pub struct AngularInertia(pub f32);
Expand description
The angular inertia of an entity, representing resistance to angular acceleration. A higher angular inertia requires more torque for the same acceleration.
If AngularInertia
is not present, but the entity has a Collider
, its ColliderMassProperties
computed based on the shape and will be used instead. Angular inertia scales with mass,
so a higher Mass
or ColliderDensity
will result in higher inertia.
The AngularInertia
component does not take into account the inertia of child entities, and it is never modified
by the engine. The total angular inertia of a dynamic rigid body that does consider child entities and colliders
is stored in the ComputedAngularInertia
component. It is updated automatically when mass properties are changed,
or when colliders are added or removed.
A total angular inertia of zero is a special case, and is interpreted as infinite inertia, meaning the rigid body will not be affected by any torque.
§Usage
The AngularInertia
component can be used to define the angular inertia of a rigid body
entity or its descendants:
commands.spawn((
RigidBody::Dynamic,
Collider::capsule(0.5, 1.5),
AngularInertia(2.0),
));
If no AngularInertia
is present, the ComputedAngularInertia
will be computed from the collider
based on its mass and shape.
// Note: `ColliderDensity` is optional, and defaults to `1.0` if not present.
commands.spawn((
RigidBody::Dynamic,
Collider::capsule(0.5, 1.5),
ColliderDensity(2.0),
));
If the rigid body has child colliders, their angular inertia will be added to the total ComputedAngularInertia
.
// Total angular inertia: 3.0 + 2.0 = 5.0
commands.spawn((
RigidBody::Dynamic,
Collider::capsule(0.5, 1.5),
AngularInertia(3.0),
))
.with_child((Collider::circle(1.0), AngularInertia(2.0)));
To prevent angular inertia of child entities from contributing to the total ComputedAngularInertia
,
add the NoAutoAngularInertia
component. This can be useful when full control over inertia is desired.
// Total angular inertia: 3.0
commands.spawn((
RigidBody::Dynamic,
Collider::capsule(0.5, 1.5),
AngularInertia(3.0),
NoAutoAngularInertia,
))
.with_child((Collider::circle(1.0), AngularInertia(2.0)));
§Angular Inertia Updates
The AngularInertia
component is never modified by the engine, so you can safely update it at any time.
The total ComputedAngularInertia
is updated automatically whenever the mass properties of a rigid body
or its descendants change, or when colliders are added or removed. This update is triggered by adding
the RecomputeMassProperties
component, which is removed after the update is performed
in MassPropertySystems::UpdateComputedMassProperties
.
To immediately perform a manual update of the total mass properties for a specific rigid body entity,
you can call MassPropertyHelper::update_mass_properties
in a system.
§Related Types
ComputedAngularInertia
stores the total angular inertia of a dynamic rigid body that considers child entities and colliders.NoAutoAngularInertia
disables the mass properties of child entities being taken into account for theComputedAngularInertia
.Mass
is the linear equivalent of angular inertia, representing resistance to linear acceleration.CenterOfMass
is the local point where the mass is concentrated. Applying forces at this point produces no torque.MassPropertiesBundle
is a bundle containing mass properties.MassPropertyHelper
is aSystemParam
with utilities for computing and updating mass properties.
Tuple Fields§
§0: f32
Implementations§
Source§impl AngularInertia
impl AngularInertia
Sourcepub fn from_shape<T: ComputeMassProperties>(shape: &T, mass: f32) -> Self
pub fn from_shape<T: ComputeMassProperties>(shape: &T, mass: f32) -> Self
Computes the AngularInertia
of the given shape using the given mass.
// Compute the angular inertia from a collider with a mass of `2.0`.
let inertia = AngularInertia::from_shape(&Collider::circle(1.0), 2.0);
// Bevy's primitive shapes can also be used.
let inertia = AngularInertia::from_shape(&Circle::new(1.0), 2.0);
Methods from Deref<Target = f32>§
pub const RADIX: u32 = 2u32
pub const MANTISSA_DIGITS: u32 = 24u32
pub const DIGITS: u32 = 6u32
pub const EPSILON: f32 = 1.1920929E-7f32
pub const MIN: f32 = -3.40282347E+38f32
pub const MIN_POSITIVE: f32 = 1.17549435E-38f32
pub const MAX: f32 = 3.40282347E+38f32
pub const MIN_EXP: i32 = -125i32
pub const MAX_EXP: i32 = 128i32
pub const MIN_10_EXP: i32 = -37i32
pub const MAX_10_EXP: i32 = 38i32
pub const NAN: f32 = NaN_f32
pub const INFINITY: f32 = +Inf_f32
pub const NEG_INFINITY: f32 = -Inf_f32
1.62.0 · Sourcepub fn total_cmp(&self, other: &f32) -> Ordering
pub fn total_cmp(&self, other: &f32) -> Ordering
Returns the ordering between self
and other
.
Unlike the standard partial comparison between floating point numbers,
this comparison always produces an ordering in accordance to
the totalOrder
predicate as defined in the IEEE 754 (2008 revision)
floating point standard. The values are ordered in the following sequence:
- negative quiet NaN
- negative signaling NaN
- negative infinity
- negative numbers
- negative subnormal numbers
- negative zero
- positive zero
- positive subnormal numbers
- positive numbers
- positive infinity
- positive signaling NaN
- positive quiet NaN.
The ordering established by this function does not always agree with the
PartialOrd
and PartialEq
implementations of f32
. For example,
they consider negative and positive zero equal, while total_cmp
doesn’t.
The interpretation of the signaling NaN bit follows the definition in the IEEE 754 standard, which may not match the interpretation by some of the older, non-conformant (e.g. MIPS) hardware implementations.
§Example
struct GoodBoy {
name: String,
weight: f32,
}
let mut bois = vec![
GoodBoy { name: "Pucci".to_owned(), weight: 0.1 },
GoodBoy { name: "Woofer".to_owned(), weight: 99.0 },
GoodBoy { name: "Yapper".to_owned(), weight: 10.0 },
GoodBoy { name: "Chonk".to_owned(), weight: f32::INFINITY },
GoodBoy { name: "Abs. Unit".to_owned(), weight: f32::NAN },
GoodBoy { name: "Floaty".to_owned(), weight: -5.0 },
];
bois.sort_by(|a, b| a.weight.total_cmp(&b.weight));
// `f32::NAN` could be positive or negative, which will affect the sort order.
if f32::NAN.is_sign_negative() {
assert!(bois.into_iter().map(|b| b.weight)
.zip([f32::NAN, -5.0, 0.1, 10.0, 99.0, f32::INFINITY].iter())
.all(|(a, b)| a.to_bits() == b.to_bits()))
} else {
assert!(bois.into_iter().map(|b| b.weight)
.zip([-5.0, 0.1, 10.0, 99.0, f32::INFINITY, f32::NAN].iter())
.all(|(a, b)| a.to_bits() == b.to_bits()))
}
Trait Implementations§
Source§impl Clone for AngularInertia
impl Clone for AngularInertia
Source§fn clone(&self) -> AngularInertia
fn clone(&self) -> AngularInertia
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moreSource§impl Component for AngularInertia
impl Component for AngularInertia
Source§const STORAGE_TYPE: StorageType = bevy::ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy::ecs::component::StorageType::Table
Source§fn register_required_components(
requiree: ComponentId,
components: &mut Components,
storages: &mut Storages,
required_components: &mut RequiredComponents,
inheritance_depth: u16,
)
fn register_required_components( requiree: ComponentId, components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, inheritance_depth: u16, )
Source§fn register_component_hooks(hooks: &mut ComponentHooks)
fn register_component_hooks(hooks: &mut ComponentHooks)
ComponentHooks
.Source§impl Debug for AngularInertia
impl Debug for AngularInertia
Source§impl Default for AngularInertia
impl Default for AngularInertia
Source§fn default() -> AngularInertia
fn default() -> AngularInertia
Source§impl Deref for AngularInertia
impl Deref for AngularInertia
Source§impl DerefMut for AngularInertia
impl DerefMut for AngularInertia
Source§impl From<AngularInertia> for ComputedAngularInertia
impl From<AngularInertia> for ComputedAngularInertia
Source§fn from(inertia: AngularInertia) -> Self
fn from(inertia: AngularInertia) -> Self
Source§impl From<ComputedAngularInertia> for AngularInertia
impl From<ComputedAngularInertia> for AngularInertia
Source§fn from(inertia: ComputedAngularInertia) -> Self
fn from(inertia: ComputedAngularInertia) -> Self
Source§impl From<f32> for AngularInertia
impl From<f32> for AngularInertia
Source§impl FromReflect for AngularInertiawhere
AngularInertia: Any + Send + Sync,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl FromReflect for AngularInertiawhere
AngularInertia: Any + Send + Sync,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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reflect: Box<dyn PartialReflect>,
) -> Result<Self, Box<dyn PartialReflect>>
fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>
Self
using,
constructing the value using from_reflect
if that fails. Read moreSource§impl GetTypeRegistration for AngularInertiawhere
AngularInertia: Any + Send + Sync,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl GetTypeRegistration for AngularInertiawhere
AngularInertia: Any + Send + Sync,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration
for this type.Source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
Source§impl PartialEq for AngularInertia
impl PartialEq for AngularInertia
Source§impl PartialReflect for AngularInertiawhere
AngularInertia: Any + Send + Sync,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl PartialReflect for AngularInertiawhere
AngularInertia: Any + Send + Sync,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
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fn is_dynamic(&self) -> bool
Source§impl Reflect for AngularInertiawhere
AngularInertia: Any + Send + Sync,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl Reflect for AngularInertiawhere
AngularInertia: Any + Send + Sync,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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fn as_any_mut(&mut self) -> &mut dyn Any
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fn as_reflect(&self) -> &dyn Reflect
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fn as_reflect_mut(&mut self) -> &mut dyn Reflect
Source§impl TupleStruct for AngularInertiawhere
AngularInertia: Any + Send + Sync,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl TupleStruct for AngularInertiawhere
AngularInertia: Any + Send + Sync,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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fn get_represented_tuple_struct_info(&self) -> Option<&'static TupleStructInfo>
None
if TypeInfo
is not available.Source§impl TypePath for AngularInertia
impl TypePath for AngularInertia
Source§fn type_path() -> &'static str
fn type_path() -> &'static str
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fn short_type_path() -> &'static str
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fn type_ident() -> Option<&'static str>
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fn crate_name() -> Option<&'static str>
Source§impl Typed for AngularInertiawhere
AngularInertia: Any + Send + Sync,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl Typed for AngularInertiawhere
AngularInertia: Any + Send + Sync,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl Copy for AngularInertia
impl StructuralPartialEq for AngularInertia
Auto Trait Implementations§
impl Freeze for AngularInertia
impl RefUnwindSafe for AngularInertia
impl Send for AngularInertia
impl Sync for AngularInertia
impl Unpin for AngularInertia
impl UnwindSafe for AngularInertia
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