pub struct RigidBodyVelocityComponent(pub RigidBodyVelocity);

Tuple Fields

0: RigidBodyVelocity

Methods from Deref<Target = RigidBodyVelocity>

This velocity seen as a slice.

The linear part is stored first.

This velocity seen as a mutable slice.

The linear part is stored first.

This velocity seen as a vector.

The linear part is stored first.

This velocity seen as a mutable vector.

The linear part is stored first.

The approximate kinetic energy of this rigid-body.

This approximation does not take the rigid-body’s mass and angular inertia into account.

Returns the update velocities after applying the given damping.

The velocity of the given world-space point on this rigid-body.

Integrate the velocities in self to compute obtain new positions when moving from the given inital position init_pos.

Are these velocities exactly equal to zero?

The kinetic energy of this rigid-body.

Applies an impulse at the center-of-mass of this rigid-body. The impulse is applied right away, changing the linear velocity. This does nothing on non-dynamic bodies.

Applies an angular impulse at the center-of-mass of this rigid-body. The impulse is applied right away, changing the angular velocity. This does nothing on non-dynamic bodies.

Applies an impulse at the given world-space point of this rigid-body. The impulse is applied right away, changing the linear and/or angular velocities. This does nothing on non-dynamic bodies.

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