pub struct Pose {
pub pos: Vec3,
pub yaw: f32,
pub pitch: f32,
pub motion: Vec3,
pub on_ground: bool,
pub flying: bool,
pub sneaking: bool,
pub sprinting: bool,
}Expand description
The player’s pose: feet position, look, motion and movement flags.
yaw / pitch are degrees in vanilla’s convention (yaw is an unbounded f32 like the
client’s Entity.yaw; 0 = south, 90 = west; pitch 90 = straight down).
Fields§
§pos: Vec3Feet position (bounding box minimum Y).
yaw: f32Yaw in degrees.
pitch: f32Pitch in degrees.
motion: Vec3Motion per tick.
on_ground: boolOn ground as the client computes it (and sends it).
flying: boolCreative / ability flight.
sneaking: boolSneaking (as sent with entity_action).
sprinting: boolSprinting (as sent with entity_action).
Implementations§
Trait Implementations§
impl Copy for Pose
impl StructuralPartialEq for Pose
Auto Trait Implementations§
impl Forget for Pose
impl Freeze for Pose
impl RefUnwindSafe for Pose
impl Send for Pose
impl Sync for Pose
impl Unpin for Pose
impl UnsafeUnpin for Pose
impl UnwindSafe for Pose
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more