Expand description
Common components and bundles for rigid bodies.
Re-exports§
pub use forces::ExternalAngularImpulse;
pub use forces::ExternalForce;
pub use forces::ExternalImpulse;
pub use forces::ExternalTorque;
Modules§
- forces
- Forces, torques, linear impulses, and angular impulses that can be applied to dynamic rigid bodies.
- mass_
properties - Mass property functionality for rigid bodies and colliders.
Structs§
- Accumulated
Translation - Translation accumulated during the physics frame. Used primarily by solver internals.
- Angular
Damping - Automatically slows down a dynamic rigid body, decreasing its angular velocity each frame. This can be used to simulate air resistance.
- Angular
Velocity - The angular velocity of a rigid body, represented as a rotation axis multiplied by the angular speed in radians per second.
- Default
Friction - A resource for the default
Friction
to use for physics objects. - Default
Restitution - A resource for the default
Restitution
to use for physics objects. - Dominance
- Dominance allows dynamic rigid bodies to dominate each other during physical interactions.
- Friction
- A component for dry friction, controlling how strongly a rigid body or collider opposes sliding along other surfaces while in contact.
- Gravity
Scale - Controls how gravity affects a specific rigid body.
- Linear
Damping - Automatically slows down a dynamic rigid body, decreasing its linear velocity each frame. This can be used to simulate air resistance.
- Linear
Velocity - The linear velocity of a rigid body, typically in meters per second.
- Locked
Axes - A component that specifies which translational and rotational axes of a rigid body are locked.
- MaxAngular
Speed - The maximum angular speed of a rigid body, clamping the
AngularVelocity
, in radians per second. - MaxLinear
Speed - The maximum linear speed of a rigid body, clamping the
LinearVelocity
, typically in meters per second. - Restitution
- A component for restitution, controlling how bouncy a rigid body or collider is.
- Rigid
Body Disabled - A marker component that indicates that a rigid body is disabled and should not participate in the simulation. Disables velocity, forces, contact response, and attached joints.
- Rigid
Body Query - A
WorldQuery
to make querying and modifying rigid bodies more convenient. - Rigid
Body Query Item - Automatically generated [
WorldQuery
](bevy :: ecs::query::WorldQuery) item type forRigidBodyQuery
, returned when iterating over query results. - Rigid
Body Query Read Only - Automatically generated [
WorldQuery
](bevy :: ecs::query::WorldQuery) type for a read-only variant ofRigidBodyQuery
. - Rigid
Body Query Read Only Item - Automatically generated [
WorldQuery
](bevy :: ecs::query::WorldQuery) item type forRigidBodyQueryReadOnly
, returned when iterating over query results. - Sleeping
- 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.
- Sleeping
Disabled - Indicates that the body can not be deactivated by the physics engine. See
Sleeping
for information about sleeping. - Time
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§
- Coefficient
Combine - Determines how coefficients are combined for
Restitution
andFriction
. The default isAverage
. - Rigid
Body - A non-deformable body used for the simulation of most physics objects.