Struct avian3d::dynamics::rigid_body::RigidBodyQuery

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pub struct RigidBodyQuery {
Show 20 fields pub entity: Entity, pub rb: Ref<'static, RigidBody>, pub position: &'static mut Position, pub rotation: &'static mut Rotation, pub previous_rotation: &'static mut PreviousRotation, pub accumulated_translation: &'static mut AccumulatedTranslation, pub linear_velocity: &'static mut LinearVelocity, pub angular_velocity: &'static mut AngularVelocity, pub mass: &'static mut Mass, pub inverse_mass: &'static mut InverseMass, pub inertia: &'static mut Inertia, pub inverse_inertia: &'static mut InverseInertia, pub center_of_mass: &'static mut CenterOfMass, pub friction: &'static Friction, pub restitution: &'static Restitution, pub locked_axes: Option<&'static LockedAxes>, pub dominance: Option<&'static Dominance>, pub time_sleeping: &'static mut TimeSleeping, pub is_sleeping: Has<Sleeping>, pub is_sensor: Has<Sensor>, /* private fields */
}
Expand description

A WorldQuery to make querying and modifying rigid bodies more convenient.

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§entity: Entity§rb: Ref<'static, RigidBody>§position: &'static mut Position§rotation: &'static mut Rotation§previous_rotation: &'static mut PreviousRotation§accumulated_translation: &'static mut AccumulatedTranslation§linear_velocity: &'static mut LinearVelocity§angular_velocity: &'static mut AngularVelocity§mass: &'static mut Mass§inverse_mass: &'static mut InverseMass§inertia: &'static mut Inertia§inverse_inertia: &'static mut InverseInertia§center_of_mass: &'static mut CenterOfMass§friction: &'static Friction§restitution: &'static Restitution§locked_axes: Option<&'static LockedAxes>§dominance: Option<&'static Dominance>§time_sleeping: &'static mut TimeSleeping§is_sleeping: Has<Sleeping>§is_sensor: Has<Sensor>

Trait Implementations§

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impl QueryData for RigidBodyQuery

SAFETY: we assert fields are readonly below

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type ReadOnly = RigidBodyQueryReadOnly

The read-only variant of this QueryData, which satisfies the ReadOnlyQueryData trait.
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impl WorldQuery for RigidBodyQuery

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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

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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

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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.

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type Item<'__w> = RigidBodyQueryItem<'__w>

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.
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type Fetch<'__w> = RigidBodyQueryFetch<'__w>

Per archetype/table state used by this WorldQuery to fetch Self::Item
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type State = RigidBodyQueryState

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.
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fn shrink<'__wlong: '__wshort, '__wshort>( item: <RigidBodyQuery as WorldQuery>::Item<'__wlong> ) -> <RigidBodyQuery as WorldQuery>::Item<'__wshort>

This function manually implements subtyping for the query items.
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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
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const IS_DENSE: bool = true

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.
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fn update_component_access( state: &Self::State, _access: &mut FilteredAccess<ComponentId> )

Adds any component accesses used by this WorldQuery to access. Read more
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fn init_state(world: &mut World) -> RigidBodyQueryState

Creates and initializes a State for this WorldQuery type.
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fn get_state(components: &Components) -> Option<RigidBodyQueryState>

Attempts to initialize a State for this WorldQuery type using read-only access to Components.
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fn matches_component_set( state: &Self::State, _set_contains_id: &impl Fn(ComponentId) -> bool ) -> bool

Returns true if this query matches a set of components. Otherwise, returns false. Read more
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fn set_access(_state: &mut Self::State, _access: &FilteredAccess<ComponentId>)

Sets available accesses for implementors with dynamic access such as FilteredEntityRef or FilteredEntityMut. Read more

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