Struct mgf::RigidBody [] [src]

pub struct RigidBody {
    pub restitution: f32,
    pub friction: f32,
    pub total_inv_mass: f32,
    pub inv_moment_body: Matrix3<f32>,
    pub inv_moment: Matrix3<f32>,
    pub v: Vector3<f32>,
    pub omega: Vector3<f32>,
    pub v_step: Vector3<f32>,
    pub linear_m: Vector3<f32>,
    pub angular_m: Vector3<f32>,
    pub force: Vector3<f32>,
    pub torque: Vector3<f32>,
    pub collider: Compound,
    pub component_masses: Vec<f32>,
}

A generic physical body that has a mass, a volume, and experiences linear and rotational movement.

A RigidBody is technically a shape, although its geomtries are all considered to be in motion.

Fields

Methods

impl RigidBody
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Construct a new RigidBody from a Vec of Components and masses.

Trait Implementations

impl Clone for RigidBody
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Returns a copy of the value. Read more

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Performs copy-assignment from source. Read more

impl AddAssign<Vector3<f32>> for RigidBody
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Performs the += operation.

impl SubAssign<Vector3<f32>> for RigidBody
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Performs the -= operation.

impl Shape for RigidBody
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The center returned by a RigidBody is the center of mass for that object.

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Sets the center of the shape to p.

impl Delta for RigidBody
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impl BoundedBy<AABB> for RigidBody
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impl BoundedBy<Sphere> for RigidBody
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impl<RHS> Contacts<RHS> for RigidBody where
    RHS: Contacts<Moving<Component>> + BoundedBy<AABB>, 
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Calls the closure for each contact found. Returns true if any contact was found. Read more

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Returns the last contact found, if one exists.

impl PhysicsObject for RigidBody
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Integrate the object over the timestep

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Return the physics state of the object

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Apply linear and angular impulse to the object

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Update the linear and angular positional derivatives