Expand description
Components, traits, and plugins related to collider functionality.
Modules§
ColliderOf
relationships for attaching colliders to rigid bodies based on the entity hierarchy.- Transform management and types for colliders.
- Geometric queries for computing information about contacts between two
Collider
s.
Structs§
- Context necessary to calculate
ColliderAabb
s for anAnyCollider
- A collider used for detecting collisions and generating contacts.
- The Axis-Aligned Bounding Box of a collider in world space.
- A plugin for handling generic collider backend logic.
- 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. - Configuration for a specific collider generated from a scene using
ColliderConstructorHierarchy
. - A marker component that indicates that a collider is disabled and should not detect collisions or be included in spatial queries.
- A marker component for colliders. Inserted and removed automatically.
- A
QueryData
struct to make code handling colliders cleaner. - Automatically generated [
WorldQuery
](bevy :: ecs::query::WorldQuery) item type forColliderQuery
, returned when iterating over query results. - A component for reading which entities are colliding with a collider entity. Must be added manually for desired colliders.
- Defines the collision layers of a collider using memberships and filters.
- 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. - Context necessary to calculate
ContactManifold
s for a set ofAnyCollider
- A bitmask for layers.
- A component that marks a
Collider
as a sensor, also known as a trigger. - Flags used for the preprocessing of a triangle mesh collider.
- Parameters controlling the VHACD convex decomposition.
Enums§
- 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. - Controls how the voxelization determines which voxel needs to be considered empty, and which ones will be considered full.
Traits§
- A trait that generalizes over colliders. Implementing this trait allows colliders to be used with the physics engine.
- A trait for creating colliders from other types.
- A layer used for determining which entities should interact with each other. Physics layers are used heavily by
CollisionLayers
. - A trait for colliders that support scaling.
- A simplified wrapper around
AnyCollider
that doesn’t require passing in the context for implementations that don’t need context