pub enum RigidBody {
    Dynamic,
    Static,
    KinematicPositionBased,
    KinematicVelocityBased,
    Sensor,
}
Expand description

Component that mark the entity as being a rigid body

It’ll need some CollisionShape to be attached. Either in the same entity or in a direct child

Example

fn spawn(mut commands: Commands) {
    commands.spawn_bundle(todo!("Spawn your sprite/mesh, incl. at least a GlobalTransform"))
        .insert(RigidBody::Dynamic) // Create a dynamic rigid body
        .insert(CollisionShape::Sphere { radius: 1.0 }); // Attach a collision shape
}

Variants

Dynamic

A dynamic body is normally affected by physic forces and affect the other bodies normally too.

This is the most “natural” type in the sense that, in real life, everything is dynamic.

It is the default type.

Static

A static body is not affected by physic forces and doesn’t move. But it does affect the other bodies.

This effectively behaves like a dynamic body with infinite mass and zero velocity.

It is well suited for terrain and static obstacles.

KinematicPositionBased

A kinematic body is not moved by the physics engine. But it can have user-defined position.

It affects the other bodies normally but is not affected by them.

If the transform is updated, then a velocity will be automatically calculated, producing realistic interaction with other bodies.

It is well-suited for moving platforms.

KinematicVelocityBased

A kinematic body is not moved by the physics engine. But it can have user-defined velocity.

It affects the other bodies normally but is not affected by them.

If the velocity is updated, then a velocity will produce realistic interaction with other bodies.

It is well-suited for moving platforms.

Sensor

A sensor is not affected by physics forces and doesn’t affect other bodies either.

Other bodies will be able to penetrate the sensor. But it still participates in collision events.

A sensor is useful when we are only interested in collision events. One may, for example, add a sensor to detect when the player reaches a certain area.

Implementations

Returns true if this body type can be moved by Velocity

Trait Implementations

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