Enum heron_core::CollisionShape[][src]

pub enum CollisionShape {
    Sphere {
        radius: f32,
    },
    Capsule {
        half_segment: f32,
        radius: f32,
    },
    Cuboid {
        half_extends: Vec3,
        border_radius: Option<f32>,
    },
    ConvexHull {
        points: Vec<Vec3>,
        border_radius: Option<f32>,
    },
    HeightField {
        size: Vec2,
        heights: Vec<Vec<f32>>,
    },
}
Expand description

Components that defines the collision shape of a rigid body

The collision shape will be attached to the RigidBody of the same entity. If there isn’t any RigidBody in the entity, the collision shape will be attached to the RigidBody of the parent entity.

Example

fn spawn(mut commands: Commands, mut materials: ResMut<Assets<ColorMaterial>>) {
    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

Sphere

A sphere (or circle in 2d) shape defined by its radius

Show fields

Fields of Sphere

radius: f32

Radius of the sphere

Capsule

A capsule shape

Show fields

Fields of Capsule

half_segment: f32

Distance from the center of the capsule to the center of an hemisphere.

radius: f32

Radius of the hemispheres

Cuboid

A cuboid/rectangular shape

Show fields

Fields of Cuboid

half_extends: Vec3

The half extends on each axis. (x = half width, y = half height, z = half depth)

In 2d the z axis is ignored

border_radius: Option<f32>

An optional border radius that will be used to round the corners of the cuboid

This radius refers to how much to add to the existing size of the cuboid, creating an extra buffer around the un-rounded extent.

ConvexHull

A convex polygon/polyhedron shape

Show fields

Fields of ConvexHull

points: Vec<Vec3>

A vector of points describing the convex hull

border_radius: Option<f32>

An optional border radius that will be used to round the corners of the convex hull

This radius refers to how much to add to the existing size of the hull, creating an extra buffer around the un-rounded mesh.

HeightField

A shape defined by the height of points.

This shape is usefull for floors with relief.

Show fields

Fields of HeightField

size: Vec2

The dimensions of the field.

In 2D, only the first element is taken into account.

heights: Vec<Vec<f32>>

The height of each point.

In 2D, the outer Vec should contain only one inner Vec, any other element will be ignored.

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