pub struct FrameInterpolationHistory<C>where
C: Component,{
pub previous_value: Option<C>,
pub current_value: Option<C>,
}Expand description
Component history used by frame interpolation for component C.
Lightyear inserts and updates this component for every matching rule that owns frame interpolation history. Users can also write it directly when they run custom rollback or interpolation systems.
§Examples
ⓘ
use bevy_ecs::prelude::*;
use lightyear_core::prelude::FrameInterpolationHistory;
#[derive(Component, Clone, PartialEq)]
struct Position(f32);
fn seed(mut commands: Commands, entity: Entity) {
commands.entity(entity).insert(FrameInterpolationHistory::<Position> {
previous_value: Some(Position(0.0)),
current_value: Some(Position(1.0)),
});
}Fields§
§previous_value: Option<C>Value recorded at the previous fixed-update tick.
current_value: Option<C>Value recorded at the current fixed-update tick.
Trait Implementations§
Source§impl<C> Component for FrameInterpolationHistory<C>
impl<C> Component for FrameInterpolationHistory<C>
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 = Mutable
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 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 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<FrameInterpolationHistory<C>>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<FrameInterpolationHistory<C>>>
Returns
ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read moreSource§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_discard() -> 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 moreSource§impl<C> Debug for FrameInterpolationHistory<C>
impl<C> Debug for FrameInterpolationHistory<C>
Source§impl<C> Default for FrameInterpolationHistory<C>where
C: Component,
impl<C> Default for FrameInterpolationHistory<C>where
C: Component,
Source§fn default() -> FrameInterpolationHistory<C>
fn default() -> FrameInterpolationHistory<C>
Returns the “default value” for a type. Read more
Source§impl<C> PartialEq for FrameInterpolationHistory<C>
impl<C> PartialEq for FrameInterpolationHistory<C>
impl<C> StructuralPartialEq for FrameInterpolationHistory<C>
Auto Trait Implementations§
impl<C> Freeze for FrameInterpolationHistory<C>
impl<C> RefUnwindSafe for FrameInterpolationHistory<C>where
Option<C>: RefUnwindSafe,
impl<C> Send for FrameInterpolationHistory<C>
impl<C> Sync for FrameInterpolationHistory<C>
impl<C> Unpin for FrameInterpolationHistory<C>
impl<C> UnsafeUnpin for FrameInterpolationHistory<C>where
Option<C>: UnsafeUnpin,
impl<C> UnwindSafe for FrameInterpolationHistory<C>where
Option<C>: UnwindSafe,
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T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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fn borrow_mut(&mut self) -> &mut T
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C: Component,
impl<C> Bundle for Cwhere
C: Component,
fn component_ids( components: &mut ComponentsRegistrator<'_>, ) -> impl Iterator<Item = ComponentId> + use<C>
Source§fn get_component_ids(
components: &Components,
) -> impl Iterator<Item = Option<ComponentId>>
fn get_component_ids( components: &Components, ) -> impl Iterator<Item = Option<ComponentId>>
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impl<C> DynamicBundle for Cwhere
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ptr: MovingPtr<'_, C>,
func: &mut impl FnMut(StorageType, OwningPtr<'_>),
) -> <C as DynamicBundle>::Effect
unsafe fn get_components( ptr: MovingPtr<'_, C>, func: &mut impl FnMut(StorageType, OwningPtr<'_>), ) -> <C as DynamicBundle>::Effect
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Source§unsafe fn apply_effect(
_ptr: MovingPtr<'_, MaybeUninit<C>>,
_entity: &mut EntityWorldMut<'_>,
)
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