pub struct PhysicalEntityParts<'a, P, Y, R, V, A, I, B, T>where
    T: Pose<P::Point, R> + Clone + Component + Send + Sync + 'static,
    P: Primitive + Send + Sync + 'static,
    B: Bound<Point = P::Point> + Send + Sync + 'static,
    P::Point: EuclideanSpace<Scalar = V::Scalar> + Send + Sync + 'static,
    V::Scalar: BaseFloat + Send + Sync + 'static,
    V: VectorSpace + Zero + Clone + Send + Sync + 'static,
    A: Copy + Zero + Clone + Send + Sync + 'static,
    Y: Send + Sync + 'static,
    I: Send + Sync + 'static,
    R: Rotation<P::Point> + Send + Sync + 'static,
{ pub shapes: WriteStorage<'a, CollisionShape<P, T, B, Y>>, pub poses: WriteStorage<'a, T>, pub entities: WriteStorage<'a, PhysicalEntity<V::Scalar>>, pub masses: WriteStorage<'a, Mass<V::Scalar, I>>, pub velocities: WriteStorage<'a, Velocity<V, A>>, pub next_poses: WriteStorage<'a, NextFrame<T>>, pub next_velocities: WriteStorage<'a, NextFrame<Velocity<V, A>>>, pub forces: WriteStorage<'a, ForceAccumulator<V, A>>, /* private fields */ }
Expand description

SystemData for easier creation of physical entities.

Type parameters:

  • P: Collision Primitive
  • Y: Collider
  • R: Rotational quantity
  • V: Linear velocity
  • A: Angular velocity
  • I: Inertia
  • B: Bounding volume
  • T: Transform

Fields

shapes: WriteStorage<'a, CollisionShape<P, T, B, Y>>

Collision shapes

poses: WriteStorage<'a, T>

Body transforms

entities: WriteStorage<'a, PhysicalEntity<V::Scalar>>

Physical entities

masses: WriteStorage<'a, Mass<V::Scalar, I>>

Mass

velocities: WriteStorage<'a, Velocity<V, A>>

Velocity

next_poses: WriteStorage<'a, NextFrame<T>>

Next frame transform

next_velocities: WriteStorage<'a, NextFrame<Velocity<V, A>>>

Next frame velocity

forces: WriteStorage<'a, ForceAccumulator<V, A>>

Forces

Implementations

Extract physical entity storage from World

Setup static physical entity for given entity.

Setup dynamic physical entity for given entity.

Trait Implementations

Sets up the system data for fetching it from the Resources.
Fetches the system data from Resources. Note that this is only specified for one concrete lifetime 'a, you need to implement the SystemData trait for every possible lifetime. Read more
Returns all read dependencies as fetched from Self::fetch. Read more
Returns all write dependencies as fetched from Self::fetch. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more
Immutably borrows from an owned value. Read more
Mutably borrows from an owned value. Read more
The accessor of the SystemData, which specifies the read and write dependencies and does the fetching. Read more
Sets up Resources for fetching this system data.
Creates a new resource bundle by fetching the required resources from the Resources struct. Read more

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The alignment of pointer.
The type for initializers.
Initializes a with the given initializer. Read more
Dereferences the given pointer. Read more
Mutably dereferences the given pointer. Read more
Drops the object pointed to by the given pointer. Read more
The type returned in the event of a conversion error.
Performs the conversion.
The type returned in the event of a conversion error.
Performs the conversion.