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//! Collision events for detecting when colliders start or stop touching.
//!
//! Avian provides two collision event types:
//!
//! - [`CollisionStart`]: Triggered when two colliders start touching.
//! - [`CollisionEnd`]: Triggered when two colliders stop touching.
//!
//! Depending on your use case, you may want to read them as [`Message`]s with a [`MessageReader`],
//! or observe them as [`Event`]s with an [observer](Observer). Avian supports both options.
//!
//! # Reading Collision Events
//!
//! To enable collision events for a collider entity, add the [`CollisionEventsEnabled`] component.
//!
//! ```
//! use bevy::prelude::*;
//!
//! #[derive(Component)]
//! struct PressurePlate;
//!
//! fn setup_pressure_plates(mut commands: Commands) {
//! commands.spawn((
//! PressurePlate,
//! Sensor,
//! // Enable collision events for this entity.
//! CollisionEventsEnabled,
//! ));
//! }
//! ```
//!
//! The [`CollisionStart`] and [`CollisionEnd`] events will now be both written as a [`Message`]
//! and triggered as an [`Event`] when the entity starts or stops touching another collider.
//! It is up to you to decide which event processing method is best suited for your use case.
//!
//! ## Collision `Message`
//!
//! Reading collision events as [`Message`]s with a [`MessageReader`] can be very efficient
//! for processing large numbers of collisions between pairs of entities, such as for detecting
//! bullet hits or playing impact sounds when two objects collide.
//!
//! The events are only written if one of the entities has the [`CollisionEventsEnabled`] component.
//!
//! ```
//! # use bevy::prelude::*;
//! #
//! fn print_started_collisions(mut collision_reader: MessageReader<CollisionStart>) {
//! for event in collision_reader.read() {
//! println!("{} and {} started colliding", event.collider1, event.collider2);
//! }
//! }
//! ```
//!
//! ## Collision `Event`
//!
//! Observing collision events as [`Event`]s with an [observer](Observer) can be very useful
//! for entity-specific collision scenarios, such as for detecting when a player steps on
//! a pressure plate or enters a trigger volume.
//!
//! The events are only triggered if the target entity has the [`CollisionEventsEnabled`] component.
//!
//! ```
//! # use bevy::prelude::*;
//! #
//! # #[derive(Component)]
//! # struct Player;
//! #
//! # #[derive(Component)]
//! # struct PressurePlate;
//! #
//! fn setup_pressure_plates(mut commands: Commands) {
//! commands.spawn((
//! PressurePlate,
//! Sensor,
//! // Enable collision events for this entity.
//! CollisionEventsEnabled,
//! ))
//! .observe(on_player_stepped_on_plate);
//! }
//!
//! fn on_player_stepped_on_plate(event: On<CollisionStart>, player_query: Query<&Player>) {
//! // `colider1` and `body1` refer to the event target and its body.
//! // `collider2` and `body2` refer to the other collider and its body.
//! let pressure_plate = event.collider1;
//! let other_entity = event.collider2;
//!
//! if player_query.contains(other_entity) {
//! println!("Player {other_entity} stepped on pressure plate {pressure_plate}");
//! }
//! }
//! ```
use *;
/// A [collision event](self) that is triggered when two colliders start touching.
///
/// The event can be read using a [`MessageReader`] or observed using an [observer](Observer).
/// It is only triggered for entities with the [`CollisionEventsEnabled`] component.
///
/// # Example
///
/// Below is an example of observing the [`CollisionStart`] event using an [observer](Observer).
///
/// ```
/// use bevy::prelude::*;
///
/// #[derive(Component)]
/// struct Player;
///
/// #[derive(Component)]
/// struct PressurePlate;
///
/// fn setup_pressure_plates(mut commands: Commands) {
/// commands.spawn((
/// PressurePlate,
/// Sensor,
/// // Enable collision events for this entity.
/// CollisionEventsEnabled,
/// ))
/// .observe(on_player_stepped_on_plate);
/// }
///
/// fn on_player_stepped_on_plate(event: On<CollisionStart>, player_query: Query<&Player>) {
/// // `colider1` and `body1` refer to the event target and its body.
/// // `collider2` and `body2` refer to the other collider and its body.
/// let pressure_plate = event.collider1;
/// let other_entity = event.collider2;
///
/// if player_query.contains(other_entity) {
/// println!("Player {other_entity} stepped on pressure plate {pressure_plate}");
/// }
/// }
/// ```
///
/// The event can also be read as a [`Message`] using a [`MessageReader`].
/// This can be more efficient for processing large numbers of collisions.
///
/// ```
/// # use bevy::prelude::*;
/// #
/// fn print_started_collisions(mut collision_reader: MessageReader<CollisionStart>) {
/// for event in collision_reader.read() {
/// println!("{} and {} started colliding", event.collider1, event.collider2);
/// }
/// }
/// ```
///
/// # Scheduling
///
/// The [`CollisionStart`] event is triggered after the physics step in the [`CollisionEventSystems`]
/// system set. At this point, the solver has already run and contact impulses have been updated.
///
/// [`CollisionEventSystems`]: super::narrow_phase::CollisionEventSystems
/// A deprecated alias for [`CollisionStart`].
pub type OnCollisionStart = CollisionStart;
/// A [collision event](self) that is triggered when two colliders stop touching.
///
/// The event can be read using a [`MessageReader`] or observed using an [observer](Observer).
/// It is only triggered for entities with the [`CollisionEventsEnabled`] component.
///
/// # Example
///
/// Below is an example of observing the [`CollisionEnd`] event using an [observer](Observer).
///
/// ```
/// use bevy::prelude::*;
///
/// #[derive(Component)]
/// struct Player;
///
/// #[derive(Component)]
/// struct PressurePlate;
///
/// fn setup_pressure_plates(mut commands: Commands) {
/// commands.spawn((
/// PressurePlate,
/// Sensor,
/// // Enable collision events for this entity.
/// CollisionEventsEnabled,
/// ))
/// .observe(on_player_stepped_off_plate);
/// }
///
/// fn on_player_stepped_off_plate(event: On<CollisionEnd>, player_query: Query<&Player>) {
/// // `colider1` and `body1` refer to the event target and its body.
/// // `collider2` and `body2` refer to the other collider and its body.
/// let pressure_plate = event.collider1;
/// let other_entity = event.collider2;
///
/// if player_query.contains(other_entity) {
/// println!("Player {other_entity} stepped off pressure plate {pressure_plate}");
/// }
/// }
/// ```
///
/// The event can also be read as a [`Message`] using a [`MessageReader`].
/// This can be more efficient for processing large numbers of collisions.
///
/// ```
/// # use bevy::prelude::*;
/// #
/// fn print_ended_collisions(mut collision_reader: MessageReader<CollisionEnd>) {
/// for event in collision_reader.read() {
/// println!("{} and {} stopped colliding", event.collider1, event.collider2);
/// }
/// }
/// ```
///
/// # Scheduling
///
/// The [`CollisionEnd`] event is triggered after the physics step in the [`CollisionEventSystems`]
/// system set. At this point, the solver has already run and contact impulses have been updated.
///
/// Note that if one of the colliders was removed or the bounding boxes of the colliders stopped
/// overlapping, the [`ContactPair`] between the entities was also removed, and the contact data
/// will not be available through [`Collisions`].
///
/// [`CollisionEventSystems`]: super::narrow_phase::CollisionEventSystems
/// [`ContactPair`]: super::ContactPair
/// [`Collisions`]: super::Collisions
/// A deprecated alias for [`CollisionEnd`].
pub type OnCollisionEnd = CollisionEnd;
/// A marker component that enables [collision events](self) for an entity.
;