Struct avian3d::collision::collider::ColliderQuery
source · pub struct ColliderQuery<C: AnyCollider> {Show 13 fields
pub entity: Entity,
pub parent: Option<&'static ColliderParent>,
pub position: Ref<'static, Position>,
pub rotation: Ref<'static, Rotation>,
pub accumulated_translation: Option<Ref<'static, AccumulatedTranslation>>,
pub transform: Option<&'static ColliderTransform>,
pub collision_margin: Option<&'static CollisionMargin>,
pub speculative_margin: Option<&'static SpeculativeMargin>,
pub is_rb: Has<RigidBody>,
pub is_sensor: Has<Sensor>,
pub friction: Option<&'static Friction>,
pub restitution: Option<&'static Restitution>,
pub shape: &'static C,
}
Expand description
A QueryData
struct to make code handling colliders cleaner.
This is mostly an internal type, but can also be used by users.
Fields§
§entity: Entity
§parent: Option<&'static ColliderParent>
§position: Ref<'static, Position>
§rotation: Ref<'static, Rotation>
§accumulated_translation: Option<Ref<'static, AccumulatedTranslation>>
§transform: Option<&'static ColliderTransform>
§collision_margin: Option<&'static CollisionMargin>
§speculative_margin: Option<&'static SpeculativeMargin>
§is_rb: Has<RigidBody>
§is_sensor: Has<Sensor>
§friction: Option<&'static Friction>
§restitution: Option<&'static Restitution>
§shape: &'static C
Trait Implementations§
source§impl<C: AnyCollider> QueryData for ColliderQuery<C>
impl<C: AnyCollider> QueryData for ColliderQuery<C>
SAFETY: we assert fields are readonly below
§type ReadOnly = ColliderQuery<C>
type ReadOnly = ColliderQuery<C>
The read-only variant of this
QueryData
, which satisfies the ReadOnlyQueryData
trait.source§impl<C: AnyCollider> WorldQuery for ColliderQuery<C>
impl<C: AnyCollider> WorldQuery for ColliderQuery<C>
source§unsafe fn set_archetype<'__w>(
_fetch: &mut <Self as WorldQuery>::Fetch<'__w>,
_state: &Self::State,
_archetype: &'__w Archetype,
_table: &'__w Table
)
unsafe fn set_archetype<'__w>( _fetch: &mut <Self as WorldQuery>::Fetch<'__w>, _state: &Self::State, _archetype: &'__w Archetype, _table: &'__w Table )
SAFETY: we call set_archetype
for each member that implements Fetch
source§unsafe fn set_table<'__w>(
_fetch: &mut <Self as WorldQuery>::Fetch<'__w>,
_state: &Self::State,
_table: &'__w Table
)
unsafe fn set_table<'__w>( _fetch: &mut <Self as WorldQuery>::Fetch<'__w>, _state: &Self::State, _table: &'__w Table )
SAFETY: we call set_table
for each member that implements Fetch
source§unsafe fn fetch<'__w>(
_fetch: &mut <Self as WorldQuery>::Fetch<'__w>,
_entity: Entity,
_table_row: TableRow
) -> <Self as WorldQuery>::Item<'__w>
unsafe fn fetch<'__w>( _fetch: &mut <Self as WorldQuery>::Fetch<'__w>, _entity: Entity, _table_row: TableRow ) -> <Self as WorldQuery>::Item<'__w>
SAFETY: we call fetch
for each member that implements Fetch
.
§type Item<'__w> = ColliderQueryItem<'__w, C>
type Item<'__w> = ColliderQueryItem<'__w, C>
The item returned by this
WorldQuery
For QueryData
this will be the item returned by the query.
For QueryFilter
this will be either ()
, or a bool
indicating whether the entity should be included
or a tuple of such things.§type Fetch<'__w> = ColliderQueryFetch<'__w, C>
type Fetch<'__w> = ColliderQueryFetch<'__w, C>
Per archetype/table state used by this
WorldQuery
to fetch Self::Item
§type State = ColliderQueryState<C>
type State = ColliderQueryState<C>
State used to construct a
Self::Fetch
. This will be cached inside QueryState
,
so it is best to move as much data / computation here as possible to reduce the cost of
constructing Self::Fetch
.source§fn shrink<'__wlong: '__wshort, '__wshort>(
item: <ColliderQuery<C> as WorldQuery>::Item<'__wlong>
) -> <ColliderQuery<C> as WorldQuery>::Item<'__wshort>
fn shrink<'__wlong: '__wshort, '__wshort>( item: <ColliderQuery<C> as WorldQuery>::Item<'__wlong> ) -> <ColliderQuery<C> as WorldQuery>::Item<'__wshort>
This function manually implements subtyping for the query items.
source§unsafe fn init_fetch<'__w>(
_world: UnsafeWorldCell<'__w>,
state: &Self::State,
_last_run: Tick,
_this_run: Tick
) -> <Self as WorldQuery>::Fetch<'__w>
unsafe fn init_fetch<'__w>( _world: UnsafeWorldCell<'__w>, state: &Self::State, _last_run: Tick, _this_run: Tick ) -> <Self as WorldQuery>::Fetch<'__w>
Creates a new instance of this fetch. Read more
source§const IS_DENSE: bool = _
const IS_DENSE: bool = _
Returns true if (and only if) every table of every archetype matched by this fetch contains
all of the matched components. This is used to select a more efficient “table iterator”
for “dense” queries. If this returns true,
WorldQuery::set_table
must be used before
WorldQuery::fetch
can be called for iterators. If this returns false,
WorldQuery::set_archetype
must be used before WorldQuery::fetch
can be called for
iterators.source§fn update_component_access(
state: &Self::State,
_access: &mut FilteredAccess<ComponentId>
)
fn update_component_access( state: &Self::State, _access: &mut FilteredAccess<ComponentId> )
source§fn init_state(world: &mut World) -> ColliderQueryState<C>
fn init_state(world: &mut World) -> ColliderQueryState<C>
Creates and initializes a
State
for this WorldQuery
type.source§fn get_state(components: &Components) -> Option<ColliderQueryState<C>>
fn get_state(components: &Components) -> Option<ColliderQueryState<C>>
source§fn matches_component_set(
state: &Self::State,
_set_contains_id: &impl Fn(ComponentId) -> bool
) -> bool
fn matches_component_set( state: &Self::State, _set_contains_id: &impl Fn(ComponentId) -> bool ) -> bool
source§fn set_access(_state: &mut Self::State, _access: &FilteredAccess<ComponentId>)
fn set_access(_state: &mut Self::State, _access: &FilteredAccess<ComponentId>)
Sets available accesses for implementors with dynamic access such as
FilteredEntityRef
or FilteredEntityMut
. Read moreimpl<C: AnyCollider> ReadOnlyQueryData for ColliderQuery<C>
SAFETY: we assert fields are readonly below
Auto Trait Implementations§
impl<C> Freeze for ColliderQuery<C>
impl<C> RefUnwindSafe for ColliderQuery<C>where
C: RefUnwindSafe,
impl<C> Send for ColliderQuery<C>
impl<C> Sync for ColliderQuery<C>
impl<C> Unpin for ColliderQuery<C>
impl<C> UnwindSafe for ColliderQuery<C>where
C: RefUnwindSafe,
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
Return the
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.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
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
source§impl<T> Instrument for T
impl<T> Instrument for T
source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
source§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
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variant of Either<Self, Self>
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impl<T> Pointable for T
source§impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
source§fn to_subset(&self) -> Option<SS>
fn to_subset(&self) -> Option<SS>
The inverse inclusion map: attempts to construct
self
from the equivalent element of its
superset. Read moresource§fn is_in_subset(&self) -> bool
fn is_in_subset(&self) -> bool
Checks if
self
is actually part of its subset T
(and can be converted to it).source§fn to_subset_unchecked(&self) -> SS
fn to_subset_unchecked(&self) -> SS
Use with care! Same as
self.to_subset
but without any property checks. Always succeeds.source§fn from_subset(element: &SS) -> SP
fn from_subset(element: &SS) -> SP
The inclusion map: converts
self
to the equivalent element of its superset.