Expand description

Collision detection is used to detect and compute intersections between Colliders.

In bevy_xpbd, collision detection is split into three plugins:

Spatial queries are handled by the SpatialQueryPlugin.

You can also find several utility methods for computing contacts in contact_query.

Modules§

Structs§

  • A component that will automatically generate a Collider based on the entity’s Mesh. The type of the generated collider can be specified using ComputedCollider.
  • A component that will automatically generate colliders for the meshes in a scene once the scene has been loaded. The type of the generated collider can be specified using ComputedCollider.
  • Configuration for a specific collider generated from a scene using AsyncSceneCollider.
  • A collider used for detecting collisions and generating contacts.
  • The Axis-Aligned Bounding Box of a collider.
  • A component that stores the Entity ID of the RigidBody that a Collider is attached to.
  • The transform of a collider relative to the rigid body it’s attached to. This is in the local space of the body, not the collider itself.
  • A component that stores the entities that are colliding with an entity.
  • A resource that stores all collision pairs.
  • Data related to a contact between two bodies.
  • A contact manifold between two colliders, containing a set of contact points. Each contact in a manifold shares the same contact normal.
  • All contacts between two colliders.
  • A component that marks a Collider as a sensor, also known as a trigger.
  • Data related to a single contact between two bodies.

Enums§

Traits§

  • A trait that generalizes over colliders. Implementing this trait allows colliders to be used with the physics engine.
  • A trait for creating colliders from other types.
  • A trait for colliders that support scaling.

Type Aliases§

  • Flags used for the preprocessing of a triangle mesh collider.
  • Parameters controlling the VHACD convex decomposition algorithm.