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EntityBaseState

Struct EntityBaseState 

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pub struct EntityBaseState {
Show 24 fields tick_count: i32, position: DVec3, old_position: DVec3, last_known_position: Option<DVec3>, last_known_speed: DVec3, velocity: DVec3, rotation: (f32, f32), old_rotation: (f32, f32), pose: EntityPose, dimensions: EntityDimensions, bounding_box: WorldAabb, movement_flags: EntityMovementFlags, ground_contact: EntityGroundContact, movement_progress: EntityMovementProgress, fire_freeze: EntityFireFreezeState, in_block_state: Option<BlockStateId>, fluid_contact: EntityFluidContact, was_eye_in_water: bool, piston_movement: EntityPistonMovement, fall_distance: f64, stuck_speed_multiplier: DVec3, no_physics: bool, needs_velocity_sync: bool, hurt_marked: bool,
}
Expand description

Vanilla Entity movement state stored as one locked snapshot.

Position, velocity, rotation, and ground contact are commonly read together by physics, saving, and future navigation code. Keeping them in one struct makes those ownership boundaries explicit while still exposing focused accessors through EntityBase.

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§tick_count: i32§position: DVec3§old_position: DVec3§last_known_position: Option<DVec3>§last_known_speed: DVec3§velocity: DVec3§rotation: (f32, f32)§old_rotation: (f32, f32)§pose: EntityPose§dimensions: EntityDimensions§bounding_box: WorldAabb§movement_flags: EntityMovementFlags§ground_contact: EntityGroundContact§movement_progress: EntityMovementProgress§fire_freeze: EntityFireFreezeState§in_block_state: Option<BlockStateId>§fluid_contact: EntityFluidContact§was_eye_in_water: bool§piston_movement: EntityPistonMovement§fall_distance: f64§stuck_speed_multiplier: DVec3§no_physics: bool§needs_velocity_sync: bool§hurt_marked: bool

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impl EntityBaseState

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pub fn new(position: DVec3, dimensions: EntityDimensions) -> Self

Creates base state for a freshly spawned entity.

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pub fn new_with_bounding_box( position: DVec3, dimensions: EntityDimensions, bounding_box: WorldAabb, ) -> Self

Creates base state with an explicit bounding box.

Hanging entities and other special cases do not use the default dimensions-centered box.

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fn make_bounding_box(position: DVec3, dimensions: EntityDimensions) -> WorldAabb

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pub fn with_velocity(self, velocity: DVec3) -> Self

Sets velocity on this state snapshot.

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pub fn with_old_position(self, old_position: DVec3) -> Self

Sets previous position on this state snapshot.

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pub fn with_rotation(self, rotation: (f32, f32)) -> Self

Sets rotation on this state snapshot.

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pub const fn with_fall_distance(self, fall_distance: f64) -> Self

Sets accumulated fall distance on this state snapshot.

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pub const fn with_fire_freeze_state( self, fire_freeze: EntityFireFreezeState, ) -> Self

Sets base fire/freeze state on this construction snapshot.

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pub const fn with_on_ground(self, on_ground: bool) -> Self

Sets the ground-contact flag on this state snapshot.

Trait Implementations§

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impl Clone for EntityBaseState

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fn clone(&self) -> EntityBaseState

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 Copy for EntityBaseState

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impl Debug for EntityBaseState

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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 EntityBaseState

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

Equality operator ==. Read more
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Inequality operator !=. Read more
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impl StructuralPartialEq for EntityBaseState

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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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