Struct jumpy::core::physics::KinematicBody
source · #[repr(C)]pub struct KinematicBody {Show 18 fields
pub velocity: Vec2,
pub shape: ColliderShape,
pub angular_velocity: f32,
pub gravity: f32,
pub bounciness: f32,
pub frame_friction_override: Option<f32>,
pub is_on_ground: bool,
pub was_on_ground: bool,
pub is_on_platform: bool,
pub has_mass: bool,
pub has_friction: bool,
pub can_rotate: bool,
pub is_deactivated: bool,
pub fall_through: bool,
pub is_spawning: bool,
pub is_controlled: bool,
pub last_update_position: Vec2,
pub last_update_rotation: f32,
}
Expand description
A kinematic physics body
Used primarily for players and things that need to walk around, detect what kind of platform they are standing on, etc.
For now, all kinematic bodies have axis-aligned, rectangular colliders. This may or may not change in the future.
Fields§
§velocity: Vec2
§shape: ColliderShape
§angular_velocity: f32
Angular velocity in degrees per second
gravity: f32
§bounciness: f32
§frame_friction_override: Option<f32>
Sets a 1 frame override for the body friction. It will be re-set to None
every frame so if
you wish to apply a continuous friction change, you must re-set it every frame.
This is useful for things like slippery blocks or other things that want to modify a body’s friction while it is on the block.
is_on_ground: bool
§was_on_ground: bool
§is_on_platform: bool
Will be true
if the body is currently on top of a platform/jumpthrough tile
has_mass: bool
If this is true
the body will be affected by gravity
has_friction: bool
§can_rotate: bool
§is_deactivated: bool
Whether or not physics has been disabled for this body.
fall_through: bool
Whether or not the body should fall through jump_through platforms
is_spawning: bool
Indicates that we should reset the collider like it was just added to the world.
This is important to make sure that it falls through JumpThrough platforms if it happens to spawn inside of one.
is_controlled: bool
If body is controlled by player or some system simulating input. Allows us to make safe optimizations of non-controlled kinematics that have not moved.
last_update_position: Vec2
Position cached from last kinematic body update, used to determine if object is “sleeping” (is not moving) to avoid collision detection / resolution against static objects.
last_update_rotation: f32
See comment for last_update_position
, this tracks previous rotation to detect if object has moved.
Implementations§
source§impl KinematicBody
impl KinematicBody
sourcepub fn bounding_box(&self, transform: Transform) -> Rect
pub fn bounding_box(&self, transform: Transform) -> Rect
Get the body’s axis-aligned-bounding-box ( AABB ).
An AABB is the smallest non-rotated rectangle that completely contains the the collision shape.
By passing in the body’s global transform you will get the world-space bounding box.
Trait Implementations§
source§impl Clone for KinematicBody
impl Clone for KinematicBody
source§fn clone(&self) -> KinematicBody
fn clone(&self) -> KinematicBody
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl Debug for KinematicBody
impl Debug for KinematicBody
source§impl Default for KinematicBody
impl Default for KinematicBody
source§fn default() -> KinematicBody
fn default() -> KinematicBody
source§impl HasSchema for KinematicBody
impl HasSchema for KinematicBody
§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
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T: HasSchema,
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fn try_cast_mut<T>(this: &mut Self) -> Result<&mut T, SchemaMismatchError>where
T: HasSchema,
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Self: Sized,
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to a SchemaRef
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fn as_schema_mut(&mut self) -> SchemaRefMut<'_>where
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impl Copy for KinematicBody
Auto Trait Implementations§
impl Freeze for KinematicBody
impl RefUnwindSafe for KinematicBody
impl Send for KinematicBody
impl Sync for KinematicBody
impl Unpin for KinematicBody
impl UnwindSafe for KinematicBody
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