Struct heron::rapier_plugin::rapier2d::prelude::RigidBodyPosition
pub struct RigidBodyPosition {
pub position: Isometry<f32, Unit<Complex<f32>>, 2>,
pub next_position: Isometry<f32, Unit<Complex<f32>>, 2>,
}
Expand description
The position of this rigid-body.
Fields
position: Isometry<f32, Unit<Complex<f32>>, 2>
The world-space position of the rigid-body.
next_position: Isometry<f32, Unit<Complex<f32>>, 2>
The next position of the rigid-body.
At the beginning of the timestep, and when the timestep is complete we must have position == next_position except for kinematic bodies.
The next_position is updated after the velocity and position resolution. Then it is either validated (ie. we set position := set_position) or clamped by CCD.
Implementations
impl RigidBodyPosition
impl RigidBodyPosition
pub fn interpolate_velocity(
&self,
inv_dt: f32,
local_com: &OPoint<f32, Const<2>>
) -> RigidBodyVelocity
pub fn interpolate_velocity(
&self,
inv_dt: f32,
local_com: &OPoint<f32, Const<2>>
) -> RigidBodyVelocity
Computes the velocity need to travel from self.position
to self.next_position
in
a time equal to 1.0 / inv_dt
.
pub fn integrate_forces_and_velocities(
&self,
dt: f32,
forces: &RigidBodyForces,
vels: &RigidBodyVelocity,
mprops: &RigidBodyMassProps
) -> Isometry<f32, Unit<Complex<f32>>, 2>
pub fn integrate_forces_and_velocities(
&self,
dt: f32,
forces: &RigidBodyForces,
vels: &RigidBodyVelocity,
mprops: &RigidBodyMassProps
) -> Isometry<f32, Unit<Complex<f32>>, 2>
Compute new positions after integrating the given forces and velocities.
This uses a symplectic Euler integration scheme.
Trait Implementations
impl Clone for RigidBodyPosition
impl Clone for RigidBodyPosition
fn clone(&self) -> RigidBodyPosition
fn clone(&self) -> RigidBodyPosition
Returns a copy of the value. Read more
1.0.0 · sourcefn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moreimpl Debug for RigidBodyPosition
impl Debug for RigidBodyPosition
impl Default for RigidBodyPosition
impl Default for RigidBodyPosition
fn default() -> RigidBodyPosition
fn default() -> RigidBodyPosition
Returns the “default value” for a type. Read more
impl<T> From<T> for RigidBodyPositionwhere
Isometry<f32, Unit<Complex<f32>>, 2>: From<T>,
impl<T> From<T> for RigidBodyPositionwhere
Isometry<f32, Unit<Complex<f32>>, 2>: From<T>,
fn from(position: T) -> RigidBodyPosition
fn from(position: T) -> RigidBodyPosition
Converts to this type from the input type.
impl PartialEq<RigidBodyPosition> for RigidBodyPosition
impl PartialEq<RigidBodyPosition> for RigidBodyPosition
fn eq(&self, other: &RigidBodyPosition) -> bool
fn eq(&self, other: &RigidBodyPosition) -> bool
impl Copy for RigidBodyPosition
impl StructuralPartialEq for RigidBodyPosition
Auto Trait Implementations
impl RefUnwindSafe for RigidBodyPosition
impl Send for RigidBodyPosition
impl Sync for RigidBodyPosition
impl Unpin for RigidBodyPosition
impl UnwindSafe for RigidBodyPosition
Blanket Implementations
impl<T, U> AsBindGroupShaderType<U> for Twhere
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_images: &HashMap<Handle<Image>, <Image as RenderAsset>::PreparedAsset, RandomState, Global>
) -> U
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_images: &HashMap<Handle<Image>, <Image as RenderAsset>::PreparedAsset, RandomState, Global>
) -> U
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[ShaderType
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Convert
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’s vtable from &mut Trait
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T: Default,
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Creates
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