pub struct CollisionStart {
pub collider1: Entity,
pub collider2: Entity,
pub body1: Option<Entity>,
pub body2: Option<Entity>,
}
Expand description
A collision event that is triggered when two colliders start touching.
The event can be read using a MessageReader
or observed using an observer.
It is only triggered for entities with the CollisionEventsEnabled
component.
§Example
Below is an example of observing the CollisionStart
event using an observer.
use avian2d::prelude::*;
use bevy::prelude::*;
#[derive(Component)]
struct Player;
#[derive(Component)]
struct PressurePlate;
fn setup_pressure_plates(mut commands: Commands) {
commands.spawn((
PressurePlate,
Collider::rectangle(1.0, 1.0),
Sensor,
// Enable collision events for this entity.
CollisionEventsEnabled,
))
.observe(on_player_stepped_on_plate);
}
fn on_player_stepped_on_plate(event: On<CollisionStart>, player_query: Query<&Player>) {
// `colider1` and `body1` refer to the event target and its body.
// `collider2` and `body2` refer to the other collider and its body.
let pressure_plate = event.collider1;
let other_entity = event.collider2;
if player_query.contains(other_entity) {
println!("Player {other_entity} stepped on pressure plate {pressure_plate}");
}
}
The event can also be read as a Message
using a MessageReader
.
This can be more efficient for processing large numbers of collisions.
fn print_started_collisions(mut collision_reader: MessageReader<CollisionStart>) {
for event in collision_reader.read() {
println!("{} and {} started colliding", event.collider1, event.collider2);
}
}
§Scheduling
The CollisionStart
event is triggered after the physics step in the CollisionEventSystems
system set. At this point, the solver has already run and contact impulses have been updated.
Fields§
§collider1: Entity
The entity of the collider that started colliding with collider2
.
For observers watching this event as an EntityEvent
, this is the target entity.
collider2: Entity
The entity of the collider that started colliding with collider1
.
body1: Option<Entity>
The rigid body that collider1
is attached to.
If the collider is not attached to a rigid body, this will be None
.
body2: Option<Entity>
The rigid body that collider2
is attached to.
If the collider is not attached to a rigid body, this will be None
.
Trait Implementations§
Source§impl Clone for CollisionStart
impl Clone for CollisionStart
Source§fn clone(&self) -> CollisionStart
fn clone(&self) -> CollisionStart
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moreSource§impl Debug for CollisionStart
impl Debug for CollisionStart
Source§impl EntityEvent for CollisionStart
impl EntityEvent for CollisionStart
Source§fn event_target(&self) -> Entity
fn event_target(&self) -> Entity
Entity
“target” of this EntityEvent
. When triggered, this will run observers that watch for this specific entity.Source§fn event_target_mut(&mut self) -> &mut Entity
fn event_target_mut(&mut self) -> &mut Entity
Entity
“target” of this EntityEvent
. When triggered, this will run observers that watch for this specific entity. Read moreSource§impl Event for CollisionStart
impl Event for CollisionStart
Source§type Trigger<'a> = EntityTrigger
type Trigger<'a> = EntityTrigger
Trigger
for more info.Source§impl PartialEq for CollisionStart
impl PartialEq for CollisionStart
impl Copy for CollisionStart
impl Message for CollisionStart
impl StructuralPartialEq for CollisionStart
Auto Trait Implementations§
impl Freeze for CollisionStart
impl RefUnwindSafe for CollisionStart
impl Send for CollisionStart
impl Sync for CollisionStart
impl Unpin for CollisionStart
impl UnwindSafe for CollisionStart
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