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KdTree

Struct KdTree 

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pub struct KdTree { /* private fields */ }

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impl KdTree

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pub fn new() -> Self

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pub fn reset(&mut self)

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pub fn add_player(&mut self, ent: Entity, point: Vec3<f32>)

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pub fn add_entity(&mut self, ent: Entity, point: Vec3<f32>)

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pub fn update_player(&mut self, ent: Entity, point: Vec3<f32>)

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pub fn update_entity(&mut self, ent: Entity, point: Vec3<f32>)

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pub fn remove_player(&mut self, ent: Entity)

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pub fn remove_entity(&mut self, ent: Entity)

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pub fn contains(&self, ent: Entity) -> bool

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pub fn contains_player(&self, ent: Entity) -> bool

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pub fn contains_entity(&self, ent: Entity) -> bool

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pub fn get_position(&self, ent: Entity) -> Option<[f32; 3]>

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pub fn retain<F>(&mut self, f: F)
where F: Fn(u32) -> bool,

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pub fn search(&self, point: &Vec3<f32>, count: usize) -> Vec<(f32, &Entity)>

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pub fn search_player( &self, point: &Vec3<f32>, count: usize, is_player: bool, ) -> Vec<(f32, &Entity)>

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pub fn search_entity( &self, point: &Vec3<f32>, count: usize, is_entity: bool, ) -> Vec<(f32, &Entity)>

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pub fn players_within_radius( &self, point: &Vec3<f32>, radius: f32, ) -> Vec<&Entity>

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pub fn entities_within_radius( &self, point: &Vec3<f32>, radius: f32, ) -> Vec<(f32, &Entity)>

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pub fn all_within_radius( &self, point: &Vec3<f32>, radius: f32, ) -> Vec<(f32, &Entity)>

Every tracked entity AND player within radius of point. Area effects (blasts, suction fields) use this so clients are never silently excluded the way the entities-only radius query excludes them.

Trait Implementations§

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impl Debug for KdTree

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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 KdTree

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fn default() -> Self

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

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