fyrox-impl 1.0.1

Feature-rich, easy-to-use, 2D/3D game engine with a scene editor. Like Godot, but in Rust.
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
// Copyright (c) 2019-present Dmitry Stepanov and Fyrox Engine contributors.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.

//! Rigid body is a physics entity that responsible for the dynamics and kinematics of the solid.
//!
//! # Common problems
//!
//! **Q:** Rigid body is "stuck".
//! **A:** Most likely the rigid body is "sleeping", in this case it must be activated manually, it is
//! most common problem with rigid bodies that controlled manually from code. They must be activated
//! using [`RigidBody::wake_up`]. By default any external action does **not** wakes up rigid body.
//! You can also explicitly tell to rigid body that it cannot sleep, by calling
//! [`RigidBody::set_can_sleep`] with `false` value.
use crate::scene::node::constructor::NodeConstructor;
use crate::{
    core::{
        algebra::{Isometry2, Matrix4, UnitComplex, Vector2},
        log::Log,
        math::{aabb::AxisAlignedBoundingBox, m4x4_approx_eq},
        parking_lot::Mutex,
        pool::Handle,
        reflect::prelude::*,
        type_traits::prelude::*,
        uuid::{uuid, Uuid},
        variable::InheritableVariable,
        visitor::prelude::*,
    },
    scene::{
        base::{Base, BaseBuilder},
        dim2::collider::Collider,
        graph::Graph,
        node::{Node, NodeTrait, SyncContext, UpdateContext},
        rigidbody::RigidBodyType,
        Scene,
    },
};

use crate::scene::dim2::collider::ColliderShape;
use fyrox_graph::constructor::ConstructorProvider;
use fyrox_graph::SceneGraph;
use rapier2d::prelude::RigidBodyHandle;
use std::{
    cell::Cell,
    collections::VecDeque,
    fmt::{Debug, Formatter},
    ops::{Deref, DerefMut},
};

#[derive(Debug)]
pub(crate) enum ApplyAction {
    Force(Vector2<f32>),
    Torque(f32),
    ForceAtPoint {
        force: Vector2<f32>,
        point: Vector2<f32>,
    },
    Impulse(Vector2<f32>),
    TorqueImpulse(f32),
    ImpulseAtPoint {
        impulse: Vector2<f32>,
        point: Vector2<f32>,
    },
    WakeUp,
    NextTranslation(Vector2<f32>),
    NextRotation(UnitComplex<f32>),
    NextPosition(Isometry2<f32>),
}

/// Rigid body is a physics entity that responsible for the dynamics and kinematics of the solid.
/// Use this node when you need to simulate real-world physics in your game.
///
/// # Sleeping
///
/// Rigid body that does not move for some time will go asleep. This means that the body will not
/// move unless it is woken up by some other moving body. This feature allows to save CPU resources.
#[derive(Visit, Reflect, ComponentProvider)]
#[reflect(derived_type = "Node")]
pub struct RigidBody {
    base: Base,

    #[reflect(setter = "set_lin_vel")]
    pub(crate) lin_vel: InheritableVariable<Vector2<f32>>,

    #[reflect(setter = "set_ang_vel")]
    pub(crate) ang_vel: InheritableVariable<f32>,

    #[reflect(setter = "set_lin_damping")]
    pub(crate) lin_damping: InheritableVariable<f32>,

    #[reflect(setter = "set_ang_damping")]
    pub(crate) ang_damping: InheritableVariable<f32>,

    #[reflect(setter = "set_body_type")]
    pub(crate) body_type: InheritableVariable<RigidBodyType>,

    #[reflect(min_value = 0.0, step = 0.05)]
    #[reflect(setter = "set_mass")]
    pub(crate) mass: InheritableVariable<f32>,

    #[reflect(setter = "lock_rotations")]
    pub(crate) rotation_locked: InheritableVariable<bool>,

    #[reflect(setter = "lock_translation")]
    pub(crate) translation_locked: InheritableVariable<bool>,

    #[reflect(setter = "enable_ccd")]
    pub(crate) ccd_enabled: InheritableVariable<bool>,

    #[reflect(setter = "set_can_sleep")]
    pub(crate) can_sleep: InheritableVariable<bool>,

    #[reflect(setter = "set_dominance")]
    pub(crate) dominance: InheritableVariable<i8>,

    #[reflect(setter = "set_gravity_scale")]
    pub(crate) gravity_scale: InheritableVariable<f32>,

    #[visit(skip)]
    #[reflect(hidden)]
    pub(crate) sleeping: bool,

    #[visit(skip)]
    #[reflect(hidden)]
    pub(crate) reset_forces: Cell<bool>,

    #[visit(skip)]
    #[reflect(hidden)]
    pub(crate) native: Cell<RigidBodyHandle>,

    #[visit(skip)]
    #[reflect(hidden)]
    pub(crate) actions: Mutex<VecDeque<ApplyAction>>,
}

impl Debug for RigidBody {
    fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
        write!(f, "RigidBody")
    }
}

impl Default for RigidBody {
    fn default() -> Self {
        Self {
            base: Default::default(),
            lin_vel: Default::default(),
            ang_vel: Default::default(),
            lin_damping: Default::default(),
            ang_damping: Default::default(),
            sleeping: Default::default(),
            body_type: InheritableVariable::new_modified(RigidBodyType::Dynamic),
            mass: InheritableVariable::new_modified(1.0),
            rotation_locked: Default::default(),
            translation_locked: Default::default(),
            ccd_enabled: Default::default(),
            can_sleep: InheritableVariable::new_modified(true),
            dominance: Default::default(),
            gravity_scale: InheritableVariable::new_modified(1.0),
            native: Cell::new(RigidBodyHandle::invalid()),
            actions: Default::default(),
            reset_forces: Default::default(),
        }
    }
}

impl Deref for RigidBody {
    type Target = Base;

    fn deref(&self) -> &Self::Target {
        &self.base
    }
}

impl DerefMut for RigidBody {
    fn deref_mut(&mut self) -> &mut Self::Target {
        &mut self.base
    }
}

impl Clone for RigidBody {
    fn clone(&self) -> Self {
        Self {
            base: self.base.clone(),
            lin_vel: self.lin_vel.clone(),
            ang_vel: self.ang_vel.clone(),
            lin_damping: self.lin_damping.clone(),
            ang_damping: self.ang_damping.clone(),
            sleeping: self.sleeping,
            body_type: self.body_type.clone(),
            mass: self.mass.clone(),
            rotation_locked: self.rotation_locked.clone(),
            translation_locked: self.translation_locked.clone(),
            ccd_enabled: self.ccd_enabled.clone(),
            can_sleep: self.can_sleep.clone(),
            dominance: self.dominance.clone(),
            gravity_scale: self.gravity_scale.clone(),
            // Do not copy. The copy will have its own native representation.
            native: Cell::new(RigidBodyHandle::invalid()),
            actions: Default::default(),
            reset_forces: self.reset_forces.clone(),
        }
    }
}

impl TypeUuidProvider for RigidBody {
    fn type_uuid() -> Uuid {
        uuid!("0b242335-75a4-4c65-9685-3e82a8979047")
    }
}

impl RigidBody {
    /// Sets new linear velocity of the rigid body. Changing this parameter will wake up the rigid
    /// body!
    pub fn set_lin_vel(&mut self, lin_vel: Vector2<f32>) -> Vector2<f32> {
        self.lin_vel.set_value_and_mark_modified(lin_vel)
    }

    /// Sets new linear velocity along the X axis of the rigid body. Changing this parameter will wake
    /// up the rigid body!
    pub fn set_lin_vel_x(&mut self, x_vel: f32) {
        self.lin_vel.x = x_vel;
    }

    /// Sets new linear velocity along the Y axis of the rigid body. Changing this parameter will wake
    /// up the rigid body!
    pub fn set_lin_vel_y(&mut self, y_vel: f32) {
        self.lin_vel.y = y_vel;
    }

    /// Returns current linear velocity of the rigid body.
    pub fn lin_vel(&self) -> Vector2<f32> {
        *self.lin_vel
    }

    /// Sets new angular velocity of the rigid body. Changing this parameter will wake up the rigid
    /// body!
    pub fn set_ang_vel(&mut self, ang_vel: f32) -> f32 {
        self.ang_vel.set_value_and_mark_modified(ang_vel)
    }

    /// Returns current angular velocity of the rigid body.
    pub fn ang_vel(&self) -> f32 {
        *self.ang_vel
    }

    /// Sets _additional_ mass of the rigid body. It is called additional because real mass is defined
    /// by colliders attached to the body and their density and volume.
    pub fn set_mass(&mut self, mass: f32) -> f32 {
        self.mass.set_value_and_mark_modified(mass)
    }

    /// Returns _additional_ mass of the rigid body.
    pub fn mass(&self) -> f32 {
        *self.mass
    }

    /// Sets angular damping of the rigid body. Angular damping will decrease angular velocity over
    /// time. Default is zero.
    pub fn set_ang_damping(&mut self, damping: f32) -> f32 {
        self.ang_damping.set_value_and_mark_modified(damping)
    }

    /// Returns current angular damping.
    pub fn ang_damping(&self) -> f32 {
        *self.ang_damping
    }

    /// Sets linear damping of the rigid body. Linear damping will decrease linear velocity over
    /// time. Default is zero.
    pub fn set_lin_damping(&mut self, damping: f32) -> f32 {
        self.lin_damping.set_value_and_mark_modified(damping)
    }

    /// Returns current linear damping.
    pub fn lin_damping(&self) -> f32 {
        *self.lin_damping
    }

    /// Locks rotations
    pub fn lock_rotations(&mut self, state: bool) -> bool {
        self.rotation_locked.set_value_and_mark_modified(state)
    }

    /// Returns true if rotation is locked, false - otherwise.
    pub fn is_rotation_locked(&self) -> bool {
        *self.rotation_locked
    }

    /// Locks translation in world coordinates.
    pub fn lock_translation(&mut self, state: bool) -> bool {
        self.translation_locked.set_value_and_mark_modified(state)
    }

    /// Returns true if translation is locked, false - otherwise.
    pub fn is_translation_locked(&self) -> bool {
        *self.translation_locked
    }

    /// Sets new body type. See [`RigidBodyType`] for more info.
    pub fn set_body_type(&mut self, body_type: RigidBodyType) -> RigidBodyType {
        self.body_type.set_value_and_mark_modified(body_type)
    }

    /// Returns current body type.
    pub fn body_type(&self) -> RigidBodyType {
        *self.body_type
    }

    /// Returns true if the rigid body is sleeping (temporarily excluded from simulation to save
    /// resources), false - otherwise.
    pub fn is_sleeping(&self) -> bool {
        self.sleeping
    }

    /// Returns true if continuous collision detection is enabled, false - otherwise.
    pub fn is_ccd_enabled(&self) -> bool {
        *self.ccd_enabled
    }

    /// Enables or disables continuous collision detection. CCD is very useful for fast moving objects
    /// to prevent accidental penetrations on high velocities.
    pub fn enable_ccd(&mut self, enable: bool) -> bool {
        self.ccd_enabled.set_value_and_mark_modified(enable)
    }

    /// Sets a gravity scale coefficient. Zero can be used to disable gravity.
    pub fn set_gravity_scale(&mut self, scale: f32) -> f32 {
        self.gravity_scale.set_value_and_mark_modified(scale)
    }

    /// Returns current gravity scale coefficient.
    pub fn gravity_scale(&self) -> f32 {
        *self.gravity_scale
    }

    /// Sets dominance group of the rigid body. A rigid body with higher dominance group will not
    /// be affected by an object with lower dominance group (it will behave like it has an infinite
    /// mass). This is very importance feature for character physics in games, you can set highest
    /// dominance group to the player, and it won't be affected by any external forces.
    pub fn set_dominance(&mut self, dominance: i8) -> i8 {
        self.dominance.set_value_and_mark_modified(dominance)
    }

    /// Returns current dominance group.
    pub fn dominance(&self) -> i8 {
        *self.dominance
    }

    /// Applies a force at the center-of-mass of this rigid-body. The force will be applied in the
    /// next simulation step. This does nothing on non-dynamic bodies.
    pub fn apply_force(&mut self, force: Vector2<f32>) {
        self.actions.get_mut().push_back(ApplyAction::Force(force))
    }

    /// Applies a torque at the center-of-mass of this rigid-body. The torque will be applied in
    /// the next simulation step. This does nothing on non-dynamic bodies.
    pub fn apply_torque(&mut self, torque: f32) {
        self.actions
            .get_mut()
            .push_back(ApplyAction::Torque(torque))
    }

    /// Applies a force at the given world-space point of this rigid-body. The force will be applied
    /// in the next simulation step. This does nothing on non-dynamic bodies.
    pub fn apply_force_at_point(&mut self, force: Vector2<f32>, point: Vector2<f32>) {
        self.actions
            .get_mut()
            .push_back(ApplyAction::ForceAtPoint { force, point })
    }

    /// 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.
    pub fn apply_impulse(&mut self, impulse: Vector2<f32>) {
        self.actions
            .get_mut()
            .push_back(ApplyAction::Impulse(impulse))
    }

    /// 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.
    pub fn apply_torque_impulse(&mut self, torque_impulse: f32) {
        self.actions
            .get_mut()
            .push_back(ApplyAction::TorqueImpulse(torque_impulse))
    }

    /// 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.
    pub fn apply_impulse_at_point(&mut self, impulse: Vector2<f32>, point: Vector2<f32>) {
        self.actions
            .get_mut()
            .push_back(ApplyAction::ImpulseAtPoint { impulse, point })
    }

    /// If this rigid body is kinematic, sets its future translation after
    /// the next timestep integration.
    pub fn set_next_kinematic_translation(&mut self, translation: Vector2<f32>) {
        self.actions
            .get_mut()
            .push_back(ApplyAction::NextTranslation(translation));
    }

    /// If this rigid body is kinematic, sets its future orientation after
    /// the next timestep integration.
    pub fn set_next_kinematic_rotation(&mut self, rotation: UnitComplex<f32>) {
        self.actions
            .get_mut()
            .push_back(ApplyAction::NextRotation(rotation));
    }

    /// If this rigid body is kinematic, sets its future position (translation and orientation) after
    /// the next timestep integration.
    pub fn set_next_kinematic_position(&mut self, position: Isometry2<f32>) {
        self.actions
            .get_mut()
            .push_back(ApplyAction::NextPosition(position));
    }

    /// Sets whether the rigid body can sleep or not. If `false` is passed, it _automatically_ wake
    /// up rigid body.
    pub fn set_can_sleep(&mut self, can_sleep: bool) -> bool {
        self.can_sleep.set_value_and_mark_modified(can_sleep)
    }

    /// Returns true if the rigid body can sleep, false - otherwise.
    pub fn is_can_sleep(&self) -> bool {
        *self.can_sleep
    }

    /// Wakes up rigid body, forcing it to return to participate in the simulation.
    pub fn wake_up(&mut self) {
        self.actions.get_mut().push_back(ApplyAction::WakeUp)
    }

    pub(crate) fn need_sync_model(&self) -> bool {
        self.lin_vel.need_sync()
            || self.ang_vel.need_sync()
            || self.lin_damping.need_sync()
            || self.ang_damping.need_sync()
            || self.body_type.need_sync()
            || self.mass.need_sync()
            || self.rotation_locked.need_sync()
            || self.translation_locked.need_sync()
            || self.ccd_enabled.need_sync()
            || self.can_sleep.need_sync()
            || self.dominance.need_sync()
            || self.gravity_scale.need_sync()
            || self.reset_forces.get()
    }
}

impl ConstructorProvider<Node, Graph> for RigidBody {
    fn constructor() -> NodeConstructor {
        NodeConstructor::new::<Self>()
            .with_variant("Rigid Body", |_| {
                RigidBodyBuilder::new(BaseBuilder::new().with_name("Rigid Body 2D"))
                    .build_node()
                    .into()
            })
            .with_group("Physics 2D")
    }
}

impl NodeTrait for RigidBody {
    fn local_bounding_box(&self) -> AxisAlignedBoundingBox {
        self.base.local_bounding_box()
    }

    fn world_bounding_box(&self) -> AxisAlignedBoundingBox {
        self.base.world_bounding_box()
    }

    fn id(&self) -> Uuid {
        Self::type_uuid()
    }

    fn on_removed_from_graph(&mut self, graph: &mut Graph) {
        graph.physics2d.remove_body(self.native.get());
        self.native.set(RigidBodyHandle::invalid());

        Log::info(format!(
            "Native rigid body was removed for node: {}",
            self.name()
        ));
    }

    fn sync_native(&self, self_handle: Handle<Node>, context: &mut SyncContext) {
        context.physics2d.sync_to_rigid_body_node(self_handle, self);
    }

    fn on_global_transform_changed(
        &self,
        new_global_transform: &Matrix4<f32>,
        context: &mut SyncContext,
    ) {
        if !m4x4_approx_eq(new_global_transform, &self.global_transform()) {
            context
                .physics2d
                .set_rigid_body_position(self, new_global_transform);
        }
    }

    fn update(&mut self, context: &mut UpdateContext) {
        context.physics2d.sync_rigid_body_node(
            self,
            // Rigid body 2D can be root node of a scene, in this case it does not have a parent.
            context
                .nodes
                .try_borrow(self.parent)
                .ok()
                .map(|p| p.global_transform())
                .unwrap_or_else(Matrix4::identity),
        );
    }

    fn validate(&self, scene: &Scene) -> Result<(), String> {
        for &child in self.children() {
            if let Ok(collider) = scene.graph.try_get_of_type::<Collider>(child) {
                match collider.shape() {
                    ColliderShape::Trimesh(_) | ColliderShape::Heightfield(_)
                        if *self.body_type == RigidBodyType::Dynamic =>
                    {
                        return Err(
                            "The 2D rigid body is marked as dynamic, but uses the collider \
                        that cannot be dynamic. Consider making the rigid body static."
                                .to_string(),
                        )
                    }
                    _ => (),
                }

                return Ok(());
            }
        }

        Err("The 2D rigid body must have at least one 2D collider as a \
        direct child node to work correctly!"
            .to_string())
    }
}

/// Allows you to create rigid body in declarative manner.
pub struct RigidBodyBuilder {
    base_builder: BaseBuilder,
    lin_vel: Vector2<f32>,
    ang_vel: f32,
    lin_damping: f32,
    ang_damping: f32,
    sleeping: bool,
    body_type: RigidBodyType,
    mass: f32,
    rotation_locked: bool,
    translation_locked: bool,
    ccd_enabled: bool,
    can_sleep: bool,
    dominance: i8,
    gravity_scale: f32,
}

impl RigidBodyBuilder {
    /// Creates new rigid body builder.
    pub fn new(base_builder: BaseBuilder) -> Self {
        Self {
            base_builder,
            lin_vel: Default::default(),
            ang_vel: Default::default(),
            lin_damping: 0.0,
            ang_damping: 0.0,
            sleeping: false,
            body_type: RigidBodyType::Dynamic,
            mass: 1.0,
            rotation_locked: false,
            translation_locked: false,
            ccd_enabled: false,
            can_sleep: true,
            dominance: 0,
            gravity_scale: 1.0,
        }
    }

    /// Sets the desired body type.
    pub fn with_body_type(mut self, body_type: RigidBodyType) -> Self {
        self.body_type = body_type;
        self
    }

    /// Sets the desired _additional_ mass of the body.
    pub fn with_mass(mut self, mass: f32) -> Self {
        self.mass = mass;
        self
    }

    /// Sets whether continuous collision detection should be enabled or not.
    pub fn with_ccd_enabled(mut self, enabled: bool) -> Self {
        self.ccd_enabled = enabled;
        self
    }

    /// Sets desired linear velocity.
    pub fn with_lin_vel(mut self, lin_vel: Vector2<f32>) -> Self {
        self.lin_vel = lin_vel;
        self
    }

    /// Sets desired angular velocity.
    pub fn with_ang_vel(mut self, ang_vel: f32) -> Self {
        self.ang_vel = ang_vel;
        self
    }

    /// Sets desired angular damping.
    pub fn with_ang_damping(mut self, ang_damping: f32) -> Self {
        self.ang_damping = ang_damping;
        self
    }

    /// Sets desired linear damping.
    pub fn with_lin_damping(mut self, lin_damping: f32) -> Self {
        self.lin_damping = lin_damping;
        self
    }

    /// Sets whether the rotation around X axis of the body should be locked or not.
    pub fn with_rotation_locked(mut self, rotation_locked: bool) -> Self {
        self.rotation_locked = rotation_locked;
        self
    }

    /// Sets whether the translation of the body should be locked or not.
    pub fn with_translation_locked(mut self, translation_locked: bool) -> Self {
        self.translation_locked = translation_locked;
        self
    }

    /// Sets desired dominance group.
    pub fn with_dominance(mut self, dominance: i8) -> Self {
        self.dominance = dominance;
        self
    }

    /// Sets desired gravity scale.
    pub fn with_gravity_scale(mut self, gravity_scale: f32) -> Self {
        self.gravity_scale = gravity_scale;
        self
    }

    /// Sets initial state of the body (sleeping or not).
    pub fn with_sleeping(mut self, sleeping: bool) -> Self {
        self.sleeping = sleeping;
        self
    }

    /// Sets whether rigid body can sleep or not.
    pub fn with_can_sleep(mut self, can_sleep: bool) -> Self {
        self.can_sleep = can_sleep;
        self
    }

    /// Creates RigidBody node but does not add it to the graph.
    pub fn build_rigid_body(self) -> RigidBody {
        RigidBody {
            base: self.base_builder.build_base(),
            lin_vel: self.lin_vel.into(),
            ang_vel: self.ang_vel.into(),
            lin_damping: self.lin_damping.into(),
            ang_damping: self.ang_damping.into(),
            sleeping: self.sleeping,
            body_type: self.body_type.into(),
            mass: self.mass.into(),
            rotation_locked: self.rotation_locked.into(),
            translation_locked: self.translation_locked.into(),
            ccd_enabled: self.ccd_enabled.into(),
            can_sleep: self.can_sleep.into(),
            dominance: self.dominance.into(),
            gravity_scale: self.gravity_scale.into(),
            native: Cell::new(RigidBodyHandle::invalid()),
            actions: Default::default(),
            reset_forces: Default::default(),
        }
    }

    /// Creates RigidBody node but does not add it to the graph.
    pub fn build_node(self) -> Node {
        Node::new(self.build_rigid_body())
    }

    /// Creates RigidBody node and adds it to the graph.
    pub fn build(self, graph: &mut Graph) -> Handle<RigidBody> {
        graph.add_node(self.build_node()).to_variant()
    }
}