Struct pixel_game_lib::physics::rigidbody::RigidBodyBuilder

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pub struct RigidBodyBuilder { /* private fields */ }
Expand description

Create a new rigidbody.

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impl RigidBodyBuilder

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pub fn new(position: Vec2<f64>) -> Self

Create a new dynamic rigidbody.

Dynamic means it’s influenced by all forces and its position is updated accordingly. Good examples for it are projectiles and shrapnel.

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pub fn new_kinematic(position: Vec2<f64>) -> Self

Create a new kinematic rigidbody.

Kinematic means the bodies are not affected by external forces or collisions. They will affect collisions with dynamic bodies but not be affected by them. Good examples for it are player controllers.

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pub fn new_static(position: Vec2<f64>) -> Self

Create a new static rigidbody.

Static means it’s not influenced by any forces and has infinite mass. Good example for it is the ground.

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pub fn with_collider(self, collider: Shape) -> Self

Set the collider from a shape.

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pub fn with_velocity(self, velocity: Vec2<f64>) -> Self

Set the world-space initial linear velocity.

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pub fn with_linear_damping(self, linear_damping: f64) -> Self

Set the linear damping.

This can be used to simulate things like air friction.

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pub fn with_orientation<R>(self, orientation: R) -> Self
where R: Into<Rotation>,

Set the initial orientation/rotation.

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pub fn with_orientation_from_direction(self, direction: Vec2<f64>) -> Self

Set the initial orientation/rotation pointing towards the direction.

Assumes the direction is normalized.

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pub fn with_angular_velocity(self, angular_velocity: f64) -> Self

Set the world-space initial angular velocity.

This is how many radians per time unit the orientation changes (rotates).

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pub fn with_angular_damping(self, angular_damping: f64) -> Self

Set the angular damping.

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pub fn with_density(self, density: f64) -> Self

Set the density.

Density is mass per 1x1 surface of the collider object. From this value inertia and mass will be calculated based on the collider shape.

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pub fn with_friction(self, friction: f64) -> Self

Set the dynamic and static friction.

Static friction is how much friction is needed to overcome before an object starts moving. Dynamic friction is how much friction is applied when colliding to another object.

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pub fn with_restitution(self, restitution: f64) -> Self

Set the restitution.

This is how “bouncy” collisions are.

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pub fn spawn(self, physics: &mut Physics) -> RigidBodyHandle

Spawn into the world.

Trait Implementations§

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impl Default for RigidBodyBuilder

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fn default() -> Self

Returns the “default value” for a type. Read more

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