pub struct ColliderBackendPlugin<C: ScalableCollider> { /* private fields */ }Expand description
A plugin for handling generic collider backend logic.
- Initializes colliders, handles
ColliderConstructorandColliderConstructorHierarchy. - Updates
ColliderAabbs. - Updates collider scale based on
Transformscale. - Updates
ColliderMassProperties.
This plugin should typically be used together with the ColliderHierarchyPlugin.
§Custom Collision Backends
By default, PhysicsPlugins adds this plugin for the Collider component.
You can also create custom collider backends by implementing the AnyCollider
and ScalableCollider traits for a type.
To use a custom collider backend, simply add the ColliderBackendPlugin with your collider type:
use avian3d::prelude::*;
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
PhysicsPlugins::default(),
// MyCollider must implement AnyCollider and ScalableCollider.
ColliderBackendPlugin::<MyCollider>::default(),
// To enable collision detection for the collider,
// we also need to add the NarrowPhasePlugin for it.
NarrowPhasePlugin::<MyCollider>::default(),
))
// ...your other plugins, systems and resources
.run();
}Assuming you have implemented the required traits correctly,
it should now work with the rest of the engine just like normal Colliders!
Note: Spatial queries are not supported for custom colliders yet.
Implementations§
Source§impl<C: ScalableCollider> ColliderBackendPlugin<C>
impl<C: ScalableCollider> ColliderBackendPlugin<C>
Sourcepub fn new(schedule: impl ScheduleLabel) -> Self
pub fn new(schedule: impl ScheduleLabel) -> Self
Creates a ColliderBackendPlugin with the schedule that is used for running the PhysicsSchedule.
The default schedule is FixedPostUpdate.
Trait Implementations§
Source§impl<C: ScalableCollider> Default for ColliderBackendPlugin<C>
impl<C: ScalableCollider> Default for ColliderBackendPlugin<C>
Source§impl<C: ScalableCollider> Plugin for ColliderBackendPlugin<C>
impl<C: ScalableCollider> Plugin for ColliderBackendPlugin<C>
Source§fn ready(&self, _app: &App) -> bool
fn ready(&self, _app: &App) -> bool
finish should be called.Source§fn finish(&self, _app: &mut App)
fn finish(&self, _app: &mut App)
App, once all plugins registered are ready. This can
be useful for plugins that depends on another plugin asynchronous setup, like the renderer.Source§fn cleanup(&self, _app: &mut App)
fn cleanup(&self, _app: &mut App)
Auto Trait Implementations§
impl<C> Freeze for ColliderBackendPlugin<C>
impl<C> !RefUnwindSafe for ColliderBackendPlugin<C>
impl<C> Send for ColliderBackendPlugin<C>
impl<C> Sync for ColliderBackendPlugin<C>
impl<C> Unpin for ColliderBackendPlugin<C>where
C: Unpin,
impl<C> !UnwindSafe for ColliderBackendPlugin<C>
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