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.
§Related Types
ComputedAngularInertia
stores the total angular inertia of a dynamic rigid body that considers child entities and colliders.NoAutoAngularInertia
disables the mass properties of child entities being taken into account for theComputedAngularInertia
.AngularInertiaTensor
is the symmetric 3x3 matrix representation of angular inertia.Mass
is the linear equivalent of angular inertia, representing resistance to linear acceleration.CenterOfMass
is the local point where the mass is concentrated. Applying forces at this point produces no torque.MassPropertiesBundle
is a bundle containing mass properties.MassPropertyHelper
is aSystemParam
with utilities for computing and updating mass properties.
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§
source§impl AngularInertia
impl AngularInertia
sourcepub fn new(principal_angular_inertia: Vec3) -> Self
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.
sourcepub fn try_new(
principal_angular_inertia: Vec3,
) -> Result<Self, AngularInertiaError>
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.
sourcepub fn new_with_local_frame(
principal_angular_inertia: Vec3,
local_frame: Quat,
) -> Self
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.
sourcepub fn try_new_with_local_frame(
principal_angular_inertia: Vec3,
local_frame: Quat,
) -> Result<Self, AngularInertiaError>
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.
sourcepub fn from_tensor(tensor: impl Into<AngularInertiaTensor>) -> Self
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.
sourcepub fn from_shape<T: ComputeMassProperties>(shape: &T, mass: f32) -> Self
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);
sourcepub fn tensor(self) -> AngularInertiaTensor
pub fn tensor(self) -> AngularInertiaTensor
Returns the AngularInertiaTensor
represented by this principal AngularInertia
and local inertial frame.
Trait Implementations§
source§impl Clone for AngularInertia
impl Clone for AngularInertia
source§fn clone(&self) -> AngularInertia
fn clone(&self) -> AngularInertia
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl Component for AngularInertia
impl Component for AngularInertia
source§const STORAGE_TYPE: StorageType = bevy::ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy::ecs::component::StorageType::Table
source§fn register_required_components(
requiree: ComponentId,
components: &mut Components,
storages: &mut Storages,
required_components: &mut RequiredComponents,
inheritance_depth: u16,
)
fn register_required_components( requiree: ComponentId, components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, inheritance_depth: u16, )
source§fn register_component_hooks(hooks: &mut ComponentHooks)
fn register_component_hooks(hooks: &mut ComponentHooks)
ComponentHooks
.source§impl Debug for AngularInertia
impl Debug for AngularInertia
source§impl Default for AngularInertia
impl Default for AngularInertia
source§fn default() -> AngularInertia
fn default() -> AngularInertia
source§impl From<AngularInertia> for AngularInertiaTensor
impl From<AngularInertia> for AngularInertiaTensor
source§fn from(inertia: AngularInertia) -> Self
fn from(inertia: AngularInertia) -> Self
source§impl From<AngularInertia> for ComputedAngularInertia
impl From<AngularInertia> for ComputedAngularInertia
source§fn from(inertia: AngularInertia) -> Self
fn from(inertia: AngularInertia) -> Self
source§impl From<AngularInertiaTensor> for AngularInertia
impl From<AngularInertiaTensor> for AngularInertia
source§fn from(tensor: AngularInertiaTensor) -> Self
fn from(tensor: AngularInertiaTensor) -> Self
source§impl From<ComputedAngularInertia> for AngularInertia
impl From<ComputedAngularInertia> for AngularInertia
source§fn from(inertia: ComputedAngularInertia) -> Self
fn from(inertia: ComputedAngularInertia) -> Self
source§impl From<Mat3> for AngularInertia
impl From<Mat3> for AngularInertia
source§impl FromReflect for AngularInertiawhere
AngularInertia: Any + Send + Sync,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl FromReflect for AngularInertiawhere
AngularInertia: Any + Send + Sync,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>
Self
using,
constructing the value using from_reflect
if that fails. Read moresource§impl GetTypeRegistration for AngularInertiawhere
AngularInertia: Any + Send + Sync,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl GetTypeRegistration for AngularInertiawhere
AngularInertia: Any + Send + Sync,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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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 AngularInertia
impl PartialEq for AngularInertia
source§impl PartialReflect for AngularInertiawhere
AngularInertia: Any + Send + Sync,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl PartialReflect for AngularInertiawhere
AngularInertia: Any + Send + Sync,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
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source§impl Reflect for AngularInertiawhere
AngularInertia: Any + Send + Sync,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl Reflect for AngularInertiawhere
AngularInertia: Any + Send + Sync,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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source§impl Struct for AngularInertiawhere
AngularInertia: Any + Send + Sync,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl Struct for AngularInertiawhere
AngularInertia: Any + Send + Sync,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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fn get_represented_struct_info(&self) -> Option<&'static StructInfo>
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if TypeInfo
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impl TypePath for AngularInertia
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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 AngularInertiawhere
AngularInertia: Any + Send + Sync,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl Typed for AngularInertiawhere
AngularInertia: Any + Send + Sync,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl Copy for AngularInertia
impl StructuralPartialEq for AngularInertia
Auto Trait Implementations§
impl Freeze for AngularInertia
impl RefUnwindSafe for AngularInertia
impl Send for AngularInertia
impl Sync for AngularInertia
impl Unpin for AngularInertia
impl UnwindSafe for AngularInertia
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if into_left(&self)
returns true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moresource§impl<T> Pointable for T
impl<T> Pointable for T
source§impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
source§fn to_subset(&self) -> Option<SS>
fn to_subset(&self) -> Option<SS>
self
from the equivalent element of its
superset. Read moresource§fn is_in_subset(&self) -> bool
fn is_in_subset(&self) -> bool
self
is actually part of its subset T
(and can be converted to it).source§fn to_subset_unchecked(&self) -> SS
fn to_subset_unchecked(&self) -> SS
self.to_subset
but without any property checks. Always succeeds.source§fn from_subset(element: &SS) -> SP
fn from_subset(element: &SS) -> SP
self
to the equivalent element of its superset.