pub struct OnCollisionStart {
pub collider: Entity,
pub body: Option<Entity>,
}
Expand description
A collision event that is triggered for observers when two colliders start touching.
The event is only triggered if the target entity has the CollisionEventsEnabled
component.
Unlike CollisionStarted
, this event can not be read using an EventReader
.
Instead, you must use an observer. This makes it good for entity-specific
collision listeners.
§Example
use avian3d::prelude::*;
use bevy::prelude::*;
#[derive(Component)]
struct Player;
#[derive(Component)]
struct PressurePlate;
fn setup_pressure_plates(mut commands: Commands) {
commands.spawn((
PressurePlate,
Collider::cuboid(1.0, 0.1, 1.0),
Sensor,
// Enable collision events for this entity.
CollisionEventsEnabled,
))
.observe(|trigger: Trigger<OnCollisionStart>, player_query: Query<&Player>| {
let pressure_plate = trigger.target();
let other_entity = trigger.collider;
if player_query.contains(other_entity) {
println!("Player {other_entity} stepped on pressure plate {pressure_plate}");
}
});
}
§Scheduling
The OnCollisionStart
event is triggered after the physics step in the CollisionEventSystems
system set. At this point, the solver has already run and contact impulses have been updated.
Fields§
§collider: Entity
The entity of the collider that started colliding with the Trigger::target
.
body: Option<Entity>
The entity of the rigid body that started colliding with the Trigger::target
.
If the collider is not attached to a rigid body, this will be None
.
Trait Implementations§
Source§impl Clone for OnCollisionStart
impl Clone for OnCollisionStart
Source§fn clone(&self) -> OnCollisionStart
fn clone(&self) -> OnCollisionStart
Returns a copy of the value. Read more
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moreSource§impl Debug for OnCollisionStart
impl Debug for OnCollisionStart
Source§impl Event for OnCollisionStart
impl Event for OnCollisionStart
Source§const AUTO_PROPAGATE: bool = false
const AUTO_PROPAGATE: bool = false
When true, this event will always attempt to propagate when triggered, without requiring a call
to
Trigger::propagate
.Source§type Traversal = ()
type Traversal = ()
The component that describes which Entity to propagate this event to next, when propagation is enabled.
Source§fn register_component_id(world: &mut World) -> ComponentId
fn register_component_id(world: &mut World) -> ComponentId
Generates the
ComponentId
for this event type. Read moreSource§fn component_id(world: &World) -> Option<ComponentId>
fn component_id(world: &World) -> Option<ComponentId>
Fetches the
ComponentId
for this event type,
if it has already been generated. Read moreSource§impl PartialEq for OnCollisionStart
impl PartialEq for OnCollisionStart
impl Copy for OnCollisionStart
impl StructuralPartialEq for OnCollisionStart
Auto Trait Implementations§
impl Freeze for OnCollisionStart
impl RefUnwindSafe for OnCollisionStart
impl Send for OnCollisionStart
impl Sync for OnCollisionStart
impl Unpin for OnCollisionStart
impl UnwindSafe for OnCollisionStart
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