Simulation structures
This page describes all the useful
resources added automatically by the RapierPhysicsPlugin
.
Gravity
Gravity is represented as a vector. It affects every dynamic rigid-body taking part of the simulation. The gravity
can be altered at each timestep (by
modifying the resource field RapierConfiguration::gravity
).
Learn more about per-rigid-body gravity modification in the dedicated section.
Integration parameters
The IntegrationParameters
resource controls various aspects of the physics simulation, including the timestep length,
number of solver iterations, number of CCD substeps, etc. The default integration parameters are set to
achieve a good balance between performance and accuracy for games. They can be changed to make the simulation more
accurate at the expanse of a bit of performance. Learn more about each integration parameter in
the API docs.
Island manager
The IslandManager
resource is responsible for tracking the set of dynamic rigid-bodies that are still moving
and these that are no longer moving (and can ignored by subsequent timesteps to avoid useless computations).
The island manager is automatically updated by PhysicsPipeline::step
and can be queried to retrieve
the list of all the rigid-bodies modified by the physics engine during the last timestep. This can be useful
to update the rendering of only the rigid-bodies that moved:
this is not used, nothing links to it. Also, it's not compiling.
fn print_active_bodies_positions(island_manager: Res<IslandManager>, positions: Query<&RigidBodyPositionComponent>) {
// Iter on each dynamic rigid-bodies that moved.
for rigid_body_handle in island_manager.active_dynamic_bodies() {
if let Ok(rb_pos) = positions.get(rigid_body_handle.entity()) {
println!("Rigid body {:?} has a new position: {}", rigid_body_handle, rb_pos.position);
}
}
}
Learn more about sleeping rigid-bodies in the dedicated section.
Physics pipeline
The PhysicsPipeline
resource is responsible for tying everything together in order to run the physics simulation.
It will take care of updating every data-structures mentioned in this page (except the other pipelines), running the collision-detection,
running the force computation and integration, and running CCD resolution.
Collision pipeline
The CollisionPipeline
is similar to the PhysicsPipeline
except that it will only run collision-detection.
It won't perform any dynamics (force computation, integration, CCD, etc.) It is generally used instead of
the PhysicsPipeline
when one only needs collision-detection.
Running both the CollisionPipeline
and the PhysicsPipeline
is useless because the PhysicsPipeline
already
does collision-detection.
Query pipeline
The QueryPipeline
is responsible for efficiently running scene queries, e.g., ray-casting,
shape-casting (sweep tests), intersection tests, on all the colliders of the scene.
Learn more about scene queries with the QueryPipeline
in the dedicated page.
CCD solver
The CCD solver resource is responsible for the resolution of Continuous-Collision-Detection. By itself, this structure
doesn't expose any useful feature. So it should simply be passed to the PhysicsPipeline::step
method.
Learn more about CCD in the dedicated section.
Physics hooks
The physics hooks are trait-objects implementing the PhysicsHooks
trait. They can be used to apply arbitrary
rules to ignore collision detection between some pairs of colliders. They can also be used to modify the contacts
processed by the constraints solver for computing forces.
Learn more about physics hooks in the dedicated section.
Event handler
The event handlers are trait-objects implementing the EventHandler
trait. They can be used to get notified
when two non-sensor colliders start/stop having contacts, and when one sensor collider and one other collider
start/stop intersecting. Learn more about collision events in
the dedicated section.