Struct bevy_landmass::Archipelago

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pub struct Archipelago<CS: CoordinateSystem> { /* private fields */ }
Expand description

An archipelago, holding the internal state of landmass.

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impl<CS: CoordinateSystem> Archipelago<CS>

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pub fn new() -> Self

Creates an empty archipelago.

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pub fn get_agent_options(&self) -> &AgentOptions

Gets the agent options.

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pub fn get_agent_options_mut(&mut self) -> &mut AgentOptions

Gets a mutable borrow to the agent options.

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pub fn add_node_type(&mut self, cost: f32) -> Result<NodeType, NewNodeTypeError>

Creates a new node type with the specified cost. The cost is a multiplier on the distance travelled along this node (essentially the cost per meter). Agents will prefer to travel along low-cost terrain. The returned node type is distinct from all other node types (for this archipelago).

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pub fn set_node_type_cost( &mut self, node_type: NodeType, cost: f32, ) -> Result<(), SetNodeTypeCostError>

Sets the cost of node_type to cost. See Archipelago::add_node_type for the meaning of cost.

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pub fn get_node_type_cost(&self, node_type: NodeType) -> Option<f32>

Gets the cost of node_type. Returns None if node_type is not in this archipelago.

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pub fn remove_node_type(&mut self, node_type: NodeType) -> bool

Removes the node type from the archipelago. Returns false if this archipelago does not contain node_type or any islands still use this node type (so the node type cannot be removed). Otherwise, returns true.

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pub fn sample_point( &self, point: CS::Coordinate, distance_to_node: f32, ) -> Result<SampledPoint<'_, CS>, SamplePointError>

Finds the nearest point on the navigation meshes to (and within distance_to_node of) point.

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pub fn find_path( &self, start_point: &SampledPoint<'_, CS>, end_point: &SampledPoint<'_, CS>, override_node_type_costs: &HashMap<NodeType, f32>, ) -> Result<Vec<CS::Coordinate>, FindPathError>

Finds a path from start_point and end_point along the navigation meshes. Only SampledPoints from this archipelago are supported. This should only be used for querying (e.g., finding the walking distance to an object), not for controlling movement. For controlling movement, use agents.

Trait Implementations§

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impl<CS: CoordinateSystem> Component for Archipelago<CS>
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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fn register_component_hooks(_hooks: &mut ComponentHooks)

Called when registering this component, allowing mutable access to its ComponentHooks.
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impl<CS: CoordinateSystem> Default for Archipelago<CS>

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fn default() -> Self

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

Auto Trait Implementations§

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impl<CS> !Freeze for Archipelago<CS>

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impl<CS> RefUnwindSafe for Archipelago<CS>

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impl<CS> Send for Archipelago<CS>

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impl<CS> Sync for Archipelago<CS>

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impl<CS> Unpin for Archipelago<CS>

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impl<CS> UnwindSafe for Archipelago<CS>

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<C> Bundle for C
where C: Component,

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fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId), )

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unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
where F: for<'a> FnMut(&'a mut T) -> OwningPtr<'a>,

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fn get_component_ids( components: &Components, ids: &mut impl FnMut(Option<ComponentId>), )

Gets this Bundle’s component ids. This will be None if the component has not been registered.
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<T> Downcast for T
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Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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impl<C> DynamicBundle for C
where C: Component,

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fn get_components(self, func: &mut impl FnMut(StorageType, OwningPtr<'_>))

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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> FromWorld for T
where T: Default,

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fn from_world(_world: &mut World) -> T

Creates Self using data from the given World.
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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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Calls U::from(self).

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Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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