pub enum Body {
RigidBody,
XPBD,
}Variants§
Implementations§
Source§impl Body
impl Body
fn on_pointer_enter( trigger: Trigger<'_, Pointer<Over>>, mat: Query<'_, '_, &MeshMaterial3d<Material>>, mats: ResMut<'_, Assets<Material>>, )
fn on_pointer_leave( trigger: Trigger<'_, Pointer<Out>>, mat: Query<'_, '_, &MeshMaterial3d<Material>>, mats: ResMut<'_, Assets<Material>>, )
fn on_drag( t: Trigger<'_, Pointer<Drag>>, commands: Commands<'_, '_>, pointer: Option<ResMut<'_, PointerBody>>, cam: Query<'_, '_, (Entity, &mut OrbitCamera, &MainCamera)>, rigid: Query<'_, '_, (&XPBDBone, &RigidBody)>, rays: Res<'_, RayMap>, phy: Query<'_, '_, &mut PhysicsState>, )
fn on_drag_end( _: Trigger<'_, Pointer<DragEnd>>, commands: Commands<'_, '_>, pointer: Res<'_, PointerBody>, cam: Query<'_, '_, &mut OrbitCamera>, phy: Query<'_, '_, &mut PhysicsState>, )
fn undraggable_ignores_picking( commands: Commands<'_, '_>, q: Query<'_, '_, Entity, (With<Body>, Without<Draggable>, Without<PickingBehavior>)>, )
fn draggable_added( commands: Commands<'_, '_>, q: Query<'_, '_, Entity, (With<Body>, Added<Draggable>)>, )
fn mesh_added_common( id: Entity, mesh: BevyMesh, commands: &mut Commands<'_, '_>, meshes: &mut ResMut<'_, Assets<BevyMesh>>, materials: &mut ResMut<'_, Assets<Material>>, )
fn collider_added( commands: Commands<'_, '_>, meshes: ResMut<'_, Assets<BevyMesh>>, materials: ResMut<'_, Assets<Material>>, q: Query<'_, '_, (Entity, &Collider), (With<Body>, Without<Mesh3d>)>, )
fn mesh_added( commands: Commands<'_, '_>, meshes: ResMut<'_, Assets<BevyMesh>>, materials: ResMut<'_, Assets<Material>>, q: Query<'_, '_, (Entity, &Tri), (With<Body>, Without<Mesh3d>)>, )
fn rigid_committed( commands: Commands<'_, '_>, phy: Query<'_, '_, &mut PhysicsState>, q: Query<'_, '_, (Entity, &Scale, &RigidBody, &mut Collider), (With<Body>, With<Commit>, Without<RigidBody>)>, )
fn xpbd_committed( commands: Commands<'_, '_>, phy: Query<'_, '_, &mut PhysicsState>, q: Query<'_, '_, (Entity, &mut Transform, &mut Scale, &mut XPBD, &mut Tri, &mut Tet, &mut Bones), (With<Body>, With<Commit>, Without<XPBD>)>, )
fn sync_rigid_building(q: Query<'_, '_, (&Scale, &RigidBody, &mut Transform)>)
fn sync_xpbd_building(q: Query<'_, '_, (&Scale, &XPBD, &mut Transform)>)
fn sync_rigid( phy: Query<'_, '_, &PhysicsState>, q: Query<'_, '_, (&RigidBody, &mut Transform), (With<Mesh3d>, With<Collider>)>, )
fn sync_xpbd( meshes: ResMut<'_, Assets<BevyMesh>>, phy: Query<'_, '_, &PhysicsState>, q: Query<'_, '_, (&XPBDVertexIndex, &Mesh3d, &mut Transform)>, )
fn collider_bevy_mesh(coll: &Collider) -> BevyMesh
Trait Implementations§
Source§impl Component for Body
impl Component for Body
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
A constant indicating the storage type used for this component.
Source§fn register_required_components(
requiree: ComponentId,
components: &mut Components,
storages: &mut Storages,
required_components: &mut RequiredComponents,
inheritance_depth: u16,
)
fn register_required_components( requiree: ComponentId, components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, inheritance_depth: u16, )
Registers required components.
Source§fn register_component_hooks(hooks: &mut ComponentHooks)
fn register_component_hooks(hooks: &mut ComponentHooks)
Called when registering this component, allowing mutable access to its
ComponentHooks.Source§impl<'de> Deserialize<'de> for Body
impl<'de> Deserialize<'de> for Body
Source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
Deserialize this value from the given Serde deserializer. Read more
Auto Trait Implementations§
impl Freeze for Body
impl RefUnwindSafe for Body
impl Send for Body
impl Sync for Body
impl Unpin for Body
impl UnwindSafe for Body
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impl<T, U> AsBindGroupShaderType<U> for T
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Mutably borrows from an owned value. Read more
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fn register_required_components( components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, )
Registers components that are required by the components in this
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fn get_component_ids( components: &Components, ids: &mut impl FnMut(Option<ComponentId>), )
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