pub struct Acceleration {
    pub linear: Vec3,
    pub angular: AxisAngle,
}
Expand description

Component that defines the linear and angular acceleration.

It must be inserted on the same entity of a RigidBody

The linear part is in “unit” per second squared on each axis, represented as a Vec3. (The unit, being your game unit, be it pixel or anything else) The angular part is in radians per second squared around an axis, represented as an AxisAngle

Example


fn spawn(mut commands: Commands) {
    commands.spawn_bundle(todo!("Spawn your sprite/mesh, incl. at least a GlobalTransform"))
        .insert(CollisionShape::Sphere { radius: 1.0 })
        .insert(
            Acceleration::from_linear(Vec3::X * 1.0)
                .with_angular(AxisAngle::new(Vec3::Z, 0.05 * PI))
        );
}

Fields

linear: Vec3

Linear acceleration in units-per-second-squared on each axis

angular: AxisAngle

Angular acceleration in radians-per-second-squared around an axis

Implementations

Returns a linear acceleration from a vector

Returns an angular acceleration from a vector

Returns a new version with the given linear acceleration

Returns a new version with the given angular acceleration

Trait Implementations

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Auto Trait Implementations

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