Struct TnuaObstacleRadar

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pub struct TnuaObstacleRadar {
    pub radius: Float,
    pub height: Float,
    /* private fields */
}
Expand description

Add this to a character entity to detect obstacles around it.

Obstacles can be used for environment movement actions like climbing and wall-jumping.

This component stores rather limited data - only the detected entities and nothing about their form or position. See TnuaRadarLens in the main Tnua crate, which wraps this with a TnuaSpatialExt to provide many helper methods for running more queries on the detected obstacles.

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§radius: Float

The radius of the radar’s cylinder.

§height: Float

The height of the radar’s cylinder.

Implementations§

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impl TnuaObstacleRadar

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pub fn new(radius: Float, height: Float) -> Self

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pub fn pre_marking_update( &mut self, tracked_entity: Entity, tracked_position: Vector3, up_direction: Dir3, )

Physics integration crates must call this each frame before they start calling mark_seen, and feed it some general information about the character entity.

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pub fn mark_seen(&mut self, entity: Entity)

Physics integration crates should call this for each detected entity during each frame, after invoking pre_marking_update.

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pub fn tracked_entity(&self) -> Entity

Get the character entity who owns the radar (not the detected obstacle entities!)

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pub fn tracked_position(&self) -> Vector3

Get the position of the character who owns the radar (not the detected obstacle’s positions!)

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pub fn up_direction(&self) -> Dir3

Get the direction considered up.

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pub fn iter_blips(&self) -> impl '_ + Iterator<Item = Entity>

Iterate over all the blip entities.

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pub fn has_blip(&self, entity: Entity) -> bool

Check if a particular entity has been detected this frame.

Trait Implementations§

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impl Component for TnuaObstacleRadar
where Self: Send + Sync + 'static,

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const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::Table

A constant indicating the storage type used for this component.
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type Mutability = Mutable

A marker type to assist Bevy with determining if this component is mutable, or immutable. Mutable components will have [Component<Mutability = Mutable>], while immutable components will instead have [Component<Mutability = Immutable>]. Read more
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fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )

Registers required components. Read more
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fn clone_behavior() -> ComponentCloneBehavior

Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
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fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_add ComponentHook for this Component if one is defined.
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_insert ComponentHook for this Component if one is defined.
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fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_replace ComponentHook for this Component if one is defined.
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fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_remove ComponentHook for this Component if one is defined.
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fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_despawn ComponentHook for this Component if one is defined.
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fn map_entities<E>(_this: &mut Self, _mapper: &mut E)
where E: EntityMapper,

Maps the entities on this component using the given EntityMapper. This is used to remap entities in contexts like scenes and entity cloning. When deriving Component, this is populated by annotating fields containing entities with #[entities] Read more

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type Effect = ()

An operation on the entity that happens after inserting this bundle.
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Moves the components out of the bundle. Read more
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unsafe fn apply_effect( _ptr: MovingPtr<'_, MaybeUninit<C>>, _entity: &mut EntityWorldMut<'_>, )

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