pub struct BodyDesc<const D: usize> {
pub shape: Shape<D>,
pub position: [f32; D],
pub velocity: [f32; D],
pub kind: BodyKind,
pub restitution: f32,
pub friction: f32,
pub linear_damping: f32,
pub gravity_scale: f32,
pub sensor: bool,
pub layers: CollisionLayers,
pub ccd: bool,
pub user_data: u64,
}Expand description
Validated when inserted. One primitive collider belongs to each body.
Fields§
§shape: Shape<D>§position: [f32; D]§velocity: [f32; D]§kind: BodyKind§restitution: f32§friction: f32§linear_damping: f32§gravity_scale: f32§sensor: bool§layers: CollisionLayers§ccd: boolContinuous ball collision against static, non-sensor terrain. Boxes use discrete collision.
user_data: u64Implementations§
Trait Implementations§
impl<const D: usize> Copy for BodyDesc<D>
Auto Trait Implementations§
impl<const D: usize> Freeze for BodyDesc<D>
impl<const D: usize> RefUnwindSafe for BodyDesc<D>
impl<const D: usize> Send for BodyDesc<D>
impl<const D: usize> Sync for BodyDesc<D>
impl<const D: usize> Unpin for BodyDesc<D>
impl<const D: usize> UnwindSafe for BodyDesc<D>
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more