Struct veloren_common_systems::phys::PhysicsRead
source · pub struct PhysicsRead<'a> {Show 20 fields
entities: Entities<'a>,
events: Events<'a>,
uids: ReadStorage<'a, Uid>,
terrain: ReadExpect<'a, TerrainGrid>,
dt: Read<'a, DeltaTime>,
game_mode: ReadExpect<'a, GameMode>,
scales: ReadStorage<'a, Scale>,
stickies: ReadStorage<'a, Sticky>,
immovables: ReadStorage<'a, Immovable>,
masses: ReadStorage<'a, Mass>,
colliders: ReadStorage<'a, Collider>,
is_ridings: ReadStorage<'a, Is<Rider>>,
is_volume_ridings: ReadStorage<'a, Is<VolumeRider>>,
projectiles: ReadStorage<'a, Projectile>,
character_states: ReadStorage<'a, CharacterState>,
bodies: ReadStorage<'a, Body>,
densities: ReadStorage<'a, Density>,
stats: ReadStorage<'a, Stats>,
weather: Option<Read<'a, WeatherGrid>>,
time_of_day: Read<'a, TimeOfDay>,
}
Fields§
§entities: Entities<'a>
§events: Events<'a>
§uids: ReadStorage<'a, Uid>
§terrain: ReadExpect<'a, TerrainGrid>
§dt: Read<'a, DeltaTime>
§game_mode: ReadExpect<'a, GameMode>
§scales: ReadStorage<'a, Scale>
§stickies: ReadStorage<'a, Sticky>
§immovables: ReadStorage<'a, Immovable>
§masses: ReadStorage<'a, Mass>
§colliders: ReadStorage<'a, Collider>
§is_ridings: ReadStorage<'a, Is<Rider>>
§is_volume_ridings: ReadStorage<'a, Is<VolumeRider>>
§projectiles: ReadStorage<'a, Projectile>
§character_states: ReadStorage<'a, CharacterState>
§bodies: ReadStorage<'a, Body>
§densities: ReadStorage<'a, Density>
§stats: ReadStorage<'a, Stats>
§weather: Option<Read<'a, WeatherGrid>>
§time_of_day: Read<'a, TimeOfDay>
Trait Implementations§
source§impl<'a> SystemData<'a> for PhysicsRead<'a>where
Entities<'a>: SystemData<'a>,
Events<'a>: SystemData<'a>,
ReadStorage<'a, Uid>: SystemData<'a>,
ReadExpect<'a, TerrainGrid>: SystemData<'a>,
Read<'a, DeltaTime>: SystemData<'a>,
ReadExpect<'a, GameMode>: SystemData<'a>,
ReadStorage<'a, Scale>: SystemData<'a>,
ReadStorage<'a, Sticky>: SystemData<'a>,
ReadStorage<'a, Immovable>: SystemData<'a>,
ReadStorage<'a, Mass>: SystemData<'a>,
ReadStorage<'a, Collider>: SystemData<'a>,
ReadStorage<'a, Is<Rider>>: SystemData<'a>,
ReadStorage<'a, Is<VolumeRider>>: SystemData<'a>,
ReadStorage<'a, Projectile>: SystemData<'a>,
ReadStorage<'a, CharacterState>: SystemData<'a>,
ReadStorage<'a, Body>: SystemData<'a>,
ReadStorage<'a, Density>: SystemData<'a>,
ReadStorage<'a, Stats>: SystemData<'a>,
Option<Read<'a, WeatherGrid>>: SystemData<'a>,
Read<'a, TimeOfDay>: SystemData<'a>,
impl<'a> SystemData<'a> for PhysicsRead<'a>where
Entities<'a>: SystemData<'a>,
Events<'a>: SystemData<'a>,
ReadStorage<'a, Uid>: SystemData<'a>,
ReadExpect<'a, TerrainGrid>: SystemData<'a>,
Read<'a, DeltaTime>: SystemData<'a>,
ReadExpect<'a, GameMode>: SystemData<'a>,
ReadStorage<'a, Scale>: SystemData<'a>,
ReadStorage<'a, Sticky>: SystemData<'a>,
ReadStorage<'a, Immovable>: SystemData<'a>,
ReadStorage<'a, Mass>: SystemData<'a>,
ReadStorage<'a, Collider>: SystemData<'a>,
ReadStorage<'a, Is<Rider>>: SystemData<'a>,
ReadStorage<'a, Is<VolumeRider>>: SystemData<'a>,
ReadStorage<'a, Projectile>: SystemData<'a>,
ReadStorage<'a, CharacterState>: SystemData<'a>,
ReadStorage<'a, Body>: SystemData<'a>,
ReadStorage<'a, Density>: SystemData<'a>,
ReadStorage<'a, Stats>: SystemData<'a>,
Option<Read<'a, WeatherGrid>>: SystemData<'a>,
Read<'a, TimeOfDay>: SystemData<'a>,
source§fn fetch(world: &'a World) -> Self
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.Auto Trait Implementations§
impl<'a> Freeze for PhysicsRead<'a>
impl<'a> !RefUnwindSafe for PhysicsRead<'a>
impl<'a> Send for PhysicsRead<'a>
impl<'a> Sync for PhysicsRead<'a>
impl<'a> Unpin for PhysicsRead<'a>
impl<'a> !UnwindSafe for PhysicsRead<'a>
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
§impl<'a, T> DynamicSystemData<'a> for Twhere
T: SystemData<'a>,
impl<'a, T> DynamicSystemData<'a> for Twhere
T: SystemData<'a>,
§impl<T> Instrument for T
impl<T> Instrument for T
§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
source§impl<T> IntoEither for T
impl<T> IntoEither for T
source§fn into_either(self, into_left: bool) -> Either<Self, Self>
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 moresource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
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