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_riders: ReadStorage<'a, Is<Rider>>,
is_volume_riders: 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_riders: ReadStorage<'a, Is<Rider>>§is_volume_riders: 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