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