Struct jumpy::core::physics::dynamic_body::DynamicBody
source · #[repr(C)]pub struct DynamicBody {
pub is_dynamic: bool,
last_rapier_synced_transform: Transform,
command_queue: Arc<Mutex<Vec<Box<SimulationCommand>>>>,
}Expand description
Bodies with DynamicBody will be simulated dynamically
if is_dynamic is True. Currently DynamicBody requires component
KinematicBody, as it shares shape.
if is_dynamic is false, body is treated as kinematic.
Fields§
§is_dynamic: boolIs body simulating or kinematic mode?
last_rapier_synced_transform: TransformThis transform is used to determine if position has moved in gameplay code outside of rapier sim.
Is only relevant when is_dynamic = true. It is updated whenever transform is synced to or from rapier.
If this does not match entity Transform at beginning of physics update, rapier simulation body
will be teleported to match gameplay.
See Self::simulation_transform_needs_update for context.
command_queue: Arc<Mutex<Vec<Box<SimulationCommand>>>>Simulation command queue. See Self::push_simulation_command for details.
Implementations§
source§impl DynamicBody
impl DynamicBody
sourcepub fn new(is_dynamic: bool) -> Self
pub fn new(is_dynamic: bool) -> Self
Create new DynamicBody. is_dynamic = true simulates physics, false remains kinematic.
sourcepub fn simulation_transform_needs_update(
&mut self,
transform: &Transform,
) -> bool
pub fn simulation_transform_needs_update( &mut self, transform: &Transform, ) -> bool
Check if rapier simulation’s body’s transform is dirty (If it was modified outside of physics simulation). Always returns true if object is not simulating.
Updates last_rapier_synced_transform if called, should only be called before updating rapier positions from gameplay.
sourcepub fn update_last_rapier_synced_transform(
&mut self,
translation: Vec3,
rotation: Quat,
)
pub fn update_last_rapier_synced_transform( &mut self, translation: Vec3, rotation: Quat, )
Update last_rapier_synced_transform from simulation output so we can determine when gameplay has modified transform
outside of rapier for Self::simulation_transform_needs_update.
This does NOT update position of entity.
sourcepub fn push_simulation_command(&mut self, command: Box<SimulationCommand>)
pub fn push_simulation_command(&mut self, command: Box<SimulationCommand>)
Push command that is executed before next physics step, after body is guranteed to be initialized in rapier
and set to rapier::RigidBodyType::Dynamic (if transitioning from Kinematic to Dynamic).
Commands are only executed if is_dynamic = true (body is simulating) next frame! Otherwise they are discarded.
This restriction is in place to prevent switching back to kinematic and modifying simulation state in an unintentional way.
Commands are executed in order they are pushed. If you need to immediately apply changes, use CollisionWorld::mutate_rigidbody.
sourcepub fn simulation_commands(&mut self) -> Vec<Box<SimulationCommand>>
pub fn simulation_commands(&mut self) -> Vec<Box<SimulationCommand>>
Retrieve SimulationCommand queue for processing. Values are moved out of self, flushing queue.
Trait Implementations§
source§impl Clone for DynamicBody
impl Clone for DynamicBody
source§fn clone(&self) -> DynamicBody
fn clone(&self) -> DynamicBody
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moresource§impl Default for DynamicBody
impl Default for DynamicBody
source§fn default() -> DynamicBody
fn default() -> DynamicBody
source§impl HasSchema for DynamicBody
impl HasSchema for DynamicBody
§fn register_schema()
fn register_schema()
§fn cast<T>(this: &Self) -> &Twhere
T: HasSchema,
fn cast<T>(this: &Self) -> &Twhere
T: HasSchema,
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T: HasSchema,
fn try_cast<T>(this: &Self) -> Result<&T, SchemaMismatchError>where
T: HasSchema,
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T: HasSchema,
fn cast_mut<T>(this: &mut Self) -> &mut Twhere
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Self: Sized,
fn as_schema_ref(&self) -> SchemaRef<'_>where
Self: Sized,
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impl Freeze for DynamicBody
impl RefUnwindSafe for DynamicBody
impl Send for DynamicBody
impl Sync for DynamicBody
impl Unpin for DynamicBody
impl UnwindSafe for DynamicBody
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