avian3d/dynamics/rigid_body/
mod.rs

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//! Common components and bundles for rigid bodies.

pub mod mass_properties;

// Components
mod forces;
mod locked_axes;
mod physics_material;
mod world_query;

pub use forces::{ExternalAngularImpulse, ExternalForce, ExternalImpulse, ExternalTorque};
pub use locked_axes::LockedAxes;
pub use physics_material::{
    CoefficientCombine, DefaultFriction, DefaultRestitution, Friction, Restitution,
};
pub use world_query::*;

#[cfg(feature = "2d")]
pub(crate) use forces::FloatZero;
pub(crate) use forces::Torque;

use crate::prelude::*;
use bevy::prelude::*;
use derive_more::From;

/// A non-deformable body used for the simulation of most physics objects.
///
/// # Rigid Body Types
///
/// A rigid body can be either dynamic, kinematic or static.
///
/// - **Dynamic bodies** are similar to real life objects and are affected by forces and contacts.
/// - **Kinematic bodies** can only be moved programmatically, which is useful for things like character controllers and moving platforms.
/// - **Static bodies** can not move, so they can be good for objects in the environment like the ground and walls.
///
/// # Creation
///
/// Creating a rigid body is as simple as adding the [`RigidBody`] component,
/// and an optional [`Collider`]:
///
/// ```
#[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 dynamic rigid body and specify its position.
///     commands.spawn((
///         RigidBody::Dynamic,
///         Collider::capsule(0.5, 1.5),
///         Transform::from_xyz(0.0, 3.0, 0.0),
///     ));
/// }
/// ```
///
/// By default, dynamic rigid bodies will have mass properties computed based on the attached colliders
/// and their [`ColliderDensity`]. See the [Mass properties](#mass-properties) section for more information.
///
/// # Movement
///
/// A rigid body can be moved in three ways: by modifying its position directly,
/// by changing its velocity, or by applying forces or impulses.
///
/// To change the position of a rigid body, you can simply modify its `Transform`:
///
/// ```
#[cfg_attr(feature = "2d", doc = "use avian2d::prelude::*;")]
#[cfg_attr(feature = "3d", doc = "use avian3d::prelude::*;")]
/// use bevy::prelude::*;
///
/// fn move_bodies(mut query: Query<&mut Transform, With<RigidBody>>) {
///     for mut transform in query.iter_mut() {
///         transform.translation.x += 0.1;
///     }
/// }
/// ```
///
/// However, moving a dynamic body by changing its position directly is similar
/// to teleporting the body, which can result in unexpected behavior since the body can move
/// inside walls.
///
/// You can instead change the velocity of a dynamic or kinematic body with the [`LinearVelocity`]
/// and [`AngularVelocity`] components:
///
/// ```
#[cfg_attr(feature = "2d", doc = "use avian2d::prelude::*;")]
#[cfg_attr(feature = "3d", doc = "use avian3d::prelude::*;")]
/// use bevy::prelude::*;
///
/// fn accelerate_bodies(mut query: Query<(&mut LinearVelocity, &mut AngularVelocity)>) {
///     for (mut linear_velocity, mut angular_velocity) in query.iter_mut() {
///         linear_velocity.x += 0.05;
#[cfg_attr(feature = "2d", doc = "        angular_velocity.0 += 0.05;")]
#[cfg_attr(feature = "3d", doc = "        angular_velocity.z += 0.05;")]
///     }
/// }
/// ```
///
/// For applying forces and impulses to dynamic bodies, see the [`ExternalForce`], [`ExternalTorque`],
/// [`ExternalImpulse`] and [`ExternalAngularImpulse`] components.
///
/// Avian does not have a built-in character controller, so if you need one,
/// you will need to implement it yourself or use a third party option.
/// You can take a look at the [`basic_dynamic_character`] and [`basic_kinematic_character`]
/// examples for a simple implementation.
///
/// [`basic_dynamic_character`]: https://github.com/Jondolf/avian/blob/42fb8b21c756a7f4dd91071597dc251245ddaa8f/crates/avian3d/examples/basic_dynamic_character.rs
/// [`basic_kinematic_character`]: https://github.com/Jondolf/avian/blob/42fb8b21c756a7f4dd91071597dc251245ddaa8f/crates/avian3d/examples/basic_kinematic_character.rs
///
/// # Mass Properties
///
/// Every dynamic rigid body has [mass], [angular inertia], and a [center of mass].
/// These mass properties determine how the rigid body responds to forces and torques.
///
/// - **Mass**: Represents resistance to linear acceleration. A higher mass requires more force for the same acceleration.
/// - **Angular Inertia**: Represents resistance to angular acceleration. A higher angular inertia requires more torque for the same angular acceleration.
/// - **Center of Mass**: The average position of mass in the body. Applying forces at this point produces no torque.
///
/// Static and kinematic rigid bodies have infinite mass and angular inertia,
/// and do not respond to forces or torques. Zero mass for a dynamic body is also
/// treated as a special case, and corresponds to infinite mass.
///
/// If no mass properties are set, they are computed automatically from attached colliders
/// based on their shape and density.
///
/// ```
#[cfg_attr(feature = "2d", doc = "# use avian2d::prelude::*;")]
#[cfg_attr(feature = "3d", doc = "# use avian3d::prelude::*;")]
/// # use bevy::prelude::*;
/// #
/// # fn setup(mut commands: Commands) {
/// // Note: `ColliderDensity` is optional, and defaults to `1.0` if not present.
/// commands.spawn((
///     RigidBody::Dynamic,
///     Collider::capsule(0.5, 1.5),
///     ColliderDensity(2.0),
/// ));
/// # }
/// ```
///
/// If mass properties are set with the [`Mass`], [`AngularInertia`], and [`CenterOfMass`] components,
/// they override the values computed from colliders.
///
/// ```
#[cfg_attr(feature = "2d", doc = "# use avian2d::prelude::*;")]
#[cfg_attr(feature = "3d", doc = "# use avian3d::prelude::*;")]
/// # use bevy::prelude::*;
/// #
/// # fn setup(mut commands: Commands) {
/// // Override mass and the center of mass, but use the collider's angular inertia.
/// commands.spawn((
///     RigidBody::Dynamic,
///     Collider::capsule(0.5, 1.5),
///     Mass(5.0),
#[cfg_attr(feature = "2d", doc = "    CenterOfMass::new(0.0, -0.5),")]
#[cfg_attr(feature = "3d", doc = "    CenterOfMass::new(0.0, -0.5, 0.0),")]
/// ));
/// # }
/// ```
///
/// If the rigid body has child colliders, their mass properties will be combined for
/// the total [`ComputedMass`], [`ComputedAngularInertia`], and [`ComputedCenterOfMass`].
///
/// ```
#[cfg_attr(feature = "2d", doc = "# use avian2d::prelude::*;")]
#[cfg_attr(feature = "3d", doc = "# use avian3d::prelude::*;")]
/// # use bevy::prelude::*;
/// #
/// # fn setup(mut commands: Commands) {
/// // Total mass: 10.0 + 5.0 = 15.0
#[cfg_attr(
    feature = "2d",
    doc = "// Total center of mass: (10.0 * [0.0, -0.5] + 5.0 * [0.0, 4.0]) / (10.0 + 5.0) = [0.0, 1.0]"
)]
#[cfg_attr(
    feature = "3d",
    doc = "// Total center of mass: (10.0 * [0.0, -0.5, 0.0] + 5.0 * [0.0, 4.0, 0.0]) / (10.0 + 5.0) = [0.0, 1.0, 0.0]"
)]
/// commands.spawn((
///     RigidBody::Dynamic,
///     Collider::capsule(0.5, 1.5),
///     Mass(10.0),
#[cfg_attr(feature = "2d", doc = "    CenterOfMass::new(0.0, -0.5),")]
#[cfg_attr(feature = "3d", doc = "    CenterOfMass::new(0.0, -0.5, 0.0),")]
///     Transform::default(),
/// ))
/// .with_child((
#[cfg_attr(feature = "2d", doc = "    Collider::circle(1.0),")]
#[cfg_attr(feature = "3d", doc = "    Collider::sphere(1.0),")]
///     Mass(5.0),
///     Transform::from_xyz(0.0, 4.0, 0.0),
/// ));
/// # }
/// ```
///
/// To prevent child entities from contributing to the total mass properties, use the [`NoAutoMass`],
/// [`NoAutoAngularInertia`], and [`NoAutoCenterOfMass`] marker components.
///
/// ```
#[cfg_attr(feature = "2d", doc = "# use avian2d::prelude::*;")]
#[cfg_attr(feature = "3d", doc = "# use avian3d::prelude::*;")]
/// # use bevy::prelude::*;
/// #
/// # fn setup(mut commands: Commands) {
/// // Total mass: 10.0
#[cfg_attr(feature = "2d", doc = "// Total center of mass: [0.0, -0.5]")]
#[cfg_attr(feature = "3d", doc = "// Total center of mass: [0.0, -0.5, 0.0]")]
/// commands.spawn((
///     RigidBody::Dynamic,
///     Collider::capsule(0.5, 1.5),
///     Mass(10.0),
#[cfg_attr(feature = "2d", doc = "    CenterOfMass::new(0.0, -0.5),")]
#[cfg_attr(feature = "3d", doc = "    CenterOfMass::new(0.0, -0.5, 0.0),")]
///     NoAutoMass,
///     NoAutoCenterOfMass,
///     Transform::default(),
/// ))
/// .with_child((
#[cfg_attr(feature = "2d", doc = "    Collider::circle(1.0),")]
#[cfg_attr(feature = "3d", doc = "    Collider::sphere(1.0),")]
///     Mass(5.0),
///     Transform::from_xyz(0.0, 4.0, 0.0),
/// ));
/// # }
/// ```
///
/// See the [`mass_properties`] module for more information.
///
/// [mass]: mass_properties::components::Mass
/// [angular inertia]: mass_properties::components::AngularInertia
/// [center of mass]: mass_properties::components::CenterOfMass
/// [mass properties]: mass_properties
///
/// # See More
///
/// - [Colliders](Collider)
/// - [Gravity] and [gravity scale](GravityScale)
/// - [Linear](LinearDamping) and [angular](AngularDamping) velocity damping
/// - [Friction] and [restitution](Restitution) (bounciness)
/// - [Lock translational and rotational axes](LockedAxes)
/// - [Dominance]
/// - [Continuous Collision Detection](dynamics::ccd)
///     - [Speculative collision](dynamics::ccd#speculative-collision)
///     - [Swept CCD](dynamics::ccd#swept-ccd)
/// - [`Transform` interpolation and extrapolation](PhysicsInterpolationPlugin)
/// - [Temporarily disabling a rigid body](RigidBodyDisabled)
/// - [Automatic deactivation with sleeping](Sleeping)
#[derive(Reflect, Clone, Copy, 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)]
#[require(
    LinearVelocity,
    AngularVelocity,
    // TODO: Make these force components optional.
    ExternalForce,
    ExternalTorque,
    ExternalImpulse,
    ExternalAngularImpulse,
    ComputedMass,
    ComputedAngularInertia,
    ComputedCenterOfMass,
    // Currently required for solver internals.
    // Some of these might be removed in the future.
    AccumulatedTranslation,
    PreSolveAccumulatedTranslation,
    PreSolveLinearVelocity,
    PreSolveAngularVelocity,
    PreSolveRotation,
    PreviousRotation,
)]
#[cfg_attr(feature = "3d", require(GlobalAngularInertia))]
pub enum RigidBody {
    /// Dynamic bodies are bodies that are affected by forces, velocity and collisions.
    #[default]
    Dynamic,

    /// Static bodies are not affected by any forces, collisions or velocity, and they act as if they have an infinite mass and moment of inertia.
    /// The only way to move a static body is to manually change its position.
    ///
    /// Collisions with static bodies will affect dynamic bodies, but not other static bodies or kinematic bodies.
    ///
    /// Static bodies are typically used for things like the ground, walls and any other objects that you don't want to move.
    Static,

    /// Kinematic bodies are bodies that are not affected by any external forces or collisions.
    /// They will realistically affect colliding dynamic bodies, but not other kinematic bodies.
    ///
    /// Unlike static bodies, kinematic bodies can have velocity.
    /// The engine doesn't modify the values of a kinematic body's components,
    /// so you have full control of them.
    Kinematic,
}

impl RigidBody {
    /// Checks if the rigid body is dynamic.
    pub fn is_dynamic(&self) -> bool {
        *self == Self::Dynamic
    }

    /// Checks if the rigid body is static.
    pub fn is_static(&self) -> bool {
        *self == Self::Static
    }

    /// Checks if the rigid body is kinematic.
    pub fn is_kinematic(&self) -> bool {
        *self == Self::Kinematic
    }
}

/// A query filter that selects rigid bodies that are neither disabled nor sleeping.
pub(crate) type RigidBodyActiveFilter = (Without<RigidBodyDisabled>, Without<Sleeping>);

/// A marker component that indicates that a [rigid body](RigidBody) is disabled
/// and should not participate in the simulation. Disables velocity, forces, contact response,
/// and attached joints.
///
/// This is useful for temporarily disabling a body without removing it from the world.
/// To re-enable the body, simply remove this component.
///
/// Note that this component does *not* disable collision detection or spatial queries for colliders
/// attached to the rigid body.
///
/// # Example
///
/// ```
#[cfg_attr(feature = "2d", doc = "# use avian2d::prelude::*;")]
#[cfg_attr(feature = "3d", doc = "# use avian3d::prelude::*;")]
/// # use bevy::prelude::*;
/// #
/// #[derive(Component)]
/// pub struct Character;
///
/// /// Disables physics for all rigid body characters, for example during cutscenes.
/// fn disable_character_physics(
///     mut commands: Commands,
///     query: Query<Entity, (With<RigidBody>, With<Character>)>,
/// ) {
///     for entity in &query {
///         commands.entity(entity).insert(RigidBodyDisabled);
///     }
/// }
///
/// /// Enables physics for all rigid body characters.
/// fn enable_character_physics(
///     mut commands: Commands,
///     query: Query<Entity, (With<RigidBody>, With<Character>)>,
/// ) {
///     for entity in &query {
///         commands.entity(entity).remove::<RigidBodyDisabled>();
///     }
/// }
/// ```
///
/// # Related Components
///
/// - [`ColliderDisabled`]: Disables a collider.
/// - [`JointDisabled`]: Disables a joint constraint.
#[derive(Reflect, Clone, Copy, Component, Debug, Default)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Debug, Component, Default)]
pub struct RigidBodyDisabled;

/// Indicates that a [rigid body](RigidBody) is not simulated by the physics engine until woken up again.
/// This is done to improve performance and to help prevent small jitter that is typically present in collisions.
///
/// Bodies are marked as sleeping when their linear and angular velocity is below the [`SleepingThreshold`] for a time
/// indicated by [`DeactivationTime`]. A sleeping body is woken up when an active body interacts with it through
/// collisions or other constraints, or when gravity changes, or when the body's
/// position, rotation, velocity, or external forces are modified.
///
/// Sleeping can be disabled for specific entities with the [`SleepingDisabled`] component,
/// or for all entities by setting the [`SleepingThreshold`] to a negative value.
#[derive(Reflect, Clone, Copy, Component, Debug, Default)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Debug, Component, Default)]
pub struct Sleeping;

/// How long the velocity of the body has been below the [`SleepingThreshold`],
/// i.e. how long the body has been able to sleep.
///
/// See [`Sleeping`] for further information.
#[derive(Reflect, Clone, Copy, Component, Debug, Default, PartialEq, From)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Debug, Component, Default, PartialEq)]
pub struct TimeSleeping(pub Scalar);

/// Indicates that the body can not be deactivated by the physics engine. See [`Sleeping`] for information about sleeping.
#[derive(Reflect, Clone, Copy, Component, Debug, Default, PartialEq, Eq, From)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Debug, Component, Default, PartialEq)]
pub struct SleepingDisabled;

/// Translation accumulated during the physics frame.
///
/// When updating position during integration or constraint solving, the required translation
/// is added to [`AccumulatedTranslation`], instead of [`Position`]. This improves numerical stability
/// of the simulation, especially for bodies far away from world origin.
///
/// At the end of each physics frame, the actual [`Position`] is updated in [`SolverSet::ApplyTranslation`].
#[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(Debug, Component, Default, PartialEq)]
pub struct AccumulatedTranslation(pub Vector);

/// The linear velocity of a [rigid body](RigidBody).
///
/// # Example
///
/// ```
#[cfg_attr(feature = "2d", doc = "use avian2d::prelude::*;")]
#[cfg_attr(feature = "3d", doc = "use avian3d::prelude::*;")]
/// use bevy::prelude::*;
///
/// fn accelerate_bodies(mut query: Query<&mut LinearVelocity>) {
///     for mut linear_velocity in query.iter_mut() {
///         linear_velocity.x += 0.05;
///     }
/// }
/// ```
///
/// # Related Components
///
/// - [`ExternalForce`]: Applies a force to a dynamic body.
/// - [`LinearDamping`]: Reduces the linear velocity of a body over time, similar to air resistance.
/// - [`MaxLinearSpeed`]: Clamps the linear velocity of a body.
#[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(Debug, Component, Default, PartialEq)]
pub struct LinearVelocity(pub Vector);

impl LinearVelocity {
    /// Zero linear velocity.
    pub const ZERO: LinearVelocity = LinearVelocity(Vector::ZERO);
}

/// The maximum linear speed of a [rigid body](RigidBody), clamping the [`LinearVelocity`].
///
/// This can be useful for limiting how fast bodies can move, and can help control behavior and prevent instability.
///
/// # Example
///
/// ```
#[cfg_attr(feature = "2d", doc = "use avian2d::prelude::*;")]
#[cfg_attr(feature = "3d", doc = "use avian3d::prelude::*;")]
/// use bevy::prelude::*;
///
/// // Spawn a dynamic body with linear velocity clamped to `100.0` units per second.
/// fn setup(mut commands: Commands) {
///     commands.spawn((RigidBody::Dynamic, MaxLinearSpeed(100.0)));
/// }
/// ```
#[derive(Reflect, Clone, Copy, Component, Debug, Deref, DerefMut, PartialEq, From)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Debug, Component, Default, PartialEq)]
#[doc(alias = "MaxLinearVelocity")]
pub struct MaxLinearSpeed(pub Scalar);

impl Default for MaxLinearSpeed {
    fn default() -> Self {
        Self(Scalar::INFINITY)
    }
}

/// The maximum angular speed of a [rigid body](RigidBody), clamping the [`AngularVelocity`].
///
/// This can be useful for limiting how fast bodies can rotate, and can help control behavior and prevent instability.
///
/// # Example
///
/// ```
#[cfg_attr(feature = "2d", doc = "use avian2d::prelude::*;")]
#[cfg_attr(feature = "3d", doc = "use avian3d::prelude::*;")]
/// use bevy::prelude::*;
///
/// // Spawn a dynamic body with angular velocity clamped to `20.0` radians per second.
/// fn setup(mut commands: Commands) {
///     commands.spawn((RigidBody::Dynamic, MaxAngularSpeed(20.0)));
/// }
/// ```
#[derive(Reflect, Clone, Copy, Component, Debug, Deref, DerefMut, PartialEq, From)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Debug, Component, Default, PartialEq)]
#[doc(alias = "MaxAngularVelocity")]
pub struct MaxAngularSpeed(pub Scalar);

impl Default for MaxAngularSpeed {
    fn default() -> Self {
        Self(Scalar::INFINITY)
    }
}

/// The linear velocity of a [rigid body](RigidBody) before the velocity solve is performed.
#[derive(Reflect, Clone, Copy, Component, Debug, Default, Deref, DerefMut, PartialEq, From)]
#[reflect(Component)]
pub(crate) struct PreSolveLinearVelocity(pub Vector);

/// The angular velocity of a [rigid body](RigidBody) in radians per second.
/// Positive values will result in counterclockwise rotation.
///
/// # Example
///
/// ```
/// use avian2d::prelude::*;
/// use bevy::prelude::*;
///
/// fn increase_angular_velocities(mut query: Query<&mut AngularVelocity>) {
///     for mut angular_velocity in query.iter_mut() {
///         angular_velocity.0 += 0.05;
///     }
/// }
/// ```
///
/// # Related Components
///
/// - [`ExternalTorque`]: Applies a torque to a dynamic body.
/// - [`AngularDamping`]: Reduces the angular velocity of a body over time, similar to air resistance.
/// - [`MaxAngularSpeed`]: Clamps the angular velocity of a body.
#[cfg(feature = "2d")]
#[derive(Reflect, Clone, Copy, Deref, DerefMut, Component, Debug, Default, PartialEq, From)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Debug, Component, Default, PartialEq)]
pub struct AngularVelocity(pub Scalar);

/// The angular velocity of a [rigid body](RigidBody) as a rotation axis
/// multiplied by the angular speed in radians per second.
///
/// # Example
///
/// ```
/// use avian3d::prelude::*;
/// use bevy::prelude::*;
///
/// fn increase_angular_velocities(mut query: Query<&mut AngularVelocity>) {
///     for mut angular_velocity in query.iter_mut() {
///         angular_velocity.z += 0.05;
///     }
/// }
/// ```
///
/// # Related Components
///
/// - [`ExternalTorque`]: Applies a torque to a dynamic body.
/// - [`AngularDamping`]: Reduces the angular velocity of a body over time, similar to air resistance.
/// - [`MaxAngularSpeed`]: Clamps the angular velocity of a body.
#[cfg(feature = "3d")]
#[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(Debug, Component, Default, PartialEq)]
pub struct AngularVelocity(pub Vector);

impl AngularVelocity {
    /// Zero angular velocity.
    #[cfg(feature = "2d")]
    pub const ZERO: AngularVelocity = AngularVelocity(0.0);
    /// Zero angular velocity.
    #[cfg(feature = "3d")]
    pub const ZERO: AngularVelocity = AngularVelocity(Vector::ZERO);
}

/// The angular velocity of a [rigid body](RigidBody) in radians per second, before
/// the velocity solve is performed. Positive values will result in counterclockwise rotation.
#[cfg(feature = "2d")]
#[derive(Reflect, Clone, Copy, Component, Debug, Default, PartialEq, From)]
#[reflect(Component)]
pub(crate) struct PreSolveAngularVelocity(pub Scalar);

/// The angular velocity of a [rigid body](RigidBody) as a rotation axis
/// multiplied by the angular speed in radians per second, before the velocity solve is performed.
#[cfg(feature = "3d")]
#[derive(Reflect, Clone, Copy, Component, Debug, Default, Deref, DerefMut, PartialEq, From)]
#[reflect(Component)]
pub(crate) struct PreSolveAngularVelocity(pub Vector);

/// Controls how [gravity](Gravity) affects a specific [rigid body](RigidBody).
///
/// A gravity scale of `0.0` will disable gravity, while `2.0` will double the gravity.
/// Using a negative value will flip the direction of the gravity.
///
/// # Example
///
/// ```
#[cfg_attr(feature = "2d", doc = "use avian2d::prelude::*;")]
#[cfg_attr(feature = "3d", doc = "use avian3d::prelude::*;")]
/// use bevy::prelude::*;
///
/// // Spawn a dynamic body with `1.5` times the normal gravity.
/// fn setup(mut commands: Commands) {
///     commands.spawn((RigidBody::Dynamic, GravityScale(1.5)));
/// }
/// ```
#[derive(Component, Reflect, Debug, Clone, Copy, PartialEq, PartialOrd, Deref, DerefMut, From)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Debug, Component, Default, PartialEq)]
pub struct GravityScale(pub Scalar);

impl Default for GravityScale {
    fn default() -> Self {
        Self(1.0)
    }
}

/// Automatically slows down a dynamic [rigid body](RigidBody), decreasing its
/// [linear velocity](LinearVelocity) each frame. This can be used to simulate air resistance.
///
/// The default linear damping coefficient is `0.0`, which corresponds to no damping.
///
/// # 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) {
///     commands.spawn((RigidBody::Dynamic, LinearDamping(0.8)));
/// }
/// ```
#[derive(
    Component, Reflect, Debug, Clone, Copy, PartialEq, PartialOrd, Default, Deref, DerefMut, From,
)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Debug, Component, Default, PartialEq)]
pub struct LinearDamping(pub Scalar);

/// Automatically slows down a dynamic [rigid body](RigidBody), decreasing its
/// [angular velocity](AngularVelocity) each frame. This can be used to simulate air resistance.
///
/// The default angular damping coefficient is `0.0`, which corresponds to no damping.
///
/// # 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) {
///     commands.spawn((RigidBody::Dynamic, AngularDamping(1.6)));
/// }
/// ```
#[derive(
    Component, Reflect, Debug, Clone, Copy, PartialEq, PartialOrd, Default, Deref, DerefMut, From,
)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Debug, Component, Default, PartialEq)]
pub struct AngularDamping(pub Scalar);

/// **Dominance** allows [dynamic rigid bodies](RigidBody::Dynamic) to dominate
/// each other during physical interactions.
/// 
/// The body with a higher dominance acts as if it had infinite mass, and will be unaffected during
/// collisions and other interactions, while the other body will be affected normally.
/// 
/// The dominance must be between `-127` and `127`, and the default value is `0`.
/// Note that static and kinematic bodies will always have a higher dominance value
/// than dynamic bodies regardless of the value of this component.
/// 
/// # Example
/// 
/// ```
#[cfg_attr(feature = "2d", doc = "use avian2d::prelude::*;")]
#[cfg_attr(feature = "3d", doc = "use avian3d::prelude::*;")]
/// use bevy::prelude::*;
///
/// // Player dominates all dynamic bodies with a dominance lower than `5`.
/// fn spawn_player(mut commands: Commands) {
///     commands.spawn((
///         RigidBody::Dynamic,
///         Collider::capsule(0.4, 1.0),
///         Dominance(5),
///     ));
/// }
/// ```
#[rustfmt::skip]
#[derive(Component, Reflect, Debug, Clone, Copy, Default, Deref, DerefMut, From, PartialEq, PartialOrd, Eq, Ord)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Debug, Component, Default, PartialEq)]
pub struct Dominance(pub i8);