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RigidBody

Struct RigidBody 

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pub struct RigidBody {
Show 18 fields pub position: Vec3, pub velocity: Vec3, pub angular_vel: Vec3, pub orientation: Quat, pub mass: f32, pub inv_mass: f32, pub inv_inertia_local: Mat3, pub force_accum: Vec3, pub torque_accum: Vec3, pub restitution: f32, pub friction: f32, pub linear_damping: f32, pub angular_damping: f32, pub sleep_state: SleepState, pub collision_group: u32, pub collision_mask: u32, pub tag: u32, pub shape: CollisionShape,
}
Expand description

Full 3D rigid body.

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§position: Vec3

World-space position.

§velocity: Vec3

Linear velocity.

§angular_vel: Vec3

Angular velocity (world space, in rad/s around each axis).

§orientation: Quat

Orientation quaternion.

§mass: f32

Total mass (kg). 0 = static.

§inv_mass: f32

Inverse mass (0 = static).

§inv_inertia_local: Mat3

Inverse inertia tensor in local body space.

§force_accum: Vec3

Accumulated forces this step (world space).

§torque_accum: Vec3

Accumulated torques this step (world space).

§restitution: f32

Coefficient of restitution.

§friction: f32

Friction coefficient.

§linear_damping: f32

Linear damping (0–1).

§angular_damping: f32

Angular damping (0–1).

§sleep_state: SleepState

Sleep / drowsy / awake state.

§collision_group: u32

Collision group mask.

§collision_mask: u32

Which groups this body collides with.

§tag: u32

User tag.

§shape: CollisionShape

Shape.

Implementations§

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impl RigidBody

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pub fn dynamic(position: Vec3, mass: f32, shape: CollisionShape) -> Self

Create a dynamic rigid body.

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pub fn static_body(position: Vec3, shape: CollisionShape) -> Self

Create a static rigid body (inv_mass = 0, won’t move).

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pub fn is_static(&self) -> bool

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pub fn is_sleeping(&self) -> bool

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pub fn wake(&mut self)

Wake the body.

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pub fn apply_force(&mut self, force: Vec3)

Apply a force at center of mass.

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pub fn apply_torque(&mut self, torque: Vec3)

Apply a torque.

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pub fn apply_force_at_point(&mut self, force: Vec3, world_point: Vec3)

Apply force at a world-space point (generates torque).

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pub fn apply_linear_impulse(&mut self, impulse: Vec3)

Apply an instantaneous linear impulse.

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pub fn apply_angular_impulse(&mut self, impulse: Vec3)

Apply an instantaneous angular impulse.

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pub fn apply_impulse_at_point(&mut self, impulse: Vec3, world_point: Vec3)

Apply an impulse at a world-space point.

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pub fn clear_forces(&mut self)

Clear accumulated forces and torques.

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pub fn inv_inertia_world(&self) -> Mat3

Inverse inertia tensor in world space.

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pub fn velocity_at_point(&self, world_point: Vec3) -> Vec3

Velocity at a world-space point on the body.

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pub fn integrate(&mut self, dt: f32, gravity: Vec3)

Semi-implicit Euler integration.

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pub fn kinetic_energy(&self) -> f32

Kinetic energy (linear + rotational).

Trait Implementations§

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impl Clone for RigidBody

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fn clone(&self) -> RigidBody

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for RigidBody

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

Formats the value using the given formatter. Read more

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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