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//! Components, traits, and plugins related to collider functionality.
use crate::prelude::*;
use bevy::{
ecs::entity::{EntityMapper, MapEntities},
prelude::*,
utils::HashSet,
};
use derive_more::From;
mod backend;
mod hierarchy;
pub use backend::{ColliderBackendPlugin, ColliderMarker};
pub use hierarchy::ColliderHierarchyPlugin;
/// The default [`Collider`] that uses Parry.
#[cfg(all(
feature = "default-collider",
any(feature = "parry-f32", feature = "parry-f64")
))]
mod parry;
#[cfg(all(
feature = "default-collider",
any(feature = "parry-f32", feature = "parry-f64")
))]
pub use parry::*;
mod world_query;
pub use world_query::*;
#[cfg(feature = "default-collider")]
mod constructor;
#[cfg(feature = "default-collider")]
pub use constructor::{
ColliderConstructor, ColliderConstructorHierarchy, ColliderConstructorHierarchyConfig,
};
/// A trait for creating colliders from other types.
pub trait IntoCollider<C: AnyCollider> {
/// Creates a collider from `self`.
fn collider(&self) -> C;
}
/// A trait that generalizes over colliders. Implementing this trait
/// allows colliders to be used with the physics engine.
pub trait AnyCollider: Component {
/// Computes the [Axis-Aligned Bounding Box](ColliderAabb) of the collider
/// with the given position and rotation.
#[cfg_attr(
feature = "2d",
doc = "\n\nThe rotation is counterclockwise and in radians."
)]
fn aabb(&self, position: Vector, rotation: impl Into<Rotation>) -> ColliderAabb;
/// Computes the swept [Axis-Aligned Bounding Box](ColliderAabb) of the collider.
/// This corresponds to the space the shape would occupy if it moved from the given
/// start position to the given end position.
#[cfg_attr(
feature = "2d",
doc = "\n\nThe rotation is counterclockwise and in radians."
)]
fn swept_aabb(
&self,
start_position: Vector,
start_rotation: impl Into<Rotation>,
end_position: Vector,
end_rotation: impl Into<Rotation>,
) -> ColliderAabb {
self.aabb(start_position, start_rotation)
.merged(self.aabb(end_position, end_rotation))
}
/// Computes the collider's mass properties based on its shape and a given density.
fn mass_properties(&self, density: Scalar) -> ColliderMassProperties;
/// Computes all [`ContactManifold`]s between two colliders.
///
/// Returns an empty vector if the colliders are separated by a distance greater than `prediction_distance`
/// or if the given shapes are invalid.
fn contact_manifolds(
&self,
other: &Self,
position1: Vector,
rotation1: impl Into<Rotation>,
position2: Vector,
rotation2: impl Into<Rotation>,
prediction_distance: Scalar,
) -> Vec<ContactManifold>;
}
/// A trait for colliders that support scaling.
pub trait ScalableCollider: AnyCollider {
/// Returns the global scaling factor of the collider.
fn scale(&self) -> Vector;
/// Sets the global scaling factor of the collider.
///
/// If the scaling factor is not uniform and the resulting scaled shape
/// can not be represented exactly, the given `detail` is used for an approximation.
fn set_scale(&mut self, scale: Vector, detail: u32);
/// Scales the collider by the given scaling factor.
///
/// If the scaling factor is not uniform and the resulting scaled shape
/// can not be represented exactly, the given `detail` is used for an approximation.
fn scale_by(&mut self, factor: Vector, detail: u32) {
self.set_scale(factor * self.scale(), detail)
}
}
/// A component that stores the `Entity` ID of the [`RigidBody`] that a [`Collider`] is attached to.
///
/// If the collider is a child of a rigid body, this points to the body's `Entity` ID.
/// If the [`Collider`] component is instead on the same entity as the [`RigidBody`] component,
/// this points to the collider's own `Entity` ID.
///
/// This component is added and updated automatically based on entity hierarchies and should not
/// be modified directly.
///
/// ## Example
///
/// ```
#[cfg_attr(feature = "2d", doc = "use avian2d::prelude::*;")]
#[cfg_attr(feature = "3d", doc = "use avian3d::prelude::*;")]
/// use bevy::prelude::*;
///
/// fn setup(mut commands: Commands) {
/// // Spawn a rigid body with one collider on the same entity and two as children.
/// // Each entity will have a ColliderParent component that has the same rigid body entity.
/// commands
#[cfg_attr(
feature = "2d",
doc = " .spawn((RigidBody::Dynamic, Collider::circle(0.5)))
.with_children(|children| {
children.spawn((Collider::circle(0.5), Transform::from_xyz(2.0, 0.0, 0.0)));
children.spawn((Collider::circle(0.5), Transform::from_xyz(-2.0, 0.0, 0.0)));
});"
)]
#[cfg_attr(
feature = "3d",
doc = " .spawn((RigidBody::Dynamic, Collider::sphere(0.5)))
.with_children(|children| {
children.spawn((Collider::sphere(0.5), Transform::from_xyz(2.0, 0.0, 0.0)));
children.spawn((Collider::sphere(0.5), Transform::from_xyz(-2.0, 0.0, 0.0)));
});"
)]
/// }
/// ```
#[derive(Reflect, Clone, Copy, Component, Debug, PartialEq, Eq)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Debug, Component, PartialEq)]
pub struct ColliderParent(pub(crate) Entity);
impl ColliderParent {
/// Gets the `Entity` ID of the [`RigidBody`] that this [`Collider`] is attached to.
pub const fn get(&self) -> Entity {
self.0
}
}
impl MapEntities for ColliderParent {
fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M) {
self.0 = entity_mapper.map_entity(self.0)
}
}
/// The transform of a collider relative to the rigid body it's attached to.
/// This is in the local space of the body, not the collider itself.
///
/// This is used for computing things like contact positions and a body's center of mass
/// without having to traverse deeply nested hierarchies. It's updated automatically,
/// so you shouldn't modify it manually.
#[derive(Reflect, Clone, Copy, Component, Debug, PartialEq)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Debug, Component, PartialEq)]
pub struct ColliderTransform {
/// The translation of a collider in a rigid body's frame of reference.
pub translation: Vector,
/// The rotation of a collider in a rigid body's frame of reference.
pub rotation: Rotation,
/// The global scale of a collider. Equivalent to the `GlobalTransform` scale.
pub scale: Vector,
}
impl ColliderTransform {
/// Transforms a given point by applying the translation, rotation and scale of
/// this [`ColliderTransform`].
pub fn transform_point(&self, mut point: Vector) -> Vector {
point *= self.scale;
point = self.rotation * point;
point += self.translation;
point
}
}
impl Default for ColliderTransform {
fn default() -> Self {
Self {
translation: Vector::ZERO,
rotation: Rotation::default(),
scale: Vector::ONE,
}
}
}
impl From<Transform> for ColliderTransform {
fn from(value: Transform) -> Self {
Self {
#[cfg(feature = "2d")]
translation: value.translation.truncate().adjust_precision(),
#[cfg(feature = "3d")]
translation: value.translation.adjust_precision(),
rotation: Rotation::from(value.rotation.adjust_precision()),
#[cfg(feature = "2d")]
scale: value.scale.truncate().adjust_precision(),
#[cfg(feature = "3d")]
scale: value.scale.adjust_precision(),
}
}
}
/// A component that marks a [`Collider`] as a sensor, also known as a trigger.
///
/// Sensor colliders send [collision events](ContactReportingPlugin#collision-events) and register intersections,
/// but allow other bodies to pass through them. This is often used to detect when something enters
/// or leaves an area or is intersecting some shape.
///
/// Sensor colliders do *not* contribute to the mass properties of rigid bodies.
///
/// ## Example
///
/// ```
#[cfg_attr(feature = "2d", doc = "use avian2d::prelude::*;")]
#[cfg_attr(feature = "3d", doc = "use avian3d::prelude::*;")]
/// use bevy::prelude::*;
///
/// fn setup(mut commands: Commands) {
/// // Spawn a static body with a sensor collider.
/// // Other bodies will pass through, but it will still send collision events.
#[cfg_attr(
feature = "2d",
doc = " commands.spawn((RigidBody::Static, Collider::circle(0.5), Sensor));"
)]
#[cfg_attr(
feature = "3d",
doc = " commands.spawn((RigidBody::Static, Collider::sphere(0.5), Sensor));"
)]
/// }
/// ```
#[doc(alias = "Trigger")]
#[derive(Reflect, Clone, Component, Debug, Default, PartialEq, Eq)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Debug, Component, Default, PartialEq)]
pub struct Sensor;
/// The Axis-Aligned Bounding Box of a [collider](Collider).
#[derive(Reflect, Clone, Copy, Component, Debug, PartialEq)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Debug, Component, PartialEq)]
pub struct ColliderAabb {
/// The minimum point of the AABB.
pub min: Vector,
/// The maximum point of thr AABB.
pub max: Vector,
}
impl ColliderAabb {
/// Creates a new [`ColliderAabb`] from the given `center` and `half_size`.
pub fn new(center: Vector, half_size: Vector) -> Self {
Self {
min: center - half_size,
max: center + half_size,
}
}
/// Creates a new [`ColliderAabb`] from its minimum and maximum points.
pub fn from_min_max(min: Vector, max: Vector) -> Self {
Self { min, max }
}
/// Creates a new [`ColliderAabb`] from a given `SharedShape`.
#[cfg(all(
feature = "default-collider",
any(feature = "parry-f32", feature = "parry-f64")
))]
pub fn from_shape(shape: &crate::parry::shape::SharedShape) -> Self {
let aabb = shape.compute_local_aabb();
Self {
min: aabb.mins.into(),
max: aabb.maxs.into(),
}
}
/// Computes the center of the AABB,
#[inline(always)]
pub fn center(self) -> Vector {
self.min.midpoint(self.max)
}
/// Computes the size of the AABB.
#[inline(always)]
pub fn size(self) -> Vector {
self.max - self.min
}
/// Merges this AABB with another one.
#[inline(always)]
pub fn merged(self, other: Self) -> Self {
ColliderAabb {
min: self.min.min(other.min),
max: self.max.max(other.max),
}
}
/// Increases the size of the bounding volume in each direction by the given amount.
#[inline(always)]
pub fn grow(&self, amount: Vector) -> Self {
let b = Self {
min: self.min - amount,
max: self.max + amount,
};
debug_assert!(b.min.cmple(b.max).all());
b
}
/// Decreases the size of the bounding volume in each direction by the given amount.
#[inline(always)]
pub fn shrink(&self, amount: Vector) -> Self {
let b = Self {
min: self.min + amount,
max: self.max - amount,
};
debug_assert!(b.min.cmple(b.max).all());
b
}
/// Checks if `self` intersects with `other`.
#[inline(always)]
#[cfg(feature = "2d")]
pub fn intersects(&self, other: &Self) -> bool {
let x_overlaps = self.min.x <= other.max.x && self.max.x >= other.min.x;
let y_overlaps = self.min.y <= other.max.y && self.max.y >= other.min.y;
x_overlaps && y_overlaps
}
/// Checks if `self` intersects with `other`.
#[inline(always)]
#[cfg(feature = "3d")]
pub fn intersects(&self, other: &Self) -> bool {
let x_overlaps = self.min.x <= other.max.x && self.max.x >= other.min.x;
let y_overlaps = self.min.y <= other.max.y && self.max.y >= other.min.y;
let z_overlaps = self.min.z <= other.max.z && self.max.z >= other.min.z;
x_overlaps && y_overlaps && z_overlaps
}
}
impl Default for ColliderAabb {
fn default() -> Self {
ColliderAabb {
min: Vector::INFINITY,
max: Vector::NEG_INFINITY,
}
}
}
/// A component that adds an extra margin or "skin" around [`Collider`] shapes to help maintain
/// additional separation to other objects. This added thickness can help improve
/// stability and performance in some cases, especially for thin shapes such as trimeshes.
///
/// There are three primary reasons for collision margins:
///
/// 1. Collision detection is often more efficient when shapes are not overlapping
/// further than their collision margins. Deeply overlapping shapes require
/// more expensive collision algorithms.
///
/// 2. Some shapes such as triangles and planes are infinitely thin,
/// which can cause precision errors. A collision margin adds artificial
/// thickness to shapes, improving stability.
///
/// 3. Overall, collision margins give the physics engine more
/// room for error when resolving contacts. This can also help
/// prevent visible artifacts such as objects poking through the ground.
///
/// If a rigid body with a [`CollisionMargin`] has colliders as child entities,
/// and those colliders don't have their own [`CollisionMargin`] components,
/// the colliders will use the rigid body's [`CollisionMargin`].
///
/// # Example
///
/// ```
#[cfg_attr(feature = "2d", doc = "use avian2d::prelude::*;")]
#[cfg_attr(feature = "3d", doc = "use avian3d::prelude::*;")]
/// use bevy::prelude::*;
///
/// fn setup(mut commands: Commands) {
#[cfg_attr(
feature = "2d",
doc = " // Spawn a rigid body with a collider.
// A margin of `0.1` is added around the shape.
commands.spawn((
RigidBody::Dynamic,
Collider::capsule(2.0, 0.5),
CollisionMargin(0.1),
));"
)]
#[cfg_attr(
feature = "3d",
doc = " let mesh = Mesh::from(Torus::default());
// Spawn a rigid body with a triangle mesh collider.
// A margin of `0.1` is added around the shape.
commands.spawn((
RigidBody::Dynamic,
Collider::trimesh_from_mesh(&mesh).unwrap(),
CollisionMargin(0.1),
));"
)]
/// }
/// ```
#[derive(Reflect, Clone, Copy, Component, Debug, Default, Deref, DerefMut, PartialEq, From)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Component)]
#[doc(alias = "ContactSkin")]
pub struct CollisionMargin(pub Scalar);
/// A component that stores the entities that are colliding with an entity.
///
/// This component is automatically added for all entities with a [`Collider`],
/// but it will only be filled if the [`ContactReportingPlugin`] is enabled (by default, it is).
///
/// ## Example
///
/// ```
#[cfg_attr(feature = "2d", doc = "use avian2d::prelude::*;")]
#[cfg_attr(feature = "3d", doc = "use avian3d::prelude::*;")]
/// use bevy::prelude::*;
///
/// fn my_system(query: Query<(Entity, &CollidingEntities)>) {
/// for (entity, colliding_entities) in &query {
/// println!(
/// "{:?} is colliding with the following entities: {:?}",
/// entity,
/// colliding_entities
/// );
/// }
/// }
/// ```
#[derive(Reflect, Clone, Component, Debug, Default, Deref, DerefMut, PartialEq, Eq)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Debug, Component, Default, PartialEq)]
pub struct CollidingEntities(pub HashSet<Entity>);
impl MapEntities for CollidingEntities {
fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M) {
self.0 = self
.0
.clone()
.into_iter()
.map(|e| entity_mapper.map_entity(e))
.collect()
}
}
#[derive(Reflect, Clone, Copy, Component, Debug, Default, Deref, DerefMut, PartialEq)]
#[reflect(Component)]
pub(crate) struct PreviousColliderTransform(pub ColliderTransform);