pub struct Forces { /* private fields */ }
Expand description
A helper QueryData
for applying forces, impulses, and accelerations to dynamic rigid bodies.
For constant forces that persist across time steps, consider using components like ConstantForce
instead.
See the module-level documentation for more general information about forces in Avian.
§Usage
To use Forces
, add it to a Query
(without &
or &mut
),
and use the associated methods to apply forces, impulses, and accelerations to the rigid bodies.
fn apply_forces(mut query: Query<Forces>) {
for mut forces in &mut query {
// Apply a force of 10 N in the positive Y direction to the entity.
forces.apply_force(Vec2::new(0.0, 10.0));
}
}
The force is applied continuously during the physics step, and cleared automatically after the step is complete.
By default, applying forces to sleeping bodies will wake them up. If this is not desired,
the non_waking
method can be used to fetch a NonWakingForcesItem
that allows applying forces to a body without waking it up.
// Apply a force without waking up the body if it is sleeping.
forces.non_waking().apply_force(force);
Forces
can also apply forces and impulses at a specific point in the world. If the point is not aligned
with the center of mass, it will apply a torque to the body.
// Apply an impulse at a specific point in the world.
// Unlike forces, impulses are applied immediately to the velocity.
forces.apply_linear_impulse_at_point(force, point);
As an example, you could implement radial gravity that pulls rigid bodies towards the world origin with a system like the following:
fn radial_gravity(mut query: Query<(Forces, &GlobalTransform)>) {
for (mut forces, global_transform) in &mut query {
// Compute the direction towards the center of the world.
let direction = -global_transform.translation().normalize_or_zero();
// Apply a linear acceleration of 9.81 m/s² towards the center of the world.
forces.apply_linear_acceleration(direction.truncate() * 9.81);
}
}
Trait Implementations§
Source§impl QueryData for Forces
SAFETY: we assert fields are readonly below
impl QueryData for Forces
SAFETY: we assert fields are readonly below
Source§unsafe fn fetch<'__w, '__s>(
_state: &'__s Self::State,
_fetch: &mut <Self as WorldQuery>::Fetch<'__w>,
_entity: Entity,
_table_row: TableRow,
) -> Self::Item<'__w, '__s>
unsafe fn fetch<'__w, '__s>( _state: &'__s Self::State, _fetch: &mut <Self as WorldQuery>::Fetch<'__w>, _entity: Entity, _table_row: TableRow, ) -> Self::Item<'__w, '__s>
SAFETY: we call fetch
for each member that implements Fetch
.
Source§const IS_READ_ONLY: bool = false
const IS_READ_ONLY: bool = false
Source§type ReadOnly = ForcesReadOnly
type ReadOnly = ForcesReadOnly
QueryData
, which satisfies the ReadOnlyQueryData
trait.Source§type Item<'__w, '__s> = ForcesItem<'__w, '__s>
type Item<'__w, '__s> = ForcesItem<'__w, '__s>
WorldQuery
This will be the data retrieved by the query,
and is visible to the end user when calling e.g. Query<Self>::get
.Source§fn shrink<'__wlong: '__wshort, '__wshort, '__s>(
item: Self::Item<'__wlong, '__s>,
) -> Self::Item<'__wshort, '__s>
fn shrink<'__wlong: '__wshort, '__wshort, '__s>( item: Self::Item<'__wlong, '__s>, ) -> Self::Item<'__wshort, '__s>
Source§fn provide_extra_access(
state: &mut Self::State,
access: &mut Access,
available_access: &Access,
)
fn provide_extra_access( state: &mut Self::State, access: &mut Access, available_access: &Access, )
update_component_access
.
Implementations may add additional access that is a subset of available_access
and does not conflict with anything in access
,
and must update access
to include that access. Read moreSource§impl ReleaseStateQueryData for Forceswhere
for<'__a> Read<Position>: ReleaseStateQueryData,
for<'__a> Read<Rotation>: ReleaseStateQueryData,
for<'__a> Write<LinearVelocity>: ReleaseStateQueryData,
for<'__a> Write<AngularVelocity>: ReleaseStateQueryData,
for<'__a> Read<ComputedMass>: ReleaseStateQueryData,
for<'__a> Read<ComputedAngularInertia>: ReleaseStateQueryData,
for<'__a> Read<ComputedCenterOfMass>: ReleaseStateQueryData,
for<'__a> Option<Read<LockedAxes>>: ReleaseStateQueryData,
for<'__a> Write<VelocityIntegrationData>: ReleaseStateQueryData,
for<'__a> Write<AccumulatedLocalAcceleration>: ReleaseStateQueryData,
for<'__a> Option<Write<SleepTimer>>: ReleaseStateQueryData,
for<'__a> Has<Sleeping>: ReleaseStateQueryData,
impl ReleaseStateQueryData for Forceswhere
for<'__a> Read<Position>: ReleaseStateQueryData,
for<'__a> Read<Rotation>: ReleaseStateQueryData,
for<'__a> Write<LinearVelocity>: ReleaseStateQueryData,
for<'__a> Write<AngularVelocity>: ReleaseStateQueryData,
for<'__a> Read<ComputedMass>: ReleaseStateQueryData,
for<'__a> Read<ComputedAngularInertia>: ReleaseStateQueryData,
for<'__a> Read<ComputedCenterOfMass>: ReleaseStateQueryData,
for<'__a> Option<Read<LockedAxes>>: ReleaseStateQueryData,
for<'__a> Write<VelocityIntegrationData>: ReleaseStateQueryData,
for<'__a> Write<AccumulatedLocalAcceleration>: ReleaseStateQueryData,
for<'__a> Option<Write<SleepTimer>>: ReleaseStateQueryData,
for<'__a> Has<Sleeping>: ReleaseStateQueryData,
Source§fn release_state<'__w>(_item: Self::Item<'__w, '_>) -> Self::Item<'__w, 'static>
fn release_state<'__w>(_item: Self::Item<'__w, '_>) -> Self::Item<'__w, 'static>
'static
state lifetime.Source§impl WorldQuery for Forces
impl WorldQuery for Forces
Source§unsafe fn set_archetype<'__w, '__s>(
_fetch: &mut <Self as WorldQuery>::Fetch<'__w>,
_state: &'__s Self::State,
_archetype: &'__w Archetype,
_table: &'__w Table,
)
unsafe fn set_archetype<'__w, '__s>( _fetch: &mut <Self as WorldQuery>::Fetch<'__w>, _state: &'__s Self::State, _archetype: &'__w Archetype, _table: &'__w Table, )
SAFETY: we call set_archetype
for each member that implements Fetch
Source§unsafe fn set_table<'__w, '__s>(
_fetch: &mut <Self as WorldQuery>::Fetch<'__w>,
_state: &'__s Self::State,
_table: &'__w Table,
)
unsafe fn set_table<'__w, '__s>( _fetch: &mut <Self as WorldQuery>::Fetch<'__w>, _state: &'__s Self::State, _table: &'__w Table, )
SAFETY: we call set_table
for each member that implements Fetch
Source§const IS_DENSE: bool = true
const IS_DENSE: bool = true
Source§type Fetch<'__w> = ForcesFetch<'__w>
type Fetch<'__w> = ForcesFetch<'__w>
WorldQuery
to compute Self::Item
for each entity.Source§type State = ForcesState
type State = ForcesState
Self::Fetch
. This will be cached inside QueryState
,
so it is best to move as much data / computation here as possible to reduce the cost of
constructing Self::Fetch
.Source§fn shrink_fetch<'__wlong: '__wshort, '__wshort>(
fetch: <Forces as WorldQuery>::Fetch<'__wlong>,
) -> <Forces as WorldQuery>::Fetch<'__wshort>
fn shrink_fetch<'__wlong: '__wshort, '__wshort>( fetch: <Forces as WorldQuery>::Fetch<'__wlong>, ) -> <Forces as WorldQuery>::Fetch<'__wshort>
Source§unsafe fn init_fetch<'__w, '__s>(
_world: UnsafeWorldCell<'__w>,
state: &'__s Self::State,
_last_run: Tick,
_this_run: Tick,
) -> <Self as WorldQuery>::Fetch<'__w>
unsafe fn init_fetch<'__w, '__s>( _world: UnsafeWorldCell<'__w>, state: &'__s Self::State, _last_run: Tick, _this_run: Tick, ) -> <Self as WorldQuery>::Fetch<'__w>
Self::Fetch
,
by combining data from the World
with the cached Self::State
.
Readonly accesses resources registered in WorldQuery::update_component_access
. Read moreSource§fn update_component_access(state: &Self::State, _access: &mut FilteredAccess)
fn update_component_access(state: &Self::State, _access: &mut FilteredAccess)
Source§fn init_state(world: &mut World) -> ForcesState
fn init_state(world: &mut World) -> ForcesState
State
for this WorldQuery
type.Source§fn get_state(components: &Components) -> Option<ForcesState>
fn get_state(components: &Components) -> Option<ForcesState>
Source§fn matches_component_set(
state: &Self::State,
_set_contains_id: &impl Fn(ComponentId) -> bool,
) -> bool
fn matches_component_set( state: &Self::State, _set_contains_id: &impl Fn(ComponentId) -> bool, ) -> bool
Auto Trait Implementations§
impl Freeze for Forces
impl RefUnwindSafe for Forces
impl Send for Forces
impl Sync for Forces
impl Unpin for Forces
impl !UnwindSafe for Forces
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impl<T, U> AsBindGroupShaderType<U> for T
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T: Any,
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downcast
into Box<dyn ConcreteType>
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