Expand description
Systems responsible for interfacing our Bevy components with the Rapier physics engine.
Functions§
- System responsible for applying changes the user made to a collider-related component.
- This applies the initial impulse given to a rigid-body when it is created.
- System responsible for applying changes the user made to a joint component.
- System responsible for applying changes the user made to a rigid-body-related component.
- System responsible for applying
GlobalTransform
scale and/orColliderScale
to colliders. - System responsible for creating new Rapier colliders from the related
bevy_rapier
components. - System responsible for creating new Rapier joints from the related
bevy_rapier
components. - System responsible for creating new Rapier rigid-bodies from the related
bevy_rapier
components. - If an entity is turned into the child of something with a physics context link, the child should become a part of that physics context
- Reacts to modifications to
RapierContextEntityLink
to move an entity’s physics data from a context to another. - System responsible for advancing the physics simulation, and updating the internal state for scene queries.
- System responsible for removing from Rapier the rigid-bodies/colliders/joints which had their related
bevy_rapier
components removed by the user (through component removal or despawn). - System responsible for applying the character controller translation to the underlying collider.
- Adds entity to
CollidingEntities
on starting collision and removes from it when the collision ends. - System responsible for writing updated mass properties back into the
ReadMassProperties
component. - System responsible for writing the result of the last simulation step into our
bevy_rapier
components and theGlobalTransform
component.
Type Aliases§
- Components related to colliders.
- Components related to rigid-bodies.
- Components that will be updated after a physics step.