Struct veloren_common_systems::phys::PhysicsData

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pub struct PhysicsData<'a> {
    read: PhysicsRead<'a>,
    write: PhysicsWrite<'a>,
}

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§read: PhysicsRead<'a>§write: PhysicsWrite<'a>

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impl<'a> PhysicsData<'a>

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fn reset(&mut self)

Add/reset physics state components

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fn maintain_pushback_cache(&mut self)

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fn construct_spatial_grid(&mut self) -> SpatialGrid

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fn apply_pushback(&mut self, job: &mut Job<Sys>, spatial_grid: &SpatialGrid)

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fn construct_voxel_collider_spatial_grid(&mut self) -> SpatialGrid

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fn handle_movement_and_terrain( &mut self, job: &mut Job<Sys>, voxel_collider_spatial_grid: &SpatialGrid, )

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fn resolve_et_collision( job: &mut Job<Sys>, read: &PhysicsRead<'_>, write: &mut PhysicsWrite<'_>, voxel_collider_spatial_grid: &SpatialGrid, terrain_like_entities: bool, )

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fn update_cached_spatial_grid(&mut self)

Trait Implementations§

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impl<'a> SystemData<'a> for PhysicsData<'a>
where PhysicsRead<'a>: SystemData<'a>, PhysicsWrite<'a>: SystemData<'a>,

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fn setup(world: &mut World)

Sets up the system data for fetching it from the World.
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fn fetch(world: &'a World) -> Self

Fetches the system data from World. Note that this is only specified for one concrete lifetime 'a, you need to implement the SystemData trait for every possible lifetime.
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fn reads() -> Vec<ResourceId>

Returns all read dependencies as fetched from Self::fetch. Read more
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fn writes() -> Vec<ResourceId>

Returns all write dependencies as fetched from Self::fetch. Read more

Auto Trait Implementations§

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impl<'a> Freeze for PhysicsData<'a>

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impl<'a> !RefUnwindSafe for PhysicsData<'a>

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impl<'a> Send for PhysicsData<'a>

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impl<'a> Sync for PhysicsData<'a>

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impl<'a> Unpin for PhysicsData<'a>

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impl<'a> !UnwindSafe for PhysicsData<'a>

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<'a, T> DynamicSystemData<'a> for T
where T: SystemData<'a>,

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type Accessor = StaticAccessor<T>

The accessor of the SystemData, which specifies the read and write dependencies and does the fetching.
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fn setup(_: &StaticAccessor<T>, world: &mut World)

Sets up World for fetching this system data.
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fn fetch(_: &StaticAccessor<T>, world: &'a World) -> T

Creates a new resource bundle by fetching the required resources from the World struct. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided [Span], returning an Instrumented wrapper. Read more
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where U: From<T>,

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Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
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Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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const ALIGN: usize = _

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type Init = T

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