Struct bevy_retrograde_physics::PhysicMaterial[]

pub struct PhysicMaterial {
    pub restitution: f32,
    pub density: f32,
    pub friction: f32,
}
Expand description

Component that defines the physics properties of the rigid body

It must be inserted on the same entity of a RigidBody

Example

fn spawn(mut commands: Commands, mut materials: ResMut<Assets<ColorMaterial>>) {
    commands.spawn_bundle(todo!("Spawn your sprite/mesh, incl. at least a GlobalTransform"))
        .insert(CollisionShape::Sphere { radius: 1.0 }) // Make a body (is dynamic by default)
        .insert(PhysicMaterial {
            restitution: 0.5, // Define the restitution. Higher value means more "bouncy"
            density: 2.0, // Define the density. Higher value means heavier.
            friction: 0.5, // Define the friction. Higher value means higher friction.
        });
}

Fields

restitution: f32

Coefficient of restitution. Affect how much it “bounces” when colliding with other objects.

The higher the value, the more “bouncy”.

Typical values are between 0 (perfectly inelastic) and 1 (perfectly elastic)

density: f32

Density. It affects how much the body resists forces.

The higher the value, the heavier.

Value must be greater than 0. Except for sensor and static bodies, in which case the value is ignored.

friction: f32

Friction. It affects the relative motion of two bodies in contact.

The higher the value, the higher friction.

Typical values are between 0 (ideal) and 1 (max friction)

Implementations

Perfectly inelastic restitution coefficient, all kinematic energy is lost on collision. (Do not bounce at all)

Perfectly elastic restitution coefficient, all kinematic energy is restated in movement. (Very bouncy)

Trait Implementations

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