pub struct ClientGameState {
pub world: World,
pub renderer: Renderer,
pub ui_renderer: Renderer,
/* private fields */
}Expand description
Holds the physical world
Fields§
§world: World§renderer: Renderer§ui_renderer: RendererImplementations§
Source§impl ClientGameState
impl ClientGameState
pub fn new( world: &mut World, assets: AssetCache, player_id: String, render_target: Arc<RenderTarget>, client_systems: SystemGroup, client_resources: Entity, ) -> Self
pub fn on_frame(&mut self, target: &RenderTarget)
Sourcepub fn add_temporary_system(
&mut self,
system: impl FnMut(&mut World) -> bool + Sync + Send + 'static,
)
pub fn add_temporary_system( &mut self, system: impl FnMut(&mut World) -> bool + Sync + Send + 'static, )
Adds a temporary system; when it returns true it’s removed
pub fn proj_view(&self) -> Option<Mat4>
pub fn view(&self) -> Option<Mat4>
pub fn center_screen_ray(&self) -> Ray
pub fn screen_ray(&self, clip_space_pos: Vec2) -> Ray
pub fn clip_to_world_space(&self, p: Vec3) -> Vec3
pub fn world_to_clip_space(&self, p: Vec3) -> Vec3
pub fn clip_to_screen_space(&self, p: Vec3) -> Vec2
pub fn world_to_screen_space(&self, p: Vec3) -> Vec2
pub fn is_master_client(&self) -> bool
Trait Implementations§
Auto Trait Implementations§
impl !Freeze for ClientGameState
impl !RefUnwindSafe for ClientGameState
impl Send for ClientGameState
impl Sync for ClientGameState
impl Unpin for ClientGameState
impl !UnwindSafe for ClientGameState
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