pub struct ColliderBackendPlugin<C: ScalableCollider> { /* private fields */ }
Expand description
A plugin for handling generic collider backend logic.
- Initializes colliders, handles
ColliderConstructor
andColliderConstructorHierarchy
. - Updates
ColliderAabb
s. - Updates collider scale based on
Transform
scale. - 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 Collider
s!
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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source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
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. When used in AsBindGroup
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impl<T> DowncastSync for T
source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates Self
using default()
.
source§impl<T> Instrument for T
impl<T> Instrument for T
source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
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fn into_either(self, into_left: bool) -> Either<Self, Self>
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if into_left
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.
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
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