Module collider

Source
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 Colliders.

Structs§

AabbContext
Context necessary to calculate ColliderAabbs for an AnyCollider
Collider
A collider used for detecting collisions and generating contacts.
ColliderAabb
The Axis-Aligned Bounding Box of a collider in world space.
ColliderBackendPlugin
A plugin for handling generic collider backend logic.
ColliderConstructorHierarchy
A component that will automatically generate Colliders on its descendants at runtime. The type of the generated collider can be specified using ColliderConstructor. This supports computing the shape dynamically from the mesh, in which case only the descendants with a Mesh will have colliders generated.
ColliderConstructorHierarchyConfig
Configuration for a specific collider generated from a scene using ColliderConstructorHierarchy.
ColliderDisabled
A marker component that indicates that a collider is disabled and should not detect collisions or be included in spatial queries.
ColliderMarker
A marker component for colliders. Inserted and removed automatically.
ColliderQuery
A QueryData struct to make code handling colliders cleaner.
ColliderQueryItem
Automatically generated [WorldQuery](bevy :: ecs::query::WorldQuery) item type for ColliderQuery, returned when iterating over query results.
CollidingEntities
A component for reading which entities are colliding with a collider entity. Must be added manually for desired colliders.
CollisionLayers
Defines the collision layers of a collider using memberships and filters.
CollisionMargin
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.
ContactManifoldContext
Context necessary to calculate ContactManifolds for a set of AnyCollider
LayerMask
A bitmask for layers.
Sensor
A component that marks a Collider as a sensor, also known as a trigger.
TrimeshFlags
Flags used for the preprocessing of a triangle mesh collider.
VhacdParameters
Parameters controlling the VHACD convex decomposition.

Enums§

ColliderConstructor
A component that will automatically generate a Collider at runtime using Collider::try_from_constructor. Enabling the collider-from-mesh feature activates support for computing the shape dynamically from the mesh attached to the same entity.
FillMode
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.
IntoCollider
A trait for creating colliders from other types.
PhysicsLayer
A layer used for determining which entities should interact with each other. Physics layers are used heavily by CollisionLayers.
ScalableCollider
A trait for colliders that support scaling.
SimpleCollider
A simplified wrapper around AnyCollider that doesn’t require passing in the context for implementations that don’t need context