RigidBodyType

Enum RigidBodyType 

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pub enum RigidBodyType {
    Dynamic = 0,
    Fixed = 1,
    KinematicPositionBased = 2,
    KinematicVelocityBased = 3,
}
Expand description

The type of a rigid body, determining how it responds to forces and movement.

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Dynamic = 0

Fully simulated - responds to forces, gravity, and collisions.

Use for: Falling objects, projectiles, physics-based characters, anything that should behave realistically under physics simulation.

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Fixed = 1

Never moves - has infinite mass and is unaffected by anything.

Use for: Static level geometry, walls, floors, terrain, buildings.

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KinematicPositionBased = 2

Controlled by setting next position - pushes but isn’t pushed.

You control this by setting where it should be next frame. Rapier computes the velocity needed to get there. The body can push dynamic bodies but nothing can push it back (one-way interaction).

Use for: Animated platforms, objects controlled by external animation systems.

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KinematicVelocityBased = 3

Controlled by setting velocity - pushes but isn’t pushed.

You control this by setting its velocity directly. It moves predictably regardless of what it hits. Can push dynamic bodies but nothing can push it back (one-way interaction).

Use for: Moving platforms, elevators, doors, player-controlled characters (when you want direct control rather than physics-based movement).

Implementations§

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impl RigidBodyType

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pub fn is_fixed(self) -> bool

Is this rigid-body fixed (i.e. cannot move)?

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pub fn is_dynamic(self) -> bool

Is this rigid-body dynamic (i.e. can move and be affected by forces)?

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pub fn is_kinematic(self) -> bool

Is this rigid-body kinematic (i.e. can move but is unaffected by forces)?

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pub fn is_dynamic_or_kinematic(self) -> bool

Is this rigid-body a dynamic rigid-body or a kinematic rigid-body?

This method is mostly convenient internally where kinematic and dynamic rigid-body are subject to the same behavior.

Trait Implementations§

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impl Clone for RigidBodyType

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fn clone(&self) -> RigidBodyType

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for RigidBodyType

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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 PartialEq for RigidBodyType

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

Tests for self and other values to be equal, and is used by ==.
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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 Copy for RigidBodyType

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impl Eq for RigidBodyType

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impl StructuralPartialEq for RigidBodyType

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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