Module avian3d::dynamics::rigid_body
source · Expand description
Common components and bundles for rigid bodies.
Structs§
- Translation accumulated during the physics frame.
- Automatically slows down a dynamic rigid body, decreasing its angular velocity each frame. This can be used to simulate air resistance.
- The angular velocity of a rigid body as a rotation axis multiplied by the angular speed in radians per second.
- The local center of mass of a body.
- The density of a
Collider
, 1.0 by default. This is used for computing theColliderMassProperties
for each collider. - An automatically added component that contains the read-only mass properties of a
Collider
. The density used for computing the mass properties can be configured using theColliderDensity
component. - Dominance allows dynamic rigid bodies to dominate each other during physical interactions.
- An external angular impulse applied instantly to a dynamic rigid body.
- An external force applied continuously to a dynamic rigid body.
- An external impulse applied instantly to a dynamic rigid body.
- An external torque applied continuously to a dynamic rigid body.
- Controls how strongly the material of an entity prevents relative tangential movement at contact points.
- Controls how gravity affects a specific rigid body.
- The local moment of inertia of the body as a 3x3 tensor matrix. This represents the torque needed for a desired angular acceleration along different axes.
- The local inverse moment of inertia of the body as a 3x3 tensor matrix. This represents the inverse of the torque needed for a desired angular acceleration along different axes.
- The inverse mass of a body.
- Automatically slows down a dynamic rigid body, decreasing its linear velocity each frame. This can be used to simulate air resistance.
- The linear velocity of a rigid body.
- A component that specifies which translational and rotational axes of a rigid body are locked.
- The mass of a body.
- A bundle containing mass properties.
- Automatically generated [
WorldQuery
] item type forMassPropertiesQuery
, returned when iterating over query results. - Automatically generated [
WorldQuery
] type for a read-only variant ofMassPropertiesQuery
. - Automatically generated [
WorldQuery
] item type forMassPropertiesQueryReadOnly
, returned when iterating over query results. - A component for the coefficient of restitution. This controls how bouncy a rigid body is.
- A
WorldQuery
to make querying and modifying rigid bodies more convenient. - Automatically generated [
WorldQuery
] item type forRigidBodyQuery
, returned when iterating over query results. - Automatically generated [
WorldQuery
] type for a read-only variant ofRigidBodyQuery
. - Automatically generated [
WorldQuery
] item type forRigidBodyQueryReadOnly
, returned when iterating over query results. - Indicates that a rigid body is not simulated by the physics engine until woken up again. This is done to improve performance and to help prevent small jitter that is typically present in collisions.
- Indicates that the body can not be deactivated by the physics engine. See
Sleeping
for information about sleeping. - How long the velocity of the body has been below the
SleepingThreshold
, i.e. how long the body has been able to sleep.
Enums§
- A non-deformable body used for the simulation of most physics objects.