Struct jumpy::core::physics::KinematicBody

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#[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.

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§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§

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impl KinematicBody

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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§

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impl Clone for KinematicBody

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fn clone(&self) -> KinematicBody

Returns a copy 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 KinematicBody

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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 Default for KinematicBody

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fn default() -> KinematicBody

Returns the “default value” for a type. Read more
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impl HasSchema for KinematicBody

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fn schema() -> &'static Schema

Get this type’s [Schema].
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fn register_schema()

Register this schema with the global schema registry. Read more
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fn cast<T>(this: &Self) -> &T
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Cast a reference of this type to a reference of another type with the same memory layout. Read more
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where T: HasSchema,

Cast a reference of this type to a reference of another type with the same memory layout. Read more
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fn cast_mut<T>(this: &mut Self) -> &mut T
where T: HasSchema,

Cast a mutable reference of this type to a reference of another type with the same memory layout. Read more
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fn try_cast_mut<T>(this: &mut Self) -> Result<&mut T, SchemaMismatchError>
where T: HasSchema,

Cast a mutable reference of this type to a reference of another type with the same memory layout. Read more
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Converts a reference of T to a SchemaRef
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fn as_schema_mut(&mut self) -> SchemaRefMut<'_>
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Converts a reference of T to a SchemaRefMut
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impl Copy for KinematicBody

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