Struct avian3d::collision::contact_reporting::Collision
source · pub struct Collision(pub Contacts);
Expand description
A collision event that is sent for each collision.
§Example
use avian3d::prelude::*;
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins((DefaultPlugins, PhysicsPlugins::default()))
.add_systems(Update, print_collisions)
.run();
}
fn print_collisions(mut collision_event_reader: EventReader<Collision>) {
for Collision(contacts) in collision_event_reader.read() {
println!(
"Entities {:?} and {:?} are colliding",
contacts.entity1,
contacts.entity2,
);
}
}
Tuple Fields§
§0: Contacts
Trait Implementations§
source§impl Component for Collision
impl Component for Collision
source§const STORAGE_TYPE: StorageType = bevy::ecs::component::StorageType::SparseSet
const STORAGE_TYPE: StorageType = bevy::ecs::component::StorageType::SparseSet
A constant indicating the storage type used for this component.
source§fn register_component_hooks(_hooks: &mut ComponentHooks)
fn register_component_hooks(_hooks: &mut ComponentHooks)
Called when registering this component, allowing mutable access to its
ComponentHooks
.source§impl PartialEq for Collision
impl PartialEq for Collision
impl Event for Collision
impl StructuralPartialEq for Collision
Auto Trait Implementations§
impl Freeze for Collision
impl RefUnwindSafe for Collision
impl Send for Collision
impl Sync for Collision
impl Unpin for Collision
impl UnwindSafe for Collision
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source§impl<T, U> AsBindGroupShaderType<U> for T
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components: &Components,
ids: &mut impl FnMut(Option<ComponentId>)
)
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