pub struct NoCouplingResource;Expand description
Bevy Resource form of the identity “no-coupling” callback.
Forces, impulses, and friction pass through unchanged. Use when you want
N-dimensional physics without any per-body state coupling. Implements
PhysicsCallback<D> for all D.
Trait Implementations§
Source§impl Default for NoCouplingResource
impl Default for NoCouplingResource
Source§fn default() -> NoCouplingResource
fn default() -> NoCouplingResource
Returns the “default value” for a type. Read more
Source§impl<const D: usize> PhysicsCallback<D> for NoCouplingResource
impl<const D: usize> PhysicsCallback<D> for NoCouplingResource
Source§fn modulate_force(
&self,
_: BodyHandle,
force: &Matrix<f64, Const<D>, Const<1>, ArrayStorage<f64, D, 1>>,
) -> Matrix<f64, Const<D>, Const<1>, ArrayStorage<f64, D, 1>>
fn modulate_force( &self, _: BodyHandle, force: &Matrix<f64, Const<D>, Const<1>, ArrayStorage<f64, D, 1>>, ) -> Matrix<f64, Const<D>, Const<1>, ArrayStorage<f64, D, 1>>
Modulate a force by the entity’s consciousness level.
Returns the modified force vector.
Source§fn modulate_impulse(
&self,
impulse: f64,
_: &Matrix<f64, Const<D>, Const<1>, ArrayStorage<f64, D, 1>>,
) -> f64
fn modulate_impulse( &self, impulse: f64, _: &Matrix<f64, Const<D>, Const<1>, ArrayStorage<f64, D, 1>>, ) -> f64
Modulate a collision impulse at a contact point.
Returns the modified impulse magnitude.
Source§fn friction_multiplier(
&self,
_: &Matrix<f64, Const<D>, Const<1>, ArrayStorage<f64, D, 1>>,
_: BodyHandle,
) -> f64
fn friction_multiplier( &self, _: &Matrix<f64, Const<D>, Const<1>, ArrayStorage<f64, D, 1>>, _: BodyHandle, ) -> f64
Friction multiplier at a contact point (harmony field effect).
1.0 = normal, <1.0 = reduced (resonance), >1.0 = increased (dissonance).
Source§fn on_collision(&mut self, _: &CollisionEvent<D>)
fn on_collision(&mut self, _: &CollisionEvent<D>)
Called after collision resolution with the collision event.
This is the primary hook for consciousness to observe and react to
physical impacts (e.g., calculating trauma, adjusting internal state).
Source§fn record_dissipation(&mut self, _: f64)
fn record_dissipation(&mut self, _: f64)
Called after each physics step to record energy dissipated.
Source§fn record_work(&mut self, _: BodyHandle, _: f64)
fn record_work(&mut self, _: BodyHandle, _: f64)
Record mechanical work performed (or energy recovered) by an actuator.
Positive work = energy consumed (motor driving motion).
Negative work = energy recovered (regenerative braking).
Source§fn apply_trauma(&mut self, _: &CollisionEvent<D>)
fn apply_trauma(&mut self, _: &CollisionEvent<D>)
Calculates and applies the long-term effect of a collision event
(e.g., trauma, fatigue, shock) to the entity’s internal state.
This is the primary hook for persistent state change based on impact.
impl Resource for NoCouplingResource
Auto Trait Implementations§
impl Freeze for NoCouplingResource
impl RefUnwindSafe for NoCouplingResource
impl Send for NoCouplingResource
impl Sync for NoCouplingResource
impl Unpin for NoCouplingResource
impl UnsafeUnpin for NoCouplingResource
impl UnwindSafe for NoCouplingResource
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