pub enum BodyKind {
Dynamic,
Fixed,
Kinematic,
Sensor,
}Expand description
How a body takes part in the simulation.
| Kind | Moved by | Gravity | Blocks others |
|---|---|---|---|
Fixed | nothing (only World::set_position) | no | yes |
Dynamic | velocity, gravity, forces, collisions | yes | yes |
Kinematic | your code (World::move_by) or its velocity, which ignores walls | no | yes |
Sensor | nothing (only World::set_position) | no | no, it only reports PhysicsEvent::Entered and PhysicsEvent::Left |
Variants§
Dynamic
Moved by velocity and gravity, pushed out of other solids. The only kind that has
on_ground, can jump and creates collision and landing events.
Fixed
Never moves on its own (walls, floors). Other bodies collide with it.
Kinematic
Moved only by your code. Its velocity is applied without collision checks, so it
passes through walls (right for lifts and platforms); move a kinematic player with
World::move_by, which stops at walls. Gravity does not pull it. Blocks dynamic
bodies and pushes them when it moves into them.
Sensor
Does not block anything, only reports when bodies enter and leave it.
Trait Implementations§
impl Copy for BodyKind
impl Eq for BodyKind
impl StructuralPartialEq for BodyKind
Auto Trait Implementations§
impl Freeze for BodyKind
impl RefUnwindSafe for BodyKind
impl Send for BodyKind
impl Sync for BodyKind
impl Unpin for BodyKind
impl UnsafeUnpin for BodyKind
impl UnwindSafe for BodyKind
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