#[non_exhaustive]
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>>,
    },
    Cone {
        half_height: f32,
        radius: f32,
    },
    Cylinder {
        half_height: f32,
        radius: f32,
    },
    Custom {
        shape: CustomCollisionShape,
    },
}
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) {
    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 (Non-exhaustive)

This enum is marked as non-exhaustive
Non-exhaustive enums could have additional variants added in future. Therefore, when matching against variants of non-exhaustive enums, an extra wildcard arm must be added to account for any future variants.

Sphere

Fields

radius: f32

Radius of the sphere

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

Capsule

Fields

half_segment: f32

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

radius: f32

Radius of the hemispheres

A capsule shape

Cuboid

Fields

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.

A cuboid/rectangular shape

ConvexHull

Fields

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.

A convex polygon/polyhedron shape

HeightField

Fields

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.

A shape defined by the height of points.

This shape is usefull for floors with relief.

Cone

Fields

half_height: f32

Half of the height from the base of the cone to the top point

radius: f32

The radius of the base circle

A Cone shape, like a traffic cone, with a circular base

This shape is exclusive to the 3d API, you must enable the “3d” flag to use it. For the 2d equivalent, look at Sphere.

Cylinder

Fields

half_height: f32

Half of the height from the base of the cylinder to the top

radius: f32

The radius of the base circle

A Cylinder shape, it is a cirlce with a height

This shape is exclusive to the 3d API, you must enable the “3d” flag to use it. For the 2d equivalent, look at Sphere.

Custom

Fields

shape: CustomCollisionShape

The custom collision shape to use

A Custom shape, the actual shape is abstracted, and will be determined by a corresponding backend depending on the implementation details

See CustomCollisionShape for more info.

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