Docs for physics module

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2025-08-12 23:26:27 -05:00
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commit 5e2018d3e4

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@@ -1,5 +1,19 @@
//! Custom physics items
//!
//! TODO: Refactor in terms of Rapier2D, *or* implement colliders and remove it.
//!
//! Position, both translation and rotation, are tracked by the built-in
//! Bevy [`Transform`] component. This module adds a (Linear) [`Velocity`] and
//! [`AngularVelocity`] component to the mix.
//! These two components are operated by simple integrator systems to
//! accumulate translation and rotation from the velocities.
//!
//! The [`Wrapping`] component marks things that should wrap around the world
//! boundaries. It's a kind of physical property of this world, so I'm putting
//! it here.
//!
//! Collisions are also considered physics. After all, I got *a physics engine*
//! to detect them for me (so that I don't have to write clipping code).
use crate::{
WorldSize, events,