Expand description
3D Physics joints, rigid bodies, collision detection, broadphase, ray casting, impulse resolution, and sleep system.
§Components
RigidBody— full 3D rigid body with Quat orientation, Mat3 inertia tensorRigidBodyHandle— newtype u32 handlePhysicsWorld3D— arena of RigidBody, gravity, timestep, broadphase,step()CollisionShape— Sphere, Box, Capsule, ConvexHullCollisionDetector— sphere-sphere, sphere-box, box-box (SAT), capsule-capsuleBroadphase— sweep-and-prune on X-axisRayCast— ray vs shape intersectionImpulseResolver— sequential impulse with friction cone, restitution, warm-startSleepSystem— kinetic energy threshold, sleep counter, island wake propagation
Structs§
- Broadphase
- Sweep-and-prune broadphase on the X axis with insertion sort.
- Broadphase
Entry - AABB entry for broadphase sweep-and-prune.
- Character
Controller - Collision
Detector - Narrow-phase collision detection.
- Contact
Manifold3D - Result of collision detection between two bodies.
- Contact
Point - A single contact point in a collision manifold.
- Impulse
Resolver - Sequential impulse resolver with friction cone projection, restitution, and warm-starting.
- Joint
- Joint
Anchor - Joint
Impulse - Joint
Limits - Joint
Solver - Positional constraint solver using Sequential Impulses.
- Physics
World3D - The 3D physics simulation world.
- Ragdoll
- Ragdoll
Bone - Ray
- Ray for intersection tests.
- RayCast
- Ray intersection routines.
- RayHit
- Result of a ray-cast hit.
- Rigid
Body - Full 3D rigid body.
- Rigid
Body Handle - Opaque handle into a PhysicsWorld3D body arena.
- Sleep
System - Manages sleeping bodies to skip expensive simulation when at rest.
Enums§
- Collision
Shape - Collision shapes supported by the physics engine.
- Joint
Type - Sleep
State