Struct pixel_game_lib::physics::rigidbody::RigidBodyQuery

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pub struct RigidBodyQuery<'a> {
    pub pos: &'a mut Position,
    pub inertia: &'a Inertia,
    pub inv_mass: &'a InvMass,
    pub friction: &'a Friction,
    pub rot: &'a mut Orientation,
    pub restitution: &'a Restitution,
    /* private fields */
}
Expand description

Simplified query for a rigidbody.

Everything that’s not optional here must also be part of the [BaseRigidBodyBundle].

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§pos: &'a mut Position§inertia: &'a Inertia§inv_mass: &'a InvMass§friction: &'a Friction§rot: &'a mut Orientation§restitution: &'a Restitution

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impl<'a> RigidBodyQuery<'a>

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pub fn apply_positional_impulse( &mut self, positional_impulse: Vec2<f64>, point: Vec2<f64>, sign: f64 )

Apply a positional impulse at a point.

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pub fn apply_velocity_impulse( &mut self, velocity_impulse: Vec2<f64>, point: Vec2<f64>, sign: f64 )

Apply a velocity change at a point.

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pub fn rotate(&self, point: Vec2<f64>) -> Vec2<f64>

Rotate a relative point to the position in that local space.

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pub fn delta_rotation_at_point( &self, point: Vec2<f64>, impulse: Vec2<f64> ) -> f64

Calculate the update in rotation when a position change is applied at a specific point.

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pub fn relative_motion_at_point(&self, point: Vec2<f64>) -> Vec2<f64>

Delta position of a point.

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pub fn inverse_mass_at_relative_point( &self, point: Vec2<f64>, normal: Vec2<f64> ) -> f64

Calculate generalized inverse mass at a relative point along the normal vector.

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pub fn contact_velocity(&self, point: Vec2<f64>) -> Option<Vec2<f64>>

Calculate the contact velocity based on a local relative rotated point.

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pub fn prev_contact_velocity(&self, point: Vec2<f64>) -> Option<Vec2<f64>>

Calculate the contact velocity based on a local relative rotated point.

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pub fn local_to_world(&self, point: Vec2<f64>) -> Vec2<f64>

Calculate the world position of a relative point on this body without rotation in mind.

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pub fn combine_static_frictions(&self, other: &Self) -> f64

Combine the static frictions between this and another body.

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pub fn combine_dynamic_frictions(&self, other: &Self) -> f64

Combine the dynamic frictions between this and another body.

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pub fn static_friction(&self) -> f64

Friction that needs to be overcome before resting objects start sliding.

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pub fn dynamic_friction(&self) -> f64

Friction that’s applied to dynamic moving object after static friction has been overcome.

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pub fn combine_restitutions(&self, other: &Self) -> f64

Combine the restitutions between this and another body.

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pub fn is_static(&self) -> bool

Whether the body cannot move and has infinite mass.

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pub fn translation(&self) -> Vec2<f64>

The translation or zero if it’s static.

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pub fn previous_position(&self) -> Vec2<f64>

The previous position or the current position if it’s static.

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pub fn previous_orientation(&self) -> Rotation

The previous orientation or the current orientation if it’s static.

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pub fn is_kinematic(&self) -> bool

Whether collisions should not affect the body.

Trait Implementations§

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impl<'a> Debug for RigidBodyQuery<'a>

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<'a> Query for RigidBodyQuery<'a>

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type Item<'q> = RigidBodyQuery<'q>

Type of results yielded by the query Read more

Auto Trait Implementations§

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impl<'a> Freeze for RigidBodyQuery<'a>

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impl<'a> RefUnwindSafe for RigidBodyQuery<'a>

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impl<'a> Send for RigidBodyQuery<'a>

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impl<'a> Sync for RigidBodyQuery<'a>

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impl<'a> Unpin for RigidBodyQuery<'a>

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impl<'a> !UnwindSafe for RigidBodyQuery<'a>

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