pub struct ImpulseJoint {
pub parent: Entity,
pub data: TypedJoint,
}Expand description
An impulse-based joint attached to two entities.
The first end-point of the joint is the rigid-body attached to
ImpulseJoint::parent. The second endpoint of the joint is the
rigid-body attached to the entity (or the parent of the entity)
containing this ImpulseJoint component.
To attach multiple impulse joints to the same rigid-body, multiple joints can be added in the children of the entity containing that rigid-body (this is similar to the technique used to attach multiple colliders to the same rigid-body).
Fields§
§parent: EntityThe entity containing the rigid-body used as the first endpoint of this joint.
data: TypedJointThe joint’s description.
Implementations§
Source§impl ImpulseJoint
impl ImpulseJoint
Sourcepub fn new(parent: Entity, data: impl Into<TypedJoint>) -> Self
pub fn new(parent: Entity, data: impl Into<TypedJoint>) -> Self
Initializes an impulse-based joint from its first endpoint and the joint description.
Trait Implementations§
Source§impl Clone for ImpulseJoint
impl Clone for ImpulseJoint
Source§fn clone(&self) -> ImpulseJoint
fn clone(&self) -> ImpulseJoint
Returns a duplicate of the value. Read more
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreSource§impl Component for ImpulseJoint
impl Component for ImpulseJoint
Source§const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::Table
A constant indicating the storage type used for this component.
Source§type Mutability = Mutable
type Mutability = Mutable
A marker type to assist Bevy with determining if this component is
mutable, or immutable. Mutable components will have
Component<Mutability = Mutable>,
while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Registers required components. Read more
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
Source§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
Maps the entities on this component using the given
EntityMapper. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreSource§impl Debug for ImpulseJoint
impl Debug for ImpulseJoint
Source§impl PartialEq for ImpulseJoint
impl PartialEq for ImpulseJoint
impl Copy for ImpulseJoint
impl StructuralPartialEq for ImpulseJoint
Auto Trait Implementations§
impl Freeze for ImpulseJoint
impl RefUnwindSafe for ImpulseJoint
impl Send for ImpulseJoint
impl Sync for ImpulseJoint
impl Unpin for ImpulseJoint
impl UnwindSafe for ImpulseJoint
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impl<C> DynamicBundle for Cwhere
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