Struct avian3d::prepare::PreparePlugin
source · pub struct PreparePlugin { /* private fields */ }
Expand description
Runs systems at the start of each physics frame. Initializes rigid bodies and updates components.
- Adds missing rigid body components for entities with a
RigidBody
component - Adds missing mass properties for entities with a
RigidBody
component - Updates mass properties
- Clamps restitution coefficients between 0 and 1
The Transform
component will be initialized based on Position
or Rotation
and vice versa. You can configure this synchronization using the PrepareConfig
resource.
The plugin takes a collider type. This should be Collider
for
the vast majority of applications, but for custom collisión backends
you may use any collider that implements the AnyCollider
trait.
The systems run in PhysicsSet::Prepare
.
Implementations§
source§impl PreparePlugin
impl PreparePlugin
sourcepub fn new(schedule: impl ScheduleLabel) -> Self
pub fn new(schedule: impl ScheduleLabel) -> Self
Creates a PreparePlugin
with the schedule that is used for running the PhysicsSchedule
.
The default schedule is PostUpdate
.
Trait Implementations§
source§impl Default for PreparePlugin
impl Default for PreparePlugin
source§impl Plugin for PreparePlugin
impl Plugin for PreparePlugin
source§fn ready(&self, _app: &App) -> bool
fn ready(&self, _app: &App) -> bool
Has the plugin finished its setup? This can be useful for plugins that need something
asynchronous to happen before they can finish their setup, like the initialization of a renderer.
Once the plugin is ready,
finish
should be called.source§fn finish(&self, _app: &mut App)
fn finish(&self, _app: &mut App)
Finish adding this plugin to the
App
, once all plugins registered are ready. This can
be useful for plugins that depends on another plugin asynchronous setup, like the renderer.source§fn cleanup(&self, _app: &mut App)
fn cleanup(&self, _app: &mut App)
Runs after all plugins are built and finished, but before the app schedule is executed.
This can be useful if you have some resource that other plugins need during their build step,
but after build you want to remove it and send it to another thread.
Auto Trait Implementations§
impl Freeze for PreparePlugin
impl !RefUnwindSafe for PreparePlugin
impl Send for PreparePlugin
impl Sync for PreparePlugin
impl Unpin for PreparePlugin
impl !UnwindSafe for PreparePlugin
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source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
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source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
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Self
using data from the given World
.source§impl<T> Instrument for T
impl<T> Instrument for T
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The inclusion map: converts
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