pub struct TnuaProximitySensor {
pub cast_origin: Vec3,
pub cast_direction: Dir3,
pub cast_range: f32,
pub output: Option<TnuaProximitySensorOutput>,
}
Expand description
Distance from another collider in a certain direction, and information on that collider.
The physics backend is responsible for updating this component from the physics engine during
TnuaPipelineStages::Sensors
, usually by casting a ray
or a shape in the cast_direction
.
Fields§
§cast_origin: Vec3
The cast origin in the entity’s coord system.
cast_direction: Dir3
The direction in world coord system (unmodified by the entity’s transform)
cast_range: f32
Tnua will update this field according to its need. The backend only needs to read it.
output: Option<TnuaProximitySensorOutput>
Trait Implementations§
Source§impl Component for TnuaProximitySensor
impl Component for TnuaProximitySensor
Source§const STORAGE_TYPE: StorageType = bevy::ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy::ecs::component::StorageType::Table
A constant indicating the storage type used for this component.
Source§fn register_required_components(
requiree: ComponentId,
components: &mut Components,
storages: &mut Storages,
required_components: &mut RequiredComponents,
inheritance_depth: u16,
)
fn register_required_components( requiree: ComponentId, components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, inheritance_depth: u16, )
Registers required components.
Source§fn register_component_hooks(hooks: &mut ComponentHooks)
fn register_component_hooks(hooks: &mut ComponentHooks)
Called when registering this component, allowing mutable access to its
ComponentHooks
.Source§impl Debug for TnuaProximitySensor
impl Debug for TnuaProximitySensor
Source§impl Default for TnuaProximitySensor
impl Default for TnuaProximitySensor
Source§fn default() -> TnuaProximitySensor
fn default() -> TnuaProximitySensor
Returns the “default value” for a type. Read more
Auto Trait Implementations§
impl Freeze for TnuaProximitySensor
impl RefUnwindSafe for TnuaProximitySensor
impl Send for TnuaProximitySensor
impl Sync for TnuaProximitySensor
impl Unpin for TnuaProximitySensor
impl UnwindSafe for TnuaProximitySensor
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
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fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<C> Bundle for Cwhere
C: Component,
impl<C> Bundle for Cwhere
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fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId), )
unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
Source§fn register_required_components(
components: &mut Components,
storages: &mut Storages,
required_components: &mut RequiredComponents,
)
fn register_required_components( components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, )
Registers components that are required by the components in this
Bundle
.Source§fn get_component_ids(
components: &Components,
ids: &mut impl FnMut(Option<ComponentId>),
)
fn get_component_ids( components: &Components, ids: &mut impl FnMut(Option<ComponentId>), )
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impl<T> Downcast for Twhere
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Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
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