pub struct MultibodyJoint {
pub parent: Entity,
pub data: TypedJoint,
}Expand description
An joint based on generalized coordinates, attached to two entities.
The first end-point of the joint is the rigid-body attached to
MultibodyJoint::parent. The second endpoint of the joint is the
rigid-body attached to the entity containing this MultibodyJoint component.
Note that a set of multibody joints cannot form closed loops (for example a necklace).
If a closed loop is detected, the last joint that closes the loop is ignored, and an
error is printed to stderr (using log::error!).
Fields§
§parent: EntityThe entity containing the rigid-body used as the first endpoint of this joint.
data: TypedJointThe joint’s description.
Implementations§
Source§impl MultibodyJoint
impl MultibodyJoint
Sourcepub fn new(parent: Entity, data: TypedJoint) -> Self
pub fn new(parent: Entity, data: TypedJoint) -> Self
Initializes an joint based on reduced coordinates from its first endpoint and the joint description.
Trait Implementations§
Source§impl Clone for MultibodyJoint
impl Clone for MultibodyJoint
Source§fn clone(&self) -> MultibodyJoint
fn clone(&self) -> MultibodyJoint
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 MultibodyJoint
impl Component for MultibodyJoint
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)>
Source§fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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 MultibodyJoint
impl Debug for MultibodyJoint
Source§impl PartialEq for MultibodyJoint
impl PartialEq for MultibodyJoint
impl Copy for MultibodyJoint
impl StructuralPartialEq for MultibodyJoint
Auto Trait Implementations§
impl Freeze for MultibodyJoint
impl RefUnwindSafe for MultibodyJoint
impl Send for MultibodyJoint
impl Sync for MultibodyJoint
impl Unpin for MultibodyJoint
impl UnwindSafe for MultibodyJoint
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Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
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Mutably borrows from an owned value. Read more
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impl<C> Bundle for Cwhere
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Source§fn get_component_ids(
components: &Components,
ids: &mut impl FnMut(Option<ComponentId>),
)
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impl<C> DynamicBundle for Cwhere
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Source§unsafe fn get_components(
ptr: MovingPtr<'_, C>,
func: &mut impl FnMut(StorageType, OwningPtr<'_>),
) -> <C as DynamicBundle>::Effect
unsafe fn get_components( ptr: MovingPtr<'_, C>, func: &mut impl FnMut(StorageType, OwningPtr<'_>), ) -> <C as DynamicBundle>::Effect
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Source§unsafe fn apply_effect(
_ptr: MovingPtr<'_, MaybeUninit<C>>,
_entity: &mut EntityWorldMut<'_>,
)
unsafe fn apply_effect( _ptr: MovingPtr<'_, MaybeUninit<C>>, _entity: &mut EntityWorldMut<'_>, )
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