity_enabled,
        ValueAccessorReadWrite
    );

    impl_world_accessor!(
        /// Returns a `ValueAccessor` for the `collision_events_mask` of the entity.
        ///
        /// Setups which collisions (layers) against this entity should generate events,
        /// Defaults to 0, but if set to 0 will be set to !0u64 on the first call to EntityMessenger::listen_collisions, which means
        /// that all collisions will generate messages.
        /// Note: It is a bit mask of `Layer` bits. Setup which layer an entity belongs to by adding a `Layer` component and set its layer bits.
        Physics,
        PhysxCollisionEventsMask,
        u64,
        collision_events_mask,
        ValueAccessorReadWrite
    );

    impl_world_accessor!(
        /// Returns a `ValueAccessor` for the `DynamicLockFlags` of the entity.
        ///
        /// Used to set/get the flags.
        /// Can be used to lock a dynamic rigid body. Both its translation (Linear) and rotation (Angular).
        Physics,
        PhysxDynamicLockFlags,
        DynamicLockFlags,
        dynamic_lock_flags,
        ValueAccessorReadWrite
    );

    impl_world_accessor!(
        /// Returns a `ValueAccessor` for the compound physics shape of the physics component. Will only be used when the physics component is enabled.
        Physics,
        PhysxCompoundShape,
        CompoundPhysicsShape,
        compound_shape,
        ValueAccessorDataReadWrite
    );

    impl_world_accessor!(
        /// Returns a `ValueAccessor` for the computed mass of the physics component.
        ///
        /// NOTE: Cannot be accessed until you have called `enable_dynamic`!
        Physics,
        Mass,
        f32,
        mass,
        ValueAccessorReadWrite
    );

    impl_world_accessor!(
        /// Returns a `ValueAccessor` for the computed center of mass of the physics component.
        ///
        /// NOTE: Cannot be accessed until you have called `enable_dynamic`!
        Physics,
        CenterOfMass,
        Vec3,
        center_of_mass,
        ValueAccessorReadWrite
    );

    impl_world_accessor!(
        /// Returns a `ValueAccessor` for the rotation of the mass space specified by the center_of_mass. Together they set up the space in which the inertia tensor is specified.
        ///
        /// NOTE: Cannot be accessed until you have called `enable_dynamic`!
        Physics,
        MassRotation,
        Quat,
        mass_rotation,
        ValueAccessorReadWrite
    );

    impl_world_accessor!(
        /// Returns a `ValueAccessor` for the diagonal inertia tensor in "mass space"
        ///
        /// NOTE: Cannot be accessed until you have called `enable_dynamic`!
        Physics,
        InertiaTensor,
        Vec3,
        inertia_tensor,
        ValueAccessorReadWrite
    );

    impl_world_accessor!(
        /// Returns a `ValueAccessor` for the linear damping coefficient. 0 means no damping.
        Physics,
        LinearDamping,
        f32,
        linear_damping,
        ValueAccessorReadWrite
    );

    impl_world_accessor!(
        /// Returns a `ValueAccessor` for the angular damping coefficient. 0 means no damping.
        Physics,
        AngularDamping,
        f32,
        angular_damping,
        ValueAccessorReadWrite
    );

    impl_world_accessor!(
        /// Returns a `ValueAccessor` for the trigger_volume property.
        ///
        /// A trigger shape can send collision messages, but doesn't physically collide with things.
        Physics,
        TriggerVolume,
        bool,
        trigger_volume,
        ValueAccessorReadWrite
    );

    impl_world_accessor!(
        /// The number of iterations the solver will run to try to solve positions. Default is 4.
        Physics,
        SolverPositionIterations,
        u64,
        solver_position_iterations,
        ValueAccessorReadWrite
    );

    impl_world_accessor!(
        /// The number of iterations the solver will run to try to solve velocity. Default is 1.
        Physics,
        SolverVelocityIterations,
        u64,
        solver_velocity_iterations,
        ValueAccessorReadWrite
    );

    impl_world_accessor!(
        /// The friction combine mode of the material of this entity. Default is Average.
        ///
        /// Note: The actual combine mode is the max of the combine modes of the two entities touching!
        /// This means that Max > Multiply > Min > Average in terms of priority.
        Physics,
        FrictionCombineMode,
        CombineMode,
        friction_combine_mode,
        ValueAccessorReadWrite
    );

    impl_world_accessor!(
        /// The restitution combine mode of the material of this entity. Default is Average.
        ///
        /// Note: The actual combine mode is the max of the combine modes of the two entities touching!
        /// This means that Max > Multiply > Min > Average in terms of priority.
        Physics,
        RestitutionCombineMode,
        CombineMode,
        restitution_combine_mode,
        ValueAccessorReadWrite
    );

    /// Returns a Vec of collision messages for this entity.
    ///
    /// If this entity hasn't been setup to listen for collisions it will be.
    pub fn collisions(&self) -> Option<Vec<ffi::OnCollision>> {
        EntityMessenger::get().collisions(self.entity())
    }

    /// Returns a Vec of trigger messages for this entity.
    pub fn triggers(&self) -> Option<Vec<ffi::OnTrigger>> {
        EntityMessenger::get().triggers(self.entity())
    }

    /// Returns whether this entity is currently physically in contact with a specific other entity.
    pub fn in_contact_with(&self, other: Entity) -> bool {
        ffi::v3::entities_in_contact(self.entity().as_ffi(), other.as_ffi())
    }

    /// Returns a list of other entities this entity is currently in contact with.
    pub fn contact_entities(&self) -> Vec<Entity> {
        let count = ffi::v3::entity_contact_count(self.entity().as_ffi());
        if count > 0 {
            let mut v = vec![ffi::ENTITY_HANDLE_INVALID; count as usize];
            let second_count =
                ffi::v3::retrieve_entities_in_contact(self.entity().as_ffi(), &mut v);
            assert_eq!(second_count, count);
            v.iter()
                .map(|entity| Entity::from_ffi(*entity))
                .collect::<Vec<Entity>>()
        } else {
            vec![]
        }
    }
}

impl_world_component!(Physics);