Struct avian3d::collision::CollisionLayers
source · pub struct CollisionLayers {
pub memberships: LayerMask,
pub filters: LayerMask,
}
Expand description
Defines the collision layers of a collider using memberships and filters.
Memberships indicate what layers the collider is a part of.
Filters indicate what layers the collider can interact with.
Two colliders A
and B
can interact if and only if:
- The memberships of
A
contain a layer that is also in the filters ofB
- The memberships of
B
contain a layer that is also in the filters ofA
Colliders without this component can be considered as having all memberships and filters, and they can interact with everything that belongs on any layer.
§Creation
Collision layers store memberships and filters using LayerMask
s. A LayerMask
can be created using
bitmasks, or by creating an enum that implements PhysicsLayer
.
Many CollisionLayers
methods can take any type that implements Into<LayerMask>
.
For example, you can use bitmasks with CollisionLayers::new
:
// Belongs to the second layer and interacts with colliders
// on the first, second, and third layer.
let layers = CollisionLayers::new(0b00010, 0b0111);
You can also use an enum that implements PhysicsLayer
:
#[derive(PhysicsLayer)]
enum GameLayer {
Player, // Layer 0
Enemy, // Layer 1
Ground, // Layer 2
}
// Player collides with enemies and the ground, but not with other players
let layers = CollisionLayers::new(GameLayer::Player, [GameLayer::Enemy, GameLayer::Ground]);
You can also use LayerMask
directly:
// Belongs to the first layer and interacts with all layers.
let layers = CollisionLayers::new(LayerMask(0b0001), LayerMask::ALL);
Layers can also be defined using constants and bitwise operations:
// `1 << n` is bitshifting: the first layer shifted by `n` layers.
pub const FIRST_LAYER: u32 = 1 << 0;
pub const SECOND_LAYER: u32 = 1 << 1;
pub const LAST_LAYER: u32 = 1 << 31;
fn spawn(mut commands: Commands) {
// This collider belongs to the first two layers and can interact with the last layer.
commands.spawn((
Collider::sphere(0.5),
CollisionLayers::from_bits(FIRST_LAYER | SECOND_LAYER, LAST_LAYER),
));
}
§Modifying layers
Existing CollisionLayers
can be modified by simply accessing the memberships
and filters
and changing their LayerMask
s.
let mut layers = CollisionLayers::new(0b0010, 0b1011);
// Add memberships (these are equivalent)
layers.memberships.add(0b0001);
layers.memberships |= 0b0001;
assert_eq!(layers.memberships, 0b0011);
// Remove filters
layers.filters.remove(0b0001);
layers.filters &= !0b0001;
assert_eq!(layers.filters, 0b1010);
// Check if layers are contained
assert!(layers.memberships.has_all(0b0011));
assert!((layers.memberships & 0b0011) != 0);
Fields§
§memberships: LayerMask
The layers that an entity belongs to.
filters: LayerMask
The layers that an entity can interact with.
Implementations§
source§impl CollisionLayers
impl CollisionLayers
sourcepub const ALL_MEMBERSHIPS: Self = _
pub const ALL_MEMBERSHIPS: Self = _
Contains all memberships but no filters.
sourcepub const ALL_FILTERS: Self = _
pub const ALL_FILTERS: Self = _
Contains all filters but no memberships.
sourcepub fn new(
memberships: impl Into<LayerMask>,
filters: impl Into<LayerMask>
) -> Self
pub fn new( memberships: impl Into<LayerMask>, filters: impl Into<LayerMask> ) -> Self
Creates a new CollisionLayers
configuration with the given collision memberships and filters.
sourcepub const fn from_bits(memberships: u32, filters: u32) -> Self
pub const fn from_bits(memberships: u32, filters: u32) -> Self
Creates a new CollisionLayers
configuration using bits.
There is one bit per group and mask, so there are a total of 32 layers.
For example, if an entity is a part of the layers [0, 1, 3]
and can interact with the layers [1, 2]
,
the memberships in bits would be 0b01011
while the filters would be 0b00110
.
sourcepub fn interacts_with(self, other: Self) -> bool
pub fn interacts_with(self, other: Self) -> bool
Returns true if an entity with this CollisionLayers
configuration
can interact with an entity with the other
CollisionLayers
configuration.
Trait Implementations§
source§impl Clone for CollisionLayers
impl Clone for CollisionLayers
source§fn clone(&self) -> CollisionLayers
fn clone(&self) -> CollisionLayers
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl Component for CollisionLayers
impl Component for CollisionLayers
source§const STORAGE_TYPE: StorageType = bevy::ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy::ecs::component::StorageType::Table
source§fn register_component_hooks(_hooks: &mut ComponentHooks)
fn register_component_hooks(_hooks: &mut ComponentHooks)
ComponentHooks
.source§impl Debug for CollisionLayers
impl Debug for CollisionLayers
source§impl Default for CollisionLayers
impl Default for CollisionLayers
source§impl FromReflect for CollisionLayers
impl FromReflect for CollisionLayers
source§fn from_reflect(reflect: &dyn Reflect) -> Option<Self>
fn from_reflect(reflect: &dyn Reflect) -> Option<Self>
Self
from a reflected value.source§fn take_from_reflect(
reflect: Box<dyn Reflect>
) -> Result<Self, Box<dyn Reflect>>
fn take_from_reflect( reflect: Box<dyn Reflect> ) -> Result<Self, Box<dyn Reflect>>
Self
using,
constructing the value using from_reflect
if that fails. Read moresource§impl GetTypeRegistration for CollisionLayers
impl GetTypeRegistration for CollisionLayers
source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration
for this type.source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
source§impl PartialEq for CollisionLayers
impl PartialEq for CollisionLayers
source§fn eq(&self, other: &CollisionLayers) -> bool
fn eq(&self, other: &CollisionLayers) -> bool
self
and other
values to be equal, and is used
by ==
.source§impl Reflect for CollisionLayers
impl Reflect for CollisionLayers
source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
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fn as_any_mut(&mut self) -> &mut dyn Any
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fn into_reflect(self: Box<Self>) -> Box<dyn Reflect>
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fn serializable(&self) -> Option<Serializable<'_>>
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fn is_dynamic(&self) -> bool
source§impl Struct for CollisionLayers
impl Struct for CollisionLayers
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fn field(&self, name: &str) -> Option<&dyn Reflect>
name
as a &dyn Reflect
.source§fn field_mut(&mut self, name: &str) -> Option<&mut dyn Reflect>
fn field_mut(&mut self, name: &str) -> Option<&mut dyn Reflect>
name
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&mut dyn Reflect
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fn field_at(&self, index: usize) -> Option<&dyn Reflect>
index
as a
&dyn Reflect
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fn name_at(&self, index: usize) -> Option<&str>
index
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fn iter_fields(&self) -> FieldIter<'_>
source§fn clone_dynamic(&self) -> DynamicStruct
fn clone_dynamic(&self) -> DynamicStruct
DynamicStruct
.source§impl TypePath for CollisionLayers
impl TypePath for CollisionLayers
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fn type_path() -> &'static str
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fn short_type_path() -> &'static str
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fn type_ident() -> Option<&'static str>
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fn crate_name() -> Option<&'static str>
source§impl Typed for CollisionLayers
impl Typed for CollisionLayers
impl Copy for CollisionLayers
impl Eq for CollisionLayers
impl StructuralPartialEq for CollisionLayers
Auto Trait Implementations§
impl Freeze for CollisionLayers
impl RefUnwindSafe for CollisionLayers
impl Send for CollisionLayers
impl Sync for CollisionLayers
impl Unpin for CollisionLayers
impl UnwindSafe for CollisionLayers
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