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RigidBody

Struct RigidBody 

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pub struct RigidBody {
Show 21 fields pub body_type: BodyType, pub mass: f32, pub restitution: f32, pub friction: f32, pub linear_damping: f32, pub angular_damping: f32, pub use_gravity: bool, pub is_sleeping: bool, pub ccd_enabled: bool, pub local_inertia: Vec3, pub lock_rotation_x: bool, pub lock_rotation_y: bool, pub lock_rotation_z: bool, pub lock_translation_x: bool, pub lock_translation_y: bool, pub lock_translation_z: bool, pub sleep_counter: u32, pub center_of_mass: Vec3, pub fracture_threshold: Option<f32>, pub force_accumulator: Vec3, pub torque_accumulator: Vec3,
}

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§body_type: BodyType§mass: f32§restitution: f32§friction: f32§linear_damping: f32§angular_damping: f32§use_gravity: bool§is_sleeping: bool§ccd_enabled: bool§local_inertia: Vec3§lock_rotation_x: bool§lock_rotation_y: bool§lock_rotation_z: bool§lock_translation_x: bool§lock_translation_y: bool§lock_translation_z: bool§sleep_counter: u32§center_of_mass: Vec3§fracture_threshold: Option<f32>§force_accumulator: Vec3§torque_accumulator: Vec3

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impl RigidBody

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pub fn new( mass: f32, restitution: f32, friction: f32, use_gravity: bool, ) -> RigidBody

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pub fn new_static() -> RigidBody

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pub fn new_kinematic() -> RigidBody

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pub fn with_fracture_threshold(self, threshold: f32) -> RigidBody

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pub fn wake_up(&mut self)

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pub fn can_sleep(&self, velocity: &Velocity) -> bool

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pub fn update_sleep_state(&mut self, velocity: &Velocity)

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pub fn is_dynamic(&self) -> bool

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pub fn is_kinematic(&self) -> bool

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pub fn is_static(&self) -> bool

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pub fn enforce_locks(&self, vel: &mut Velocity)

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pub fn inv_mass(&self) -> f32

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pub fn inv_local_inertia(&self) -> Vec3

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pub fn inv_world_inertia_tensor_identity(&self) -> Mat3

Get inverse world-space inertia tensor

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pub fn world_inertia_tensor(&self, rotation: Quat) -> Mat3

Get world-space inertia tensor from local inertia and rotation

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pub fn inv_world_inertia_tensor(&self, rotation: Quat) -> Mat3

Get inverse world-space inertia tensor

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pub fn clear_forces(&mut self)

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pub fn calculate_box_inertia(&mut self, w: f32, h: f32, d: f32)

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pub fn calculate_sphere_inertia(&mut self, r: f32)

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pub fn calculate_capsule_inertia(&mut self, r: f32, half_h: f32)

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pub fn update_inertia_from_collider(&mut self, collider: &Collider)

Trait Implementations§

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impl Clone for RigidBody

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fn clone(&self) -> RigidBody

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for RigidBody

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for RigidBody

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fn default() -> RigidBody

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for RigidBody

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fn deserialize<__D>( __deserializer: __D, ) -> Result<RigidBody, <__D as Deserializer<'de>>::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl PartialEq for RigidBody

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fn eq(&self, other: &RigidBody) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Serialize for RigidBody

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fn serialize<__S>( &self, __serializer: __S, ) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl Component for RigidBody

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impl Copy for RigidBody

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impl StructuralPartialEq for RigidBody

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