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GridSystem

Struct GridSystem 

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pub struct GridSystem { /* private fields */ }

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impl GridSystem

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pub const DEFAULT_EDITOR_GRID_SIZE_X: u32 = 8192

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pub const DEFAULT_EDITOR_GRID_SIZE_Z: u32 = 8192

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pub const DEFAULT_EDITOR_GRID_SPACING: f32 = 1.0

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pub fn new() -> Self

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pub fn install_handlers(&self, rx: &mut RxWorld)

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pub fn mark_dirty(&self)

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pub fn grid_owner_transform( world: &World, grid_component: ComponentId, ) -> Option<ComponentId>

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pub fn active_grid_for_editor( &self, world: &World, editor_root: ComponentId, ) -> Option<ActiveGrid>

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pub fn selected_grid_for_editor( &self, world: &World, editor_root: ComponentId, ) -> Option<GridEntry>

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pub fn enumerate_grids_for_editor( &self, world: &World, editor_root: ComponentId, ) -> Vec<GridEntry>

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pub fn grid_owned_by_transform( &self, world: &World, transform: ComponentId, ) -> Option<GridEntry>

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pub fn active_grid_for_owner_transform( &self, world: &World, owner_transform: ComponentId, ) -> Option<ActiveGrid>

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pub fn grid_entry( &self, world: &World, grid_component: ComponentId, ) -> Option<GridEntry>

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pub fn grid_hit_context_for_renderable( &self, world: &World, renderable: ComponentId, ) -> Option<ActiveGrid>

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pub fn grid_component_for_renderable( &self, world: &World, renderable: ComponentId, ) -> Option<ComponentId>

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pub fn grid_owner_from_renderable( &self, world: &World, renderable: ComponentId, ) -> Option<ComponentId>

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pub fn snap_hit( active: &ActiveGrid, hit_point_world: [f32; 3], ) -> GridSnapResult

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pub fn snap_point_preserving_plane_offset( active: &ActiveGrid, point_world: [f32; 3], ) -> GridSnapResult

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pub fn same_step(a: Option<GridStep>, b: GridStep) -> bool

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pub fn ensure_default_grid( &self, world: &mut World, emit: &mut dyn SignalEmitter, editor_root: ComponentId, ) -> ComponentId

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pub fn spawn_grid_for_editor( &self, world: &mut World, emit: &mut dyn SignalEmitter, editor_root: ComponentId, spec: GridSpawnSpec, ) -> ComponentId

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pub fn set_grid_hidden( &self, world: &mut World, emit: &mut dyn SignalEmitter, owner_transform: ComponentId, hidden: bool, ) -> bool

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pub fn set_grid_enabled( &self, world: &mut World, emit: &mut dyn SignalEmitter, owner_transform: ComponentId, enabled: bool, ) -> bool

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pub fn toggle_grid_hidden( &self, world: &mut World, emit: &mut dyn SignalEmitter, owner_transform: ComponentId, ) -> bool

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pub fn toggle_grid_enabled( &self, world: &mut World, emit: &mut dyn SignalEmitter, owner_transform: ComponentId, ) -> bool

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pub fn delete_grid( &self, world: &mut World, emit: &mut dyn SignalEmitter, owner_transform: ComponentId, ) -> bool

Trait Implementations§

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impl Clone for GridSystem

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fn clone(&self) -> GridSystem

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for GridSystem

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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 GridSystem

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fn default() -> GridSystem

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

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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