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PhysicsEvent

Enum PhysicsEvent 

Source
pub enum PhysicsEvent {
    CollisionStarted {
        a: BodyId,
        b: BodyId,
        speed: f32,
    },
    CollisionEnded {
        a: BodyId,
        b: BodyId,
    },
    Landed {
        body: BodyId,
        on: BodyId,
        speed: f32,
    },
    Entered {
        sensor: BodyId,
        body: BodyId,
    },
    Left {
        sensor: BodyId,
        body: BodyId,
    },
    Crashed {
        vehicle: BodyId,
        other: BodyId,
        speed: f32,
    },
    GearChanged {
        vehicle: BodyId,
        gear: i32,
    },
}
Expand description

Something that happened during the physics steps of this frame.

Variants§

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CollisionStarted

A dynamic body started touching another solid body during a physics step. World::move_by does not create this event; use MoveResult::hits instead.

Fields

§a: BodyId

The dynamic body that moved.

§b: BodyId

The body it hit.

§speed: f32

Impact speed in meters per second: how fast the two came together along the contact direction. Sliding along a wall gives a low value, running into it a high one. Good for the volume of impact sounds.

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CollisionEnded

Two solid bodies stopped touching.

Fields

§a: BodyId

First body.

§b: BodyId

Second body.

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Landed

A dynamic body touched the ground after being in the air. Perfect for landing sounds and fall damage.

Fields

§body: BodyId

The body that landed.

§on: BodyId

What it landed on.

§speed: f32

Falling speed at impact in meters per second.

§

Entered

A solid body entered a sensor.

Fields

§sensor: BodyId

The sensor.

§body: BodyId

The body that entered.

§

Left

A body left a sensor.

Fields

§sensor: BodyId

The sensor.

§body: BodyId

The body that left.

§

Crashed

A vehicle drove into a solid body and lost speed.

Fields

§vehicle: BodyId

The vehicle.

§other: BodyId

What it hit.

§speed: f32

Speed lost in the crash, in meters per second (36 km/h = 10 m/s).

§

GearChanged

A vehicle changed gear: -1 reverse, 0 neutral (engine stopped), 1 and up forward.

Fields

§vehicle: BodyId

The vehicle.

§gear: i32

The new gear.

Implementations§

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impl PhysicsEvent

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pub fn involves(&self, id: BodyId) -> bool

Whether the event involves this body.

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pub fn other(&self, id: BodyId) -> Option<BodyId>

For events involving id, the other body.

Trait Implementations§

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impl Clone for PhysicsEvent

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for PhysicsEvent

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl PartialEq for PhysicsEvent

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fn eq(&self, other: &Self) -> bool

Equality operator ==. Read more
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Inequality operator !=. Read more
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impl StructuralPartialEq for PhysicsEvent

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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Immutably borrows from an owned value. Read more
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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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