Expand description
Components, traits, and plugins related to collider functionality.
Modules§
- collider_
hierarchy ColliderOf
relationships for attaching colliders to rigid bodies based on the entity hierarchy.- collider_
transform - Transform management and types for colliders.
- contact_
query - Geometric queries for computing information about contacts between two
Collider
s.
Structs§
- Aabb
Context - Context necessary to calculate
ColliderAabb
s for anAnyCollider
- Collider
- A collider used for detecting collisions and generating contacts.
- Collider
Aabb - The Axis-Aligned Bounding Box of a collider in world space.
- Collider
Backend Plugin - A plugin for handling generic collider backend logic.
- Collider
Constructor Hierarchy - A component that will automatically generate
Collider
s on its descendants at runtime. The type of the generated collider can be specified usingColliderConstructor
. This supports computing the shape dynamically from the mesh, in which case only the descendants with aMesh
will have colliders generated. - Collider
Constructor Hierarchy Config - Configuration for a specific collider generated from a scene using
ColliderConstructorHierarchy
. - Collider
Disabled - A marker component that indicates that a collider is disabled and should not detect collisions or be included in spatial queries.
- Collider
Marker - A marker component for colliders. Inserted and removed automatically.
- Collider
Query - A
QueryData
struct to make code handling colliders cleaner. - Collider
Query Item - Automatically generated [
WorldQuery
](bevy :: ecs::query::WorldQuery) item type forColliderQuery
, returned when iterating over query results. - Colliding
Entities - A component for reading which entities are colliding with a collider entity. Must be added manually for desired colliders.
- Collision
Layers - Defines the collision layers of a collider using memberships and filters.
- Collision
Margin - A component that adds an extra margin or “skin” around
Collider
shapes to help maintain additional separation to other objects. This added thickness can help improve stability and performance in some cases, especially for thin shapes such as trimeshes. - Contact
Manifold Context - Context necessary to calculate
ContactManifold
s for a set ofAnyCollider
- Layer
Mask - A bitmask for layers.
- Sensor
- A component that marks a
Collider
as a sensor, also known as a trigger. - Trimesh
Flags - Flags used for the preprocessing of a triangle mesh collider.
- Vhacd
Parameters - Parameters controlling the VHACD convex decomposition.
Enums§
- Collider
Constructor - A component that will automatically generate a
Collider
at runtime usingCollider::try_from_constructor
. Enabling thecollider-from-mesh
feature activates support for computing the shape dynamically from the mesh attached to the same entity. - Fill
Mode - Controls how the voxelization determines which voxel needs to be considered empty, and which ones will be considered full.
Traits§
- AnyCollider
- A trait that generalizes over colliders. Implementing this trait allows colliders to be used with the physics engine.
- Into
Collider - A trait for creating colliders from other types.
- Physics
Layer - A layer used for determining which entities should interact with each other.
Physics layers are used heavily by
CollisionLayers
. - Scalable
Collider - A trait for colliders that support scaling.
- Simple
Collider - A simplified wrapper around
AnyCollider
that doesn’t require passing in the context for implementations that don’t need context