pub struct ChunkPos(pub IVec3);Expand description
The position of a chunk in chunk-space coordinates.
When added to an entity, automatically updates the entity’s Transform
to match the chunk’s world position.
§Example
use bevy::prelude::*;
use chunky_bevy::prelude::*;
fn spawn_chunk(mut commands: Commands) {
// Spawns a chunk at chunk position (5, 0, 3)
// With default 10x10x10 chunks, this will be at world position (50, 0, 30)
commands.spawn((
Chunk,
ChunkPos(IVec3::new(5, 0, 3)),
));
}Tuple Fields§
§0: IVec3Methods from Deref<Target = IVec3>§
pub const ZERO: IVec3
pub const ONE: IVec3
pub const NEG_ONE: IVec3
pub const MIN: IVec3
pub const MAX: IVec3
pub const X: IVec3
pub const Y: IVec3
pub const Z: IVec3
pub const NEG_X: IVec3
pub const NEG_Y: IVec3
pub const NEG_Z: IVec3
pub const AXES: [IVec3; 3]
Sourcepub fn as_i16vec3(&self) -> I16Vec3
pub fn as_i16vec3(&self) -> I16Vec3
Casts all elements of self to i16.
Sourcepub fn as_u16vec3(&self) -> U16Vec3
pub fn as_u16vec3(&self) -> U16Vec3
Casts all elements of self to u16.
Sourcepub fn as_i64vec3(&self) -> I64Vec3
pub fn as_i64vec3(&self) -> I64Vec3
Casts all elements of self to i64.
Sourcepub fn as_u64vec3(&self) -> U64Vec3
pub fn as_u64vec3(&self) -> U64Vec3
Casts all elements of self to u64.
Sourcepub fn as_usizevec3(&self) -> USizeVec3
pub fn as_usizevec3(&self) -> USizeVec3
Casts all elements of self to usize.
Trait Implementations§
Source§impl Component for ChunkPos
Required Components: Transform.
impl Component for ChunkPos
Required Components: Transform.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
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§type Mutability = Immutable
type Mutability = Immutable
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 moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Registers required components. Read more
Source§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
Source§fn relationship_accessor() -> Option<ComponentRelationshipAccessor<ChunkPos>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<ChunkPos>>
Returns
ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read moreSource§fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
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 moreAuto Trait Implementations§
impl Freeze for ChunkPos
impl RefUnwindSafe for ChunkPos
impl Send for ChunkPos
impl Sync for ChunkPos
impl Unpin for ChunkPos
impl UnwindSafe for ChunkPos
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components: &Components,
) -> impl Iterator<Item = Option<ComponentId>>
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Source§unsafe fn get_components(
ptr: MovingPtr<'_, C>,
func: &mut impl FnMut(StorageType, OwningPtr<'_>),
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Source§unsafe fn apply_effect(
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_entity: &mut EntityWorldMut<'_>,
)
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