avian3d 0.6.0

An ECS-driven physics engine for the Bevy game engine
Documentation
#![allow(missing_docs)]

use crate::prelude::*;
use bevy::{
    ecs::query::QueryData,
    prelude::{Entity, Has, Ref},
};

/// A `WorldQuery` to make querying and modifying rigid bodies more convenient.
#[derive(QueryData)]
#[query_data(mutable)]
pub struct RigidBodyQuery {
    pub entity: Entity,
    pub rb: Ref<'static, RigidBody>,
    pub position: &'static mut Position,
    pub rotation: &'static mut Rotation,
    pub linear_velocity: &'static mut LinearVelocity,
    pub angular_velocity: &'static mut AngularVelocity,
    pub mass: &'static mut ComputedMass,
    pub angular_inertia: &'static mut ComputedAngularInertia,
    pub center_of_mass: &'static mut ComputedCenterOfMass,
    pub friction: Option<&'static Friction>,
    pub restitution: Option<&'static Restitution>,
    pub locked_axes: Option<&'static LockedAxes>,
    pub dominance: Option<&'static Dominance>,
    pub is_sleeping: Has<Sleeping>,
    pub is_sensor: Has<Sensor>,
}

impl RigidBodyQueryItem<'_, '_> {
    /// Computes the velocity at the given `point` relative to the center of the body.
    pub fn velocity_at_point(&self, point: Vector) -> Vector {
        #[cfg(feature = "2d")]
        {
            self.linear_velocity.0 + self.angular_velocity.0 * point.perp()
        }
        #[cfg(feature = "3d")]
        {
            self.linear_velocity.0 + self.angular_velocity.cross(point)
        }
    }

    /// Computes the effective inverse mass, taking into account any translation locking.
    pub fn effective_inverse_mass(&self) -> Vector {
        if !self.rb.is_dynamic() {
            return Vector::ZERO;
        }

        let mut inv_mass = Vector::splat(self.mass.inverse());

        if let Some(locked_axes) = self.locked_axes {
            inv_mass = locked_axes.apply_to_vec(inv_mass);
        }

        inv_mass
    }

    /// Returns the local angular inertia. If the rigid body is not dynamic, the returned angular inertia is infinite.
    pub fn angular_inertia(&self) -> ComputedAngularInertia {
        if self.rb.is_dynamic() {
            *self.angular_inertia
        } else {
            ComputedAngularInertia::INFINITY
        }
    }

    /// Computes the effective world-space angular inertia, taking into account any rotation locking.
    pub fn effective_global_angular_inertia(&self) -> ComputedAngularInertia {
        if !self.rb.is_dynamic() {
            return ComputedAngularInertia::INFINITY;
        }

        #[cfg(feature = "2d")]
        let mut angular_inertia = *self.angular_inertia;
        #[cfg(feature = "3d")]
        let mut angular_inertia = self.angular_inertia.rotated(self.rotation.0);

        if let Some(locked_axes) = self.locked_axes {
            angular_inertia = locked_axes.apply_to_angular_inertia(angular_inertia);
        }

        angular_inertia
    }

    /// Returns the [dominance](Dominance) of the body.
    ///
    /// If it isn't specified, the default of `0` is returned for dynamic bodies.
    /// For static and kinematic bodies, `i8::MAX + 1` (`128`) is always returned instead.
    pub fn dominance(&self) -> i16 {
        if !self.rb.is_dynamic() {
            i8::MAX as i16 + 1
        } else {
            self.dominance.map_or(0, |dominance| dominance.0) as i16
        }
    }
}

impl RigidBodyQueryReadOnlyItem<'_, '_> {
    /// Computes the velocity at the given `point` relative to the center of mass.
    pub fn velocity_at_point(&self, point: Vector) -> Vector {
        #[cfg(feature = "2d")]
        {
            self.linear_velocity.0 + self.angular_velocity.0 * point.perp()
        }
        #[cfg(feature = "3d")]
        {
            self.linear_velocity.0 + self.angular_velocity.cross(point)
        }
    }

    /// Returns the mass. If the rigid body is not dynamic, the returned mass is infinite.
    pub fn mass(&self) -> ComputedMass {
        if self.rb.is_dynamic() {
            *self.mass
        } else {
            ComputedMass::INFINITY
        }
    }

    /// Computes the effective inverse mass, taking into account any translation locking.
    pub fn effective_inverse_mass(&self) -> Vector {
        if !self.rb.is_dynamic() {
            return Vector::ZERO;
        }

        let mut inv_mass = Vector::splat(self.mass.inverse());

        if let Some(locked_axes) = self.locked_axes {
            inv_mass = locked_axes.apply_to_vec(inv_mass);
        }

        inv_mass
    }

    /// Returns the local angular inertia. If the rigid body is not dynamic, the returned angular inertia is infinite.
    pub fn angular_inertia(&self) -> ComputedAngularInertia {
        if self.rb.is_dynamic() {
            *self.angular_inertia
        } else {
            ComputedAngularInertia::INFINITY
        }
    }

    /// Computes the effective world-space angular inertia, taking into account any rotation locking.
    pub fn effective_global_angular_inertia(&self) -> ComputedAngularInertia {
        if !self.rb.is_dynamic() {
            return ComputedAngularInertia::INFINITY;
        }

        #[cfg(feature = "2d")]
        let mut angular_inertia = *self.angular_inertia;
        #[cfg(feature = "3d")]
        let mut angular_inertia = self.angular_inertia.rotated(self.rotation.0);

        if let Some(locked_axes) = self.locked_axes {
            angular_inertia = locked_axes.apply_to_angular_inertia(angular_inertia);
        }

        angular_inertia
    }

    /// Returns the [dominance](Dominance) of the body.
    ///
    /// If it isn't specified, the default of `0` is returned for dynamic bodies.
    /// For static and kinematic bodies, `i8::MAX + 1` (`128`) is always returned instead.
    pub fn dominance(&self) -> i16 {
        if !self.rb.is_dynamic() {
            i8::MAX as i16 + 1
        } else {
            self.dominance.map_or(0, |dominance| dominance.0) as i16
        }
    }
}