pub struct ColliderComponent {
pub collider: ObjRef,
pub path: String,
pub layer: u32,
pub world: Matrix,
pub shape: ColliderShape,
pub off: Vec<OffFlag>,
pub trigger: bool,
pub physic_material: Option<ObjRef>,
pub rigidbody: Option<bool>,
}Expand description
A collider as stored: its shape, its off flags, whether it is a trigger, its physic material, and the Rigidbody on
it or its nearest ancestor (Some(true): kinematic).
Fields§
§collider: ObjRefThe collider object.
path: StringIts GameObject’s path from the scene root, names joined by /.
layer: u32Its GameObject’s layer.
world: MatrixThe matrix of its GameObject: world, or relative to root when one was given.
shape: ColliderShapeThe shape.
off: Vec<OffFlag>What keeps it from colliding; collides when empty.
trigger: boolm_IsTrigger.
physic_material: Option<ObjRef>m_Material.
rigidbody: Option<bool>The nearest Rigidbody: Some(kinematic); None when there is none.
Trait Implementations§
Source§impl Clone for ColliderComponent
impl Clone for ColliderComponent
Source§impl Debug for ColliderComponent
impl Debug for ColliderComponent
Source§impl PartialEq for ColliderComponent
impl PartialEq for ColliderComponent
impl StructuralPartialEq for ColliderComponent
Auto Trait Implementations§
impl Freeze for ColliderComponent
impl RefUnwindSafe for ColliderComponent
impl Send for ColliderComponent
impl Sync for ColliderComponent
impl Unpin for ColliderComponent
impl UnsafeUnpin for ColliderComponent
impl UnwindSafe for ColliderComponent
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more