Struct heron::CollisionLayers

source ·
pub struct CollisionLayers { /* private fields */ }
Expand description

Components that defines the collision layers of the collision shape.

This component contains two collections of layers: “groups” and “masks”.

Two entities A and B will interact iff:

  • There is a layer in the groups of A that is also in the masks of B
  • There is a layer in the groups of B that is also in the masks of A

An entity without this component is considered has having all layers in its “groups” and “masks”, and will interact with everything.

This component must be on the same entity of a CollisionShape

To build an instance, start with either CollisionLayers::new(), CollisionLayers::all_groups(), CollisionLayers::all_masks(), CollisionLayers::all() or CollisionLayers::none(), and then add or remove layers by calling with_group/without_group and with_mask/without_mask.

Theses methods take a type that implement PhysicsLayer. The best option is to create an enum with a #[derive(PhysicsLayer)] clause.

Example

fn spawn(mut commands: Commands) {
   commands.spawn_bundle(todo!("Spawn a bundle of your choice"))
        .insert(RigidBody::Dynamic) // <-- Create a rigid body
        .insert(CollisionShape::Sphere { radius: 10.0 }) // <-- Attach a collision shape
        .insert(

            // Define the collision layer of this *collision shape*
            CollisionLayers::none()
                .with_group(GameLayer::Player) // <-- Mark it as the player
                .with_masks(&[GameLayer::World, GameLayer::Enemies]) // <-- Defines that the player collides with world and enemies (but not with other players)
        );
}

Implementations

Create a new collision layers configuration with a single group and mask.

You may add more groups and mask with with_group and with_mask.

Contains all groups and masks

The entity, will interacts with everything (except the entities that interact with nothing).

Contains all groups and no masks

The entity, will not interact with anything, unless you add masks via CollisionLayers::with_mask. You can also exclude specific groups using CollisionLayers::without_group.

Contains no groups and all masks

The entity, will not interact with anything, unless you add group via CollisionLayers::with_group. You can also exclude specific masks using CollisionLayers::without_mask.

Contains no masks and groups

The entity, will not interact with anything

Returns true if the entity would interact with an entity containing the other [CollisionLayers]

Returns true if the given layer is contained in the “groups”

Add the given layer in the “groups”

Add the given layers in the “groups”

Remove the given layer from the “groups”

Returns true if the given layer is contained in the “masks”

Add the given layer in the “masks”

Add the given layers in the “masks”

Remove the given layer from the “masks”

Trait Implementations

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Auto Trait Implementations

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