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CollisionResponse

Struct CollisionResponse 

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pub struct CollisionResponse {
    pub restitution: f32,
    pub friction: f32,
    pub position_correction: f32,
    pub slop: f32,
}
Expand description

Collision response configuration for impulse resolution.

These settings control how collisions are resolved using impulse-based physics. Different collision types (bounce, slide, etc.) require different configurations.

§Examples

use goud_engine::ecs::collision::CollisionResponse;

// Bouncy ball (high restitution)
let bouncy = CollisionResponse::bouncy();

// Character controller (no bounce, high friction)
let character = CollisionResponse::character();

// Realistic physics (default)
let realistic = CollisionResponse::default();

Fields§

§restitution: f32

How much velocity is retained after collision (0.0 = no bounce, 1.0 = perfect bounce).

Typical values:

  • 0.0-0.1: Non-bouncy (characters, boxes)
  • 0.3-0.5: Moderately bouncy (rubber balls)
  • 0.8-1.0: Very bouncy (super balls)
§friction: f32

Resistance to sliding (0.0 = ice, 1.0 = rubber on concrete).

Typical values:

  • 0.0-0.1: Ice, very slippery
  • 0.2-0.4: Wood on wood, metal on metal
  • 0.6-0.8: Rubber on concrete
§position_correction: f32

Percentage of overlap to resolve (0.0-1.0).

Helps prevent objects from sinking into each other due to numerical errors.

  • 0.0: No positional correction
  • 0.2-0.8: Recommended range (0.4 is common)
  • 1.0: Full correction (may cause jitter)
§slop: f32

Threshold below which positional correction is not applied.

Prevents over-correction for small penetrations. Typical value: 0.01 units

Implementations§

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impl CollisionResponse

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pub fn new( restitution: f32, friction: f32, position_correction: f32, slop: f32, ) -> CollisionResponse

Creates a new collision response configuration.

§Arguments
  • restitution - Bounciness (0.0 = no bounce, 1.0 = perfect bounce)
  • friction - Sliding resistance (0.0 = ice, 1.0 = rubber)
  • position_correction - Overlap correction percentage (0.0-1.0)
  • slop - Minimum penetration for correction
§Example
use goud_engine::ecs::collision::CollisionResponse;

let response = CollisionResponse::new(0.5, 0.4, 0.4, 0.01);
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pub fn bouncy() -> CollisionResponse

Creates a bouncy collision response (high restitution, low friction).

Good for: balls, projectiles, bouncing objects

§Example
use goud_engine::ecs::collision::CollisionResponse;

let bouncy = CollisionResponse::bouncy();
assert_eq!(bouncy.restitution, 0.8);
Source

pub fn character() -> CollisionResponse

Creates a character controller response (no bounce, high friction).

Good for: player characters, NPCs, walking entities

§Example
use goud_engine::ecs::collision::CollisionResponse;

let character = CollisionResponse::character();
assert_eq!(character.restitution, 0.0);
assert_eq!(character.friction, 0.8);
Source

pub fn slippery() -> CollisionResponse

Creates a slippery collision response (low friction, some bounce).

Good for: ice, smooth surfaces, low-friction materials

§Example
use goud_engine::ecs::collision::CollisionResponse;

let slippery = CollisionResponse::slippery();
assert!(slippery.friction < 0.2);
Source

pub fn elastic() -> CollisionResponse

Creates a perfectly elastic collision (no energy loss).

Good for: billiard balls, perfect bounce scenarios

§Example
use goud_engine::ecs::collision::CollisionResponse;

let elastic = CollisionResponse::elastic();
assert_eq!(elastic.restitution, 1.0);

Trait Implementations§

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impl Clone for CollisionResponse

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fn clone(&self) -> CollisionResponse

Returns a duplicate of the value. Read more
1.0.0 · Source§

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

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

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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 CollisionResponse

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fn default() -> CollisionResponse

Default collision response: moderate bounce and friction.

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impl PartialEq for CollisionResponse

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

Tests for self and other values to be equal, and is used by ==.
1.0.0 · Source§

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 Copy for CollisionResponse

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impl StructuralPartialEq for CollisionResponse

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