Expand description
§Impetus — Physics Engine for AGNOS
Impetus (Latin: impetus — driving force) provides 2D/3D rigid body physics simulation for the AGNOS ecosystem. Built on hisab for math — no external physics engine dependencies.
§Consumers
- Kiran — game engine (ECS + physics)
- Aethersafha — desktop compositor (window animations, spring physics)
- Simulation workloads — headless agent training environments
Re-exports§
pub use body::BodyDesc;pub use body::BodyHandle;pub use body::BodyState;pub use body::BodyType;pub use collider::ColliderDesc;pub use collider::ColliderHandle;pub use collider::ColliderShape;pub use config::BroadphaseKind;pub use config::SolverKind;pub use config::WorldConfig;pub use event::CollisionEvent;pub use event::ContactData;pub use event::ContactPoint;pub use force::Force;pub use force::Impulse;pub use force::Torque;pub use joint::JointDesc;pub use joint::JointHandle;pub use joint::JointMotor;pub use joint::JointType;pub use material::CombineRule;pub use material::PhysicsMaterial;pub use particle::EmitterHandle;pub use particle::ForceField;pub use particle::Particle;pub use particle::ParticleEmitter;pub use particle::ParticleHandle;pub use particle::SubEmitter;pub use query::PointQuery;pub use query::RayHit;pub use spring::Spring;pub use spring::Spring2d;pub use spring::Spring3d;pub use units::PhysicsUnit;pub use units::Quantity;pub use world::PhysicsWorld;
Modules§
- body
- Rigid bodies — static, dynamic, kinematic.
- bridge
- Cross-crate bridges — primitive-value conversions from other AGNOS science crates. Cross-crate bridges — convert primitive values from other AGNOS science crates into impetus physics parameters and vice versa.
- collider
- Collider shapes — box, sphere, capsule, convex, trimesh, heightfield.
- config
- World configuration — timestep, gravity, solver settings.
- event
- Collision events and contact data.
- force
- Forces, impulses, and torques.
- joint
- Joints and constraints — fixed, revolute, prismatic, spring.
- material
- Physics materials — friction, restitution, density.
- particle
- Physics particles — debris, fragments, projectiles.
- query
- Spatial queries — raycast, shape cast, point queries.
- spring
- Standalone spring physics for animation.
- units
- Unit-aware physics quantities.
- world
- Physics world — the simulation container.