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TreeShape

Struct TreeShape 

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pub struct TreeShape {
    pub limb_radius: f32,
    pub trunk: Vec<WoodCapsule>,
    pub limbs: Vec<WoodCapsule>,
    pub crown: Option<(Vec3, Vec3)>,
    pub min: Vec3,
    pub max: Vec3,
}
Expand description

A tree’s gameplay shape, in its local space (apply the entity’s GlobalTransform for the world): a capsule along the trunk, one for each stretch of wood thicker than limb_radius, and a box around the leaves.

As a component it is opt-in and kept up to date by the plugin: insert TreeShape::default() (or TreeShape::with_limb_radius) next to a ProceduralTree and every rebuild, every age step of a growing tree included, rewrites it (only when it changed, so Changed<TreeShape> is a reliable cue to rebuild colliders). On a PooledTree it is filled once, from the pool’s variant. Building it costs the time of ageing the skeleton and a little more (6 to 9 microseconds for an oak, a maple or a willow on an Apple M4 Pro), which is why it is opt-in.

The capsules follow the skeleton’s axes: the trunk’s wobble and root flare and the leaves’ own geometry are not in them. crown is a box around every leaf-bearing branch padded by the leaf size, so it holds the leaves; it is None while the tree has no leaves.

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§limb_radius: f32

Wood thinner than this (metres of radius, at the stretch’s base) gets no capsule. Set it when inserting the component; the plugin keeps it.

§trunk: Vec<WoodCapsule>

The trunk, from the ground to its top, bottom up: three capsules that taper with it (one for a trunk under 3 m). The lowest has at least the trunk’s radius at hip height (1 m), so a walking character collides with what it sees; the trunk’s wobble and root flare are not in them.

§limbs: Vec<WoodCapsule>

The wood, other than the trunk, whose mean radius is at least limb_radius: one capsule per straight branch, two along a branch that gravity bends.

§crown: Option<(Vec3, Vec3)>

Centre and half extents of a box around the leaves, if there are any.

§min: Vec3

Lowest corner of a box around every capsule and the crown.

§max: Vec3

Highest corner of that box.

Implementations§

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impl TreeShape

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pub const DEFAULT_LIMB_RADIUS: f32 = 0.06

The TreeShape::limb_radius of TreeShape::default(): 6 cm, wood a person can stand on or bump into.

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pub fn with_limb_radius(radius: f32) -> Self

An empty shape that, inserted as a component, gets capsules for wood at least radius metres thick (use f32::INFINITY for the trunk alone).

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pub fn from_skeleton( skeleton: &Skeleton, params: &TreeParams, limb_radius: f32, ) -> Self

The shape of a tree with params whose (aged) skeleton is skeleton, as TreeMeshes::skeleton holds it.

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pub fn capsules(&self) -> impl Iterator<Item = &WoodCapsule>

The trunk’s capsules (bottom up), then every limb’s.

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pub fn height(&self) -> f32

Height of the tree’s top (the highest wood or leaf), metres above its base.

Trait Implementations§

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impl Clone for TreeShape

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Component for TreeShape
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 relationship_accessor() -> Option<ComponentRelationshipAccessor<Self>>

Returns ComponentRelationshipAccessor required for working with relationships in dynamic contexts. 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_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_discard 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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const HAS_SUMMARY_TICK: bool = false

Set this constant to true if the component should track a summary tick. Read more
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impl Debug for TreeShape

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for TreeShape

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl PartialEq for TreeShape

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fn eq(&self, other: &Self) -> bool

Equality operator ==. Read more
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Inequality operator !=. Read more
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impl StructuralPartialEq for TreeShape

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type Effect = ()

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