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CollisionSystem

Struct CollisionSystem 

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pub struct CollisionSystem { /* private fields */ }

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impl CollisionSystem

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pub fn new() -> Self

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pub fn active_pairs_snapshot(&self) -> Vec<(ComponentId, ComponentId)>

Snapshot of the currently-active overlap pairs (normalized ordering).

Note: this is updated when tick_with_rx drains worker messages.

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pub fn active_pairs_with_delta_snapshot( &self, ) -> Vec<(ComponentId, ComponentId, [f32; 3])>

Snapshot of active overlap pairs with delta = pos(b) - pos(a) in world space.

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pub fn register_collision( &mut self, world: &mut World, _visuals: &mut VisualWorld, component: ComponentId, )

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pub fn update_from_transform( &mut self, world: &mut World, component: ComponentId, transform_component: ComponentId, )

Update a collision object when its parent transform changes.

Intended to be called by TransformSystem when transform_component has component as a direct child.

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pub fn remove_collision( &mut self, _world: &mut World, _visuals: &mut VisualWorld, component: ComponentId, )

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impl CollisionSystem

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pub fn tick_with_rx( &mut self, world: &mut World, _visuals: &mut VisualWorld, _input: &InputState, _dt_sec: f32, rx: &mut RxWorld, )

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impl Debug for CollisionSystem

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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 CollisionSystem

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fn default() -> CollisionSystem

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

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fn drop(&mut self)

Executes the destructor for this type. Read more
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fn pin_drop(self: Pin<&mut Self>)

🔬This is a nightly-only experimental API. (pin_ergonomics)
Execute the destructor for this type, but different to Drop::drop, it requires self to be pinned. Read more
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impl System for CollisionSystem

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fn tick( &mut self, _world: &mut World, _visuals: &mut VisualWorld, _input: &InputState, _dt_sec: f32, )

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