Struct heron_core::SensorShape[][src]

pub struct SensorShape;
Expand description

Mark the CollisionShape of the same entity as being a sensor.

This is especially useful to add sensor to an existing (non-sensor) rigid body without the need to create a RigidBody::Sensor in between.

It has no effect if the concerned rigid body is already a RigidBody::Sensor.

Example

fn spawn(mut commands: Commands, mut materials: ResMut<Assets<ColorMaterial>>) {
  commands.spawn_bundle(todo!("Spawn your sprite/mesh, incl. at least a GlobalTransform"))
    .insert(RigidBody::Dynamic) // <-- A non-sensor rigid body
    .with_children(|children| {
      children.spawn_bundle((
            CollisionShape::Sphere { radius: 1.0 }, // <-- A physics collision shape
            Transform::default(), // <-- Optionally define it's position
            GlobalTransform::default(),
      ));
  
      children.spawn_bundle((
          CollisionShape::Sphere { radius: 1.0 }, // <-- A *sensor* collision shape.
          SensorShape,
          Transform::default(), // <-- Optionally define it's position
          GlobalTransform::default(),
      ));
    });
}

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