Struct de_index::precise::PreciseIndexPlugin
source · pub(crate) struct PreciseIndexPlugin;Expand description
Bevy plugin which adds systems necessary for spatial indexing of solid entities.
Only entities with marker component [de_core::objects::StaticSolid] or
[de_core::objects::MovableSolid] are indexed.
The systems are executed only in state
[de_core::gamestate::GameState::Playing]. The systems automatically
insert newly spawned solid entities to the index, update their position
when [bevy::prelude::Transform] is changed and remove the entities from
the index when they are de-spawned.
Trait Implementations§
source§impl Plugin for PreciseIndexPlugin
impl Plugin for PreciseIndexPlugin
§fn ready(&self, _app: &App) -> bool
fn ready(&self, _app: &App) -> bool
Has the plugin finished its setup? This can be useful for plugins that need something
asynchronous to happen before they can finish their setup, like the initialization of a renderer.
Once the plugin is ready,
finish should be called.§fn finish(&self, _app: &mut App)
fn finish(&self, _app: &mut App)
Finish adding this plugin to the [
App], once all plugins registered are ready. This can
be useful for plugins that depends on another plugin asynchronous setup, like the renderer.§fn cleanup(&self, _app: &mut App)
fn cleanup(&self, _app: &mut App)
Runs after all plugins are built and finished, but before the app schedule is executed.
This can be useful if you have some resource that other plugins need during their build step,
but after build you want to remove it and send it to another thread.
Auto Trait Implementations§
impl Freeze for PreciseIndexPlugin
impl RefUnwindSafe for PreciseIndexPlugin
impl Send for PreciseIndexPlugin
impl Sync for PreciseIndexPlugin
impl Unpin for PreciseIndexPlugin
impl UnwindSafe for PreciseIndexPlugin
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
Return the
T [ShaderType] for self. When used in [AsBindGroup]
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T: ?Sized,
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§impl<T> Downcast for Twhere
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impl<T> Downcast for Twhere
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§fn in_current_span(self) -> Instrumented<Self>
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source§impl<T> IntoEither for T
impl<T> IntoEither for T
source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
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Converts self into a Right variant of Either<Self, Self>
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Converts
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Converts self into a Right variant of Either<Self, Self>
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The inverse inclusion map: attempts to construct
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Checks if
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Use with care! Same as
self.to_subset but without any property checks. Always succeeds.§fn from_subset(element: &SS) -> SP
fn from_subset(element: &SS) -> SP
The inclusion map: converts
self to the equivalent element of its superset.