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Pedestrian3D

Struct Pedestrian3D 

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#[non_exhaustive]
pub struct Pedestrian3D { pub base: Pedestrian, pub floor: FloorId, pub z_offset: f64, pub transition: Option<ActiveTransition>, pub target_floor: Option<FloorId>, }
Expand description

A pedestrian in a layered 2.5-D environment.

Construct with Pedestrian3D::grounded or Pedestrian3D::heading_to_floor — the type is #[non_exhaustive] so future field additions (e.g. lift call-button state, floor preferences) are non-breaking for downstream callers.

Fields (Non-exhaustive)§

This struct is marked as non-exhaustive
Non-exhaustive structs could have additional fields added in future. Therefore, non-exhaustive structs cannot be constructed in external crates using the traditional Struct { .. } syntax; cannot be matched against without a wildcard ..; and struct update syntax will not work.
§base: Pedestrian

2-D pose on the current floor.

§floor: FloorId

Floor index.

§z_offset: f64

Vertical offset from the floor slab (m). Non-zero while on a connector; 0 when grounded on the floor.

§transition: Option<ActiveTransition>

Optional ongoing vertical transition.

§target_floor: Option<FloorId>

Planner-owned floor intent. Some(f) means the pedestrian wants to reach floor f; None means “stay on current floor”.

Boarding a connector is gated on target_floor != Some(self.floor), so an agent whose 2-D destination happens to overlap a boarding zone on the same floor (or an agent that just alighted onto that destination) will not re-enter the connector. This fixes a long-standing re-entry bug in naïve spatial-only boarding.

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impl Pedestrian3D

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pub fn grounded(base: Pedestrian, floor: FloorId) -> Self

Convenience constructor grounded on floor with no vertical intent.

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pub fn heading_to_floor( base: Pedestrian, floor: FloorId, target: FloorId, ) -> Self

Grounded constructor that explicitly requests a target floor.

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pub fn pos_3d(&self, space: &LayeredSpace) -> Vec3

Full 3-D position, combining the floor elevation provided by the LayeredSpace with the local 2-D pose and vertical offset.

Trait Implementations§

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impl Clone for Pedestrian3D

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fn clone(&self) -> Pedestrian3D

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Pedestrian3D

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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 PartialEq for Pedestrian3D

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fn eq(&self, other: &Pedestrian3D) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Copy for Pedestrian3D

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impl StructuralPartialEq for Pedestrian3D

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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type Error = <U as TryFrom<T>>::Error

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