avian3d::dynamics::rigid_body::mass_properties::components

Struct AngularInertia

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pub struct AngularInertia {
    pub principal: Vec3,
    pub local_frame: Quat,
}
Expand description

The local angular inertia of an entity, representing resistance to angular acceleration. A higher angular inertia requires more torque for the same acceleration.

If AngularInertia is not present, but the entity has a Collider, its ColliderMassProperties computed based on the shape and mass will be used instead. Angular inertia scales with mass, so a higher Mass or ColliderDensity will result in higher inertia.

The AngularInertia component does not take into account the inertia of child entities, and it is never modified by the engine. The total angular inertia of a dynamic rigid body that does consider child entities and colliders is stored in the ComputedAngularInertia component. It is updated automatically when mass properties are changed, or when colliders are added or removed.

A total angular inertia of zero is a special case, and is interpreted as infinite inertia, meaning the rigid body will not be affected by any torques.

See the module-level documentation for more general information on angular inertia.

§Usage

AngularInertia is defined by the moment of inertia along the principal axes (a Vec3) defined by the local inertial frame (a Quat). Most entities will have a local inertial frame of Quat::IDENTITY, which means that the principal axes are aligned with the entity’s local axes.

// Principal angular inertia: `2.0` for the local X and Z axes, and `5.0` for the Y axis.
let inertia1 = AngularInertia::new(Vec3::new(2.0, 5.0, 2.0));

// A local inertial frame rotated by 90 degrees about the X axis.
let inertia2 = AngularInertia::new_with_local_frame(Vec3::new(2.0, 5.0, 2.0), Quat::from_rotation_x(PI / 2.0));

AngularInertia can also be created from a symmetric 3x3 matrix known as the angular inertia tensor. It summarizes all moments of inertia of an object in a single matrix, and can be used to perform computations with angular inertia, but is often not constructed manually.

// For simplicity, we use the same principal angular inertia as before, with an identity local frame.
let inertia1 = AngularInertia::from_tensor(Mat3::from_diagonal(Vec3::new(2.0, 5.0, 2.0)));

// The angular inertia tensor can be retrieved back from the principal angular inertia.
let tensor = inertia1.tensor();

The AngularInertia component can be used to define the angular inertia of a rigid body entity or its descendants:

commands.spawn((
    RigidBody::Dynamic,
    Collider::capsule(0.5, 1.5),
    AngularInertia::new(Vec3::new(2.0, 5.0, 2.0)),
));

If no AngularInertia is present, the ComputedAngularInertia will be computed from the collider based on its mass and shape.

// Note: `ColliderDensity` is optional, and defaults to `1.0` if not present.
commands.spawn((
    RigidBody::Dynamic,
    Collider::capsule(0.5, 1.5),
    ColliderDensity(2.0),
));

If the rigid body has child colliders, their angular inertia will be added to the total ComputedAngularInertia. Here both entities are at the origin, but offsets relative to the center of mass would also impact the total inertia.

// Total angular inertia: [2.0, 5.0, 2.0] + [1.0, 2.0, 1.0] = [3.0, 7.0, 3.0]
commands.spawn((
    RigidBody::Dynamic,
    Collider::capsule(0.5, 1.5),
    AngularInertia::new(Vec3::new(2.0, 5.0, 2.0)),
))
.with_child((Collider::sphere(1.0), AngularInertia::new(Vec3::new(1.0, 2.0, 1.0))));

To prevent angular inertia of child entities from contributing to the total ComputedAngularInertia, add the NoAutoAngularInertia component. This can be useful when full control over inertia is desired.

// Total angular inertia: [2.0, 5.0, 2.0]
commands.spawn((
    RigidBody::Dynamic,
    Collider::capsule(0.5, 1.5),
    AngularInertia::new(Vec3::new(2.0, 5.0, 2.0)),
    NoAutoAngularInertia,
))
.with_child((Collider::sphere(1.0), AngularInertia::new(Vec3::new(1.0, 2.0, 1.0))));

§Angular Inertia Updates

The AngularInertia component is never modified by the engine, so you can safely update it at any time.

The total ComputedAngularInertia is updated automatically whenever the mass properties of a rigid body or its descendants change, or when colliders are added or removed. This update is triggered by adding the RecomputeMassProperties component, which is removed after the update is performed in MassPropertySystems::UpdateComputedMassProperties.

To immediately perform a manual update of the total mass properties for a specific rigid body entity, you can call MassPropertyHelper::update_mass_properties in a system.

Fields§

§principal: Vec3

The principal angular inertia, representing resistance to angular acceleration about the local coordinate axes defined by the local_frame.

§local_frame: Quat

The orientation of the local inertial frame.

Implementations§

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impl AngularInertia

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pub const ZERO: Self = _

An angular inertia of 0.0 for all axes, with an identity local frame.

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pub fn new(principal_angular_inertia: Vec3) -> Self

Creates a new AngularInertia from the given principal angular inertia.

The principal angular inertia represents resistance to angular acceleration about the local coordinate axes.

To specify the orientation of the local inertial frame, consider using AngularInertia::new_with_local_frame.

§Panics

Panics if any component of the principal angular inertia is negative or NaN when debug_assertions are enabled.

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pub fn try_new( principal_angular_inertia: Vec3, ) -> Result<Self, AngularInertiaError>

Tries to create a new AngularInertia from the given principal angular inertia.

The principal angular inertia represents resistance to angular acceleration about the local coordinate axes. To specify the orientation of the local inertial frame, consider using AngularInertia::try_new_with_local_frame.

§Errors

Returns Err(AngularInertiaError) if any component of the principal angular inertia is negative or NaN.

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pub fn new_with_local_frame( principal_angular_inertia: Vec3, local_frame: Quat, ) -> Self

Creates a new AngularInertia from the given principal angular inertia and the orientation of the local inertial frame.

The principal angular inertia represents resistance to angular acceleration about the local coordinate axes defined by the given local_frame.

§Panics

Panics if any component of the principal angular inertia is negative or NaN when debug_assertions are enabled.

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pub fn try_new_with_local_frame( principal_angular_inertia: Vec3, local_frame: Quat, ) -> Result<Self, AngularInertiaError>

Tries to create a new AngularInertia from the given principal angular inertia and the orientation of the local inertial frame.

The principal angular inertia represents resistance to angular acceleration about the local coordinate axes defined by the given local_frame.

§Errors

Returns Err(AngularInertiaError) if any component of the principal angular inertia is negative or NaN.

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pub fn from_tensor(tensor: impl Into<AngularInertiaTensor>) -> Self

Creates a new AngularInertia from the given angular inertia tensor.

The tensor should be symmetric and positive definite.

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pub fn from_shape<T: ComputeMassProperties>(shape: &T, mass: f32) -> Self

Computes the AngularInertia of the given shape using the given mass.

// Compute the angular inertia from collider with a mass of `2.0`.
let inertia = AngularInertia::from_shape(&Collider::sphere(1.0), 2.0);

// Bevy's primitive shapes can also be used.
let inertia = AngularInertia::from_shape(&Sphere::new(1.0), 2.0);
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pub fn tensor(self) -> AngularInertiaTensor

Returns the AngularInertiaTensor represented by this principal AngularInertia and local inertial frame.

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pub fn is_finite(self) -> bool

Returns true if the principal angular inertia and inertial local frame are neither infinite nor NaN.

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pub fn is_nan(self) -> bool

Returns true if the principal angular inertia or inertial local frame is NaN.

Trait Implementations§

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impl Clone for AngularInertia

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fn clone(&self) -> AngularInertia

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Component for AngularInertia
where Self: Send + Sync + 'static,

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const STORAGE_TYPE: StorageType = bevy::ecs::component::StorageType::Table

A constant indicating the storage type used for this component.
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fn register_required_components( requiree: ComponentId, components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, inheritance_depth: u16, )

Registers required components.
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fn register_component_hooks(hooks: &mut ComponentHooks)

Called when registering this component, allowing mutable access to its ComponentHooks.
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impl Debug for AngularInertia

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for AngularInertia

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fn default() -> AngularInertia

Returns the “default value” for a type. Read more
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impl From<AngularInertia> for AngularInertiaTensor

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fn from(inertia: AngularInertia) -> Self

Converts to this type from the input type.
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impl From<AngularInertia> for ComputedAngularInertia

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fn from(inertia: AngularInertia) -> Self

Converts to this type from the input type.
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impl From<AngularInertiaTensor> for AngularInertia

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fn from(tensor: AngularInertiaTensor) -> Self

Converts to this type from the input type.
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impl From<ComputedAngularInertia> for AngularInertia

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fn from(inertia: ComputedAngularInertia) -> Self

Converts to this type from the input type.
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impl From<Mat3> for AngularInertia

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fn from(tensor: Mat3) -> Self

Converts to this type from the input type.
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impl FromReflect for AngularInertia
where AngularInertia: Any + Send + Sync, Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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Constructs a concrete instance of Self from a reflected value.
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Attempts to downcast the given value to Self using, constructing the value using from_reflect if that fails. Read more
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impl GetTypeRegistration for AngularInertia
where AngularInertia: Any + Send + Sync, Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn get_type_registration() -> TypeRegistration

Returns the default TypeRegistration for this type.
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fn register_type_dependencies(registry: &mut TypeRegistry)

Registers other types needed by this type. Read more
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impl PartialEq for AngularInertia

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fn eq(&self, other: &AngularInertia) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl PartialReflect for AngularInertia
where AngularInertia: Any + Send + Sync, Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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impl Reflect for AngularInertia
where AngularInertia: Any + Send + Sync, Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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impl Struct for AngularInertia
where AngularInertia: Any + Send + Sync, Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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impl TypePath for AngularInertia

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impl Typed for AngularInertia
where AngularInertia: Any + Send + Sync, Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.
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impl Copy for AngularInertia

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impl StructuralPartialEq for AngularInertia

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