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RigidBodyActivation

Struct RigidBodyActivation 

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pub struct RigidBodyActivation {
    pub normalized_linear_threshold: f32,
    pub angular_threshold: f32,
    pub time_until_sleep: f32,
    pub time_since_can_sleep: f32,
    pub sleeping: bool,
    /* private fields */
}
Expand description

Controls when a body goes to sleep (becomes inactive to save CPU).

§Sleeping System

Bodies automatically sleep when they’re at rest, dramatically improving performance in scenes with many inactive objects. Sleeping bodies are:

  • Excluded from simulation (no collision detection, no velocity integration)
  • Automatically woken when disturbed (hit by moving object, connected via joint)
  • Woken manually with body.wake_up() or islands.wake_up()

§When to disable sleeping

Most bodies should sleep! Only disable if the body needs to stay active despite being still:

  • Bodies you frequently query for raycasts/contacts
  • Bodies with time-based behaviors while stationary

Use RigidBodyBuilder::can_sleep(false) or RigidBodyActivation::cannot_sleep().

Fields§

§normalized_linear_threshold: f32

Velocity threshold for sleeping (scaled by length_unit).

Compared against the body’s farthest-point speed (|linvel| + |angvel| * max_extent) and against its farthest-point displacement rate (so solver position corrections count as motion too). If negative, body never sleeps. Default: 0.05 units/second.

§angular_threshold: f32

Angular velocity threshold for sleeping (radians/second).

For bodies with colliders, angular motion is folded into the point-velocity check of normalized_linear_threshold; this raw threshold only applies to collider-less bodies. If negative, body never sleeps. Default: 0.5 rad/s.

§time_until_sleep: f32

How long the body must stay below the velocity threshold before sleeping (seconds).

Default: 0.5 seconds.

§time_since_can_sleep: f32

Internal timer tracking how long body has been still.

§sleeping: bool

Is this body currently sleeping?

Implementations§

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impl RigidBodyActivation

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pub fn default_normalized_linear_threshold() -> f32

The default linear velocity below which a body can be put to sleep.

Default: 0.05 length units per second.

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pub fn default_angular_threshold() -> f32

The default angular velocity below which a body can be put to sleep.

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pub fn default_time_until_sleep() -> f32

The amount of time the rigid-body must remain below it’s linear and angular velocity threshold before falling to sleep.

Default: half a second.

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pub fn active() -> Self

Create a new rb_activation status initialised with the default rb_activation threshold and is active.

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pub fn inactive() -> Self

Create a new rb_activation status initialised with the default rb_activation threshold and is inactive.

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pub fn cannot_sleep() -> Self

Create a new activation status that prevents the rigid-body from sleeping.

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pub fn is_active(&self) -> bool

Returns true if the body is not asleep.

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pub fn wake_up(&mut self, strong: bool)

Wakes up this rigid-body.

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pub fn sleep(&mut self)

Put this rigid-body to sleep.

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pub fn is_eligible_for_sleep(&self) -> bool

Does this body have a sufficiently low kinetic energy for a long enough duration to be eligible for sleeping?

Trait Implementations§

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impl Clone for RigidBodyActivation

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fn clone(&self) -> RigidBodyActivation

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Copy for RigidBodyActivation

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impl Debug for RigidBodyActivation

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for RigidBodyActivation

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl PartialEq for RigidBodyActivation

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fn eq(&self, other: &RigidBodyActivation) -> bool

Tests for self and other values to be equal, and is used by ==.
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl StructuralPartialEq for RigidBodyActivation

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