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
Trait Implementations
sourceimpl Component for RigidBodywhere
RigidBody: 'static + Send + Sync,
impl Component for RigidBodywhere
RigidBody: 'static + Send + Sync,
type Storage = TableStorage
sourceimpl GetTypeRegistration for RigidBody
impl GetTypeRegistration for RigidBody
fn get_type_registration() -> TypeRegistration
sourceimpl Reflect for RigidBody
impl Reflect for RigidBody
sourcefn get_type_info(&self) -> &'static TypeInfo
fn get_type_info(&self) -> &'static TypeInfo
TypeInfo
] of the underlying type. Read moresourcefn into_any(self: Box<RigidBody, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<RigidBody, Global>) -> Box<dyn Any + 'static, Global>
Box<dyn Any>
.sourcefn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut dyn Any
.sourcefn as_reflect(&self) -> &(dyn Reflect + 'static)
fn as_reflect(&self) -> &(dyn Reflect + 'static)
sourcefn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
sourcefn clone_value(&self) -> Box<dyn Reflect + 'static, Global>
fn clone_value(&self) -> Box<dyn Reflect + 'static, Global>
Reflect
trait object. Read moresourcefn apply(&mut self, value: &(dyn Reflect + 'static))
fn apply(&mut self, value: &(dyn Reflect + 'static))
sourcefn set(
&mut self,
value: Box<dyn Reflect + 'static, Global>
) -> Result<(), Box<dyn Reflect + 'static, Global>>
fn set(
&mut self,
value: Box<dyn Reflect + 'static, Global>
) -> Result<(), Box<dyn Reflect + 'static, Global>>
sourcefn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
sourcefn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
fn reflect_partial_eq(&self, _value: &(dyn Reflect + 'static)) -> Option<bool>
fn reflect_partial_eq(&self, _value: &(dyn Reflect + 'static)) -> Option<bool>
fn serializable(&self) -> Option<Serializable<'_>>
fn serializable(&self) -> Option<Serializable<'_>>
impl Copy for RigidBody
impl Eq for RigidBody
impl StructuralEq for RigidBody
impl StructuralPartialEq for RigidBody
Auto Trait Implementations
impl RefUnwindSafe for RigidBody
impl Send for RigidBody
impl Sync for RigidBody
impl Unpin for RigidBody
impl UnwindSafe for RigidBody
Blanket Implementations
impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
fn as_bind_group_shader_type(
&self,
_images: &HashMap<Handle<Image>, <Image as RenderAsset>::PreparedAsset, RandomState, Global>
) -> U
fn as_bind_group_shader_type(
&self,
_images: &HashMap<Handle<Image>, <Image as RenderAsset>::PreparedAsset, RandomState, Global>
) -> U
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fn equivalent(&self, key: &K) -> bool
key
and return true
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T: Default,
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T: Default,
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Self
using data from the given [World]impl<T> GetPath for Twhere
T: Reflect,
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&'r self,
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is actually part of its subset T
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but without any property checks. Always succeeds.fn from_subset(element: &SS) -> SP
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