Struct voxelize::RigidBody

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pub struct RigidBody {
Show 17 fields pub collision: Option<[f32; 3]>, pub stepped: bool, pub air_drag: f32, pub fluid_drag: f32, pub resting: Vec3<i32>, pub in_fluid: bool, pub ratio_in_fluid: f32, pub velocity: Vec3<f32>, pub forces: Vec3<f32>, pub impulses: Vec3<f32>, pub sleep_frame_count: i32, pub aabb: AABB, pub mass: f32, pub friction: f32, pub restitution: f32, pub gravity_multiplier: f32, pub auto_step: bool,
}
Expand description

A physical body in the Voxelize world.

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§collision: Option<[f32; 3]>

If body.collision is true that tick, means there’s a collision detected.

§stepped: bool

If the body stepped upwards that tick.

§air_drag: f32

The amount of drag this body has in air.

§fluid_drag: f32

The amount of drag this body has in fluid.

§resting: Vec3<i32>

A vector representing which axis is the body resting against something.

§in_fluid: bool

Whether or not this body is in fluid.

§ratio_in_fluid: f32

Ratio of body this body is in fluid.

§velocity: Vec3<f32>

Velocity vector of the rigid body.

§forces: Vec3<f32>

Forces vector of the rigid body.

§impulses: Vec3<f32>

Impulses vector of the rigid body.

§sleep_frame_count: i32

Counts how many frames this rigid body is static.

§aabb: AABB

AABB of this rigid body, describing its collision box.

§mass: f32

Mass of this rigid body.

§friction: f32

Friction of this rigid body.

§restitution: f32

Restitution of this rigid body.

§gravity_multiplier: f32

Gravity Multiplier of this rigid body. Set to 0 to fly.

§auto_step: bool

Whether or not this rigid body auto-steps up blocks.

Implementations§

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impl RigidBody

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pub fn new(aabb: &AABB) -> RigidBodyBuilder

Instantiate a new RigidBody using the Builder’s pattern.

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pub fn set_position(&mut self, px: f32, py: f32, pz: f32)

Setter for rigid body’s position, which is the center of the rigid body.

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pub fn get_position(&self) -> Vec3<f32>

Get the position of the rigid body, which is the center of the rigid body.

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pub fn apply_force(&mut self, fx: f32, fy: f32, fz: f32)

Adds a vector to rigid body’s internal force, which gets processed every tick.

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pub fn apply_impulse(&mut self, ix: f32, iy: f32, iz: f32)

Adds a vector to rigid body’s internal impulse, which gets processed every tick.

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pub fn at_rest_x(&self) -> i32

Get x-axis of the resting vector of a rigid body. A resting vector indicates whether a body is resting or not.

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pub fn at_rest_y(&self) -> i32

Get y-axis of the resting vector of a rigid body. A resting vector indicates whether a body is resting or not.

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pub fn at_rest_z(&self) -> i32

Get z-axis of the resting vector of a rigid body. A resting vector indicates whether a body is resting or not.

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pub fn mark_active(&mut self)

Mark rigid body as active in the physical world.

Trait Implementations§

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impl Clone for RigidBody

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fn clone(&self) -> RigidBody

Returns a copy 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 Default for RigidBody

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fn default() -> RigidBody

Returns the “default value” for a type. Read more

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