pub struct SweptCcd {
pub mode: SweepMode,
pub include_dynamic: bool,
pub linear_threshold: Scalar,
pub angular_threshold: Scalar,
}
Expand description
A component that enables sweep-based Continuous Collision Detection (CCD)
for a RigidBody
. This helps prevent missed collisions for small and fast-moving objects.
By default, swept CCD considers both translational and rotational motion, and is used
against all types of rigid bodies and colliders. This behavior can be modified
by changing SweptCcd::mode
and other properties.
CCD is generally not useful for large or slow objects, as they are less likely to miss collisions. It is recommended to only use swept CCD when necessary, as it is more expensive than speculative collision and discrete collision detection.
Read the module-level documentation for more information about what CCD is, what it is used for, and what limitations and tradeoffs it can have.
§Example
use avian2d::prelude::*;
use bevy::prelude::*;
fn setup(mut commands: Commands) {
// Spawn a dynamic rigid body with swept CCD, travelling towards the right at a high speed.
// The default CCD configuration considers both translational and rotational motion.
commands.spawn((
RigidBody::Dynamic,
SweptCcd::default(),
LinearVelocity(Vec2::X * 100.0),
Collider::circle(0.1),
Transform::from_xyz(-10.0, 3.0, 0.0),
));
// Spawn another dynamic rigid body with swept CCD, but this time only considering
// linear motion and not rotation.
commands.spawn((
RigidBody::Dynamic,
SweptCcd::LINEAR, // or `SweptCcd::new_with_mode(SweepMode::Linear)`
LinearVelocity(Vec2::X * 100.0),
Collider::circle(0.1),
Transform::from_xyz(-10.0, -3.0, 0.0),
));
// Spawn a thin, long object rotating at a high speed.
// The first ball should hit it, but the second one does not consider
// rotational motion, and most likely passes through.
commands.spawn((
RigidBody::Dynamic,
LockedAxes::TRANSLATION_LOCKED,
AngularVelocity(100.0),
Collider::rectangle(0.2, 10.0),
));
// Spawn another thin, long object, this time not rotating.
// The second ball should now hit this.
commands.spawn((
RigidBody::Static,
Collider::rectangle(0.2, 10.0),
Transform::from_xyz(15.0, 0.0, 0.0),
));
}
Fields§
§mode: SweepMode
The type of sweep used for swept CCD.
If two entities with different sweep modes collide, SweepMode::NonLinear
is preferred.
The default is SweepMode::NonLinear
, which considers both translational
and rotational motion.
include_dynamic: bool
If true
, swept CCD is performed against dynamic rigid bodies.
Otherwise, it is only performed against static geometry and kinematic bodies.
The default is true
.
linear_threshold: Scalar
Determines how fast two bodies must be moving relative to each other for swept CCD to be activated for them.
If the linear velocity is below this threshold, CCD is skipped,
unless the angular velocity exceeds the angular_threshold
.
The default is 0.0
, meaning that CCD is performed regardless of the relative velocity.
angular_threshold: Scalar
Determines how fast two bodies must be rotating relative to each other for swept CCD to be activated for them.
If the angular velocity is below this threshold, CCD is skipped,
unless the linear velocity exceeds the linear_threshold
.
The default is 0.0
, meaning that CCD is performed regardless of the relative velocity.
Implementations§
Source§impl SweptCcd
impl SweptCcd
Sourcepub const LINEAR: Self
pub const LINEAR: Self
Continuous Collision Detection with SweepMode::Linear
.
This only takes into account translational motion, and can lead to tunneling against thin, fast-spinning objects.
Sourcepub const NON_LINEAR: Self
pub const NON_LINEAR: Self
Continuous Collision Detection with SweepMode::NonLinear
.
This takes into account both translational and rotational motion.
Sourcepub const fn new_with_mode(mode: SweepMode) -> Self
pub const fn new_with_mode(mode: SweepMode) -> Self
Sourcepub const fn with_velocity_threshold(
self,
linear: Scalar,
angular: Scalar,
) -> Self
pub const fn with_velocity_threshold( self, linear: Scalar, angular: Scalar, ) -> Self
Sets the linear and angular velocity thresholds in self
,
determining how fast two bodies must be moving relative to each other
for swept CCD to be activated for them.
CCD will be active if either of the two thresholds is exceeded.
Sourcepub const fn include_dynamic(self, should_include: bool) -> Self
pub const fn include_dynamic(self, should_include: bool) -> Self
Sets whether swept CCD is performed against dynamic rigid bodies.
If false
, it is only performed against static geometry and kinematic bodies.
Trait Implementations§
Source§impl Component for SweptCcd
impl Component for SweptCcd
Source§const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::Table
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Read moreSource§impl FromReflect for SweptCcd
impl FromReflect for SweptCcd
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fn from_reflect(reflect: &dyn PartialReflect) -> Option<Self>
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Self
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impl GetTypeRegistration for SweptCcd
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TypeRegistration
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fn register_type_dependencies(registry: &mut TypeRegistry)
Source§impl PartialReflect for SweptCcd
impl PartialReflect for SweptCcd
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Source§impl Reflect for SweptCcd
impl Reflect for SweptCcd
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impl Struct for SweptCcd
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impl TypePath for SweptCcd
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impl StructuralPartialEq for SweptCcd
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impl Freeze for SweptCcd
impl RefUnwindSafe for SweptCcd
impl Send for SweptCcd
impl Sync for SweptCcd
impl Unpin for SweptCcd
impl UnwindSafe for SweptCcd
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