pub struct BlockDisplayEntity {
base: EntityBase,
entity_type: EntityTypeRef,
entity_data: SyncMutex<BlockDisplayEntityData>,
}Expand description
A block display entity that renders a block state at its position.
Block displays are purely visual entities with no collision. They support transformation (translation, rotation, scale) and interpolation for smooth animations.
Fields§
§base: EntityBaseCommon entity fields (id, uuid, position, etc.).
entity_type: EntityTypeRefVanilla entity type registered for this implementation.
entity_data: SyncMutex<BlockDisplayEntityData>Synced entity data for network serialization.
Implementations§
Source§impl BlockDisplayEntity
impl BlockDisplayEntity
Sourcepub fn new(
entity_type: EntityTypeRef,
id: i32,
position: DVec3,
world: Weak<World>,
) -> Self
pub fn new( entity_type: EntityTypeRef, id: i32, position: DVec3, world: Weak<World>, ) -> Self
Creates a new block display entity.
The id should be obtained from next_entity_id().
Sourcepub fn with_uuid(
entity_type: EntityTypeRef,
id: i32,
position: DVec3,
uuid: Uuid,
world: Weak<World>,
) -> Self
pub fn with_uuid( entity_type: EntityTypeRef, id: i32, position: DVec3, uuid: Uuid, world: Weak<World>, ) -> Self
Creates a new block display entity with a specific UUID.
The id should be obtained from next_entity_id().
Sourcepub fn from_saved(entity_type: EntityTypeRef, load: EntityBaseLoad) -> Self
pub fn from_saved(entity_type: EntityTypeRef, load: EntityBaseLoad) -> Self
Creates a block display entity from saved data.
Display entities have no physical collision, but vanilla base state is still persisted and should round-trip through the shared base.
Sourcepub const fn entity_data(&self) -> &SyncMutex<BlockDisplayEntityData>
pub const fn entity_data(&self) -> &SyncMutex<BlockDisplayEntityData>
Gets a reference to the entity data for reading/modifying synced state.
Sourcepub fn set_block_state_id(&self, id: BlockStateId)
pub fn set_block_state_id(&self, id: BlockStateId)
Sets the block state ID of this entity.
Trait Implementations§
Source§impl DowncastType for BlockDisplayEntity
impl DowncastType for BlockDisplayEntity
Source§const TYPE_KEY: DowncastTypeKey
const TYPE_KEY: DowncastTypeKey
Source§impl Entity for BlockDisplayEntity
impl Entity for BlockDisplayEntity
Source§fn base(&self) -> &EntityBase
fn base(&self) -> &EntityBase
Source§fn entity_type(&self) -> EntityTypeRef
fn entity_type(&self) -> EntityTypeRef
Source§fn synced_data(&self) -> Option<&dyn EntitySyncedData>
fn synced_data(&self) -> Option<&dyn EntitySyncedData>
Source§fn is_ignoring_block_triggers(&self) -> bool
fn is_ignoring_block_triggers(&self) -> bool
Source§fn save_additional(&self, nbt: &mut NbtCompound)
fn save_additional(&self, nbt: &mut NbtCompound)
Source§fn load_additional(&self, nbt: BorrowedNbtCompoundView<'_, '_>)
fn load_additional(&self, nbt: BorrowedNbtCompoundView<'_, '_>)
Source§fn is_always_ticking(&self) -> bool
fn is_always_ticking(&self) -> bool
Source§fn broadcast_to_player(&self, _player: &Player) -> bool
fn broadcast_to_player(&self, _player: &Player) -> bool
Source§fn scoreboard_name(&self) -> String
fn scoreboard_name(&self) -> String
Source§fn name(&self) -> TextComponent
fn name(&self) -> TextComponent
Source§fn display_name(&self) -> TextComponent
fn display_name(&self) -> TextComponent
Source§fn plain_text_name(&self) -> String
fn plain_text_name(&self) -> String
Source§fn nbt_for_data_compare(&self) -> NbtCompound
fn nbt_for_data_compare(&self) -> NbtCompound
Source§fn nbt_for_passenger_save(&self) -> Option<NbtCompound>
fn nbt_for_passenger_save(&self) -> Option<NbtCompound>
Source§fn spawn_position(&self) -> DVec3
fn spawn_position(&self) -> DVec3
Source§fn block_position(&self) -> BlockPos
fn block_position(&self) -> BlockPos
Source§fn in_block_state(&self, world: &World) -> BlockStateId
fn in_block_state(&self, world: &World) -> BlockStateId
Entity.getInBlockState.Source§fn old_position(&self) -> DVec3
fn old_position(&self) -> DVec3
Source§fn bounding_box(&self) -> WorldAabb
fn bounding_box(&self) -> WorldAabb
Source§fn is_free(&self, delta: DVec3) -> bool
fn is_free(&self, delta: DVec3) -> bool
Entity.isFree() for the current bounding box shifted by delta.Source§fn blocks_building(&self) -> bool
fn blocks_building(&self) -> bool
Source§fn is_pickable(&self) -> bool
fn is_pickable(&self) -> bool
Source§fn attackable(&self) -> bool
fn attackable(&self) -> bool
Source§fn skip_attack_interaction(&self, _source: &dyn Entity) -> bool
fn skip_attack_interaction(&self, _source: &dyn Entity) -> bool
Source§fn is_pushable(&self) -> bool
fn is_pushable(&self) -> bool
Source§fn is_pushed_by_fluid(&self) -> bool
fn is_pushed_by_fluid(&self) -> bool
Source§fn on_above_bubble_column(&self, drag_down: bool, _pos: BlockPos)
fn on_above_bubble_column(&self, drag_down: bool, _pos: BlockPos)
Entity.onAboveBubbleColumn.Source§fn on_inside_bubble_column(&self, drag_down: bool)
fn on_inside_bubble_column(&self, drag_down: bool)
Entity.onInsideBubbleColumn.Source§fn is_spectator(&self) -> bool
fn is_spectator(&self) -> bool
Source§fn piston_push_reaction(&self) -> PushReaction
fn piston_push_reaction(&self) -> PushReaction
Source§fn is_supported_by(&self, pos: BlockPos) -> bool
fn is_supported_by(&self, pos: BlockPos) -> bool
pos.Source§fn can_interact_with_level(&self) -> bool
fn can_interact_with_level(&self) -> bool
Source§fn is_invisible(&self) -> bool
fn is_invisible(&self) -> bool
Entity.isInvisible().Source§fn is_discrete(&self) -> bool
fn is_discrete(&self) -> bool
Entity.isDiscrete().Source§fn is_allied_to(&self, _other: &dyn Entity) -> bool
fn is_allied_to(&self, _other: &dyn Entity) -> bool
other.Source§fn is_marker_armor_stand(&self) -> bool
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Source§fn is_tame_owned_by(&self, _owner: &dyn LivingEntity) -> bool
fn is_tame_owned_by(&self, _owner: &dyn LivingEntity) -> bool
owner.Source§fn projectile_owner_uuid(&self) -> Option<Uuid>
fn projectile_owner_uuid(&self) -> Option<Uuid>
Projectile owner UUID when this entity exposes one.Source§fn projectile_owner(&self) -> Option<SharedEntity>
fn projectile_owner(&self) -> Option<SharedEntity>
Projectile owner when this entity exposes one.Source§fn is_flying_player(&self) -> bool
fn is_flying_player(&self) -> bool
flying set.Source§fn can_be_collided_with(&self, _other: Option<&dyn Entity>) -> bool
fn can_be_collided_with(&self, _other: Option<&dyn Entity>) -> bool
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fn can_be_hit_by_projectile(&self) -> bool
Source§fn deflection(&self, _projectile: &dyn Projectile) -> ProjectileDeflection
fn deflection(&self, _projectile: &dyn Projectile) -> ProjectileDeflection
Source§fn vehicle(&self) -> Option<SharedEntity>
fn vehicle(&self) -> Option<SharedEntity>
Source§fn controlled_vehicle(&self) -> Option<SharedEntity>
fn controlled_vehicle(&self) -> Option<SharedEntity>
Source§fn is_passenger(&self) -> bool
fn is_passenger(&self) -> bool
Source§fn can_ride(&self, _vehicle: &dyn Entity) -> bool
fn can_ride(&self, _vehicle: &dyn Entity) -> bool
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fn stop_riding(&self)
Source§fn start_riding(&self, entity_to_ride: &SharedEntity) -> bool
fn start_riding(&self, entity_to_ride: &SharedEntity) -> bool
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fn passengers(&self) -> Vec<SharedEntity> ⓘ
Source§fn count_player_passengers(&self) -> usize
fn count_player_passengers(&self) -> usize
Source§fn has_exactly_one_player_passenger(&self) -> bool
fn has_exactly_one_player_passenger(&self) -> bool
Source§fn first_passenger(&self) -> Option<SharedEntity>
fn first_passenger(&self) -> Option<SharedEntity>
Source§fn controlling_passenger(&self) -> Option<SharedEntity>
fn controlling_passenger(&self) -> Option<SharedEntity>
Source§fn can_control_vehicle(&self) -> bool
fn can_control_vehicle(&self) -> bool
Source§fn has_controlling_passenger(&self) -> bool
fn has_controlling_passenger(&self) -> bool
Source§fn is_vehicle(&self) -> bool
fn is_vehicle(&self) -> bool
Source§fn dismounts_underwater(&self) -> bool
fn dismounts_underwater(&self) -> bool
Entity.dismountsUnderwater.Source§fn has_passenger(&self, passenger: &dyn Entity) -> bool
fn has_passenger(&self, passenger: &dyn Entity) -> bool
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fn can_add_passenger(&self, _passenger: &dyn Entity) -> bool
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fn could_accept_passenger(&self) -> bool
Source§fn passenger_index(&self, passenger: &dyn Entity) -> Option<usize>
fn passenger_index(&self, passenger: &dyn Entity) -> Option<usize>
Source§fn vehicle_attachment_point(&self, _vehicle: &dyn Entity) -> DVec3
fn vehicle_attachment_point(&self, _vehicle: &dyn Entity) -> DVec3
Source§fn passenger_attachment_point(&self, passenger: &dyn Entity) -> DVec3
fn passenger_attachment_point(&self, passenger: &dyn Entity) -> DVec3
Source§fn passenger_riding_position(&self, passenger: &dyn Entity) -> DVec3
fn passenger_riding_position(&self, passenger: &dyn Entity) -> DVec3
passenger should ride this vehicle. Read moreSource§fn position_rider(&self, passenger: &dyn Entity)
fn position_rider(&self, passenger: &dyn Entity)
Source§fn root_vehicle_id(&self) -> i32
fn root_vehicle_id(&self) -> i32
Source§fn root_vehicle(&self) -> Option<SharedEntity>
fn root_vehicle(&self) -> Option<SharedEntity>
Source§fn is_passenger_of_same_vehicle(&self, other: &dyn Entity) -> bool
fn is_passenger_of_same_vehicle(&self, other: &dyn Entity) -> bool
other share the same root vehicle. Read moreSource§fn has_indirect_passenger(&self, entity: &dyn Entity) -> bool
fn has_indirect_passenger(&self, entity: &dyn Entity) -> bool
entity is an indirect passenger of this entity. Read moreSource§fn can_collide_with(&self, other: &dyn Entity) -> bool
fn can_collide_with(&self, other: &dyn Entity) -> bool
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fn push_impulse(&self, impulse: DVec3)
Source§fn push_entity(&self, entity: &dyn Entity)
fn push_entity(&self, entity: &dyn Entity)
Source§fn make_bounding_box_at(&self, position: DVec3) -> WorldAabb
fn make_bounding_box_at(&self, position: DVec3) -> WorldAabb
position.Source§fn get_relative_portal_position(
&self,
axis: Axis,
portal_area: FoundRectangle,
) -> DVec3
fn get_relative_portal_position( &self, axis: Axis, portal_area: FoundRectangle, ) -> DVec3
Entity.getRelativePortalPosition.Source§fn default_tick(&self)
fn default_tick(&self)
Entity.tick() behavior. Read moreSource§fn ride_tick(&self)
fn ride_tick(&self)
Source§fn handle_portal(&self)
fn handle_portal(&self)
Entity.handlePortal behavior currently implemented by Steel.Source§fn entity_base_tick(&self)
fn entity_base_tick(&self)
Entity.baseTick behavior. Read moreSource§fn check_below_world(&self)
fn check_below_world(&self)
Source§fn on_below_world(&self)
fn on_below_world(&self)
Source§fn check_despawn(&self)
fn check_despawn(&self)
Source§fn apply_inside_block_effect(&self, effect_type: InsideBlockEffectType)
fn apply_inside_block_effect(&self, effect_type: InsideBlockEffectType)
Source§fn pack_dirty_entity_data(&self) -> Option<Vec<DataValue>>
fn pack_dirty_entity_data(&self) -> Option<Vec<DataValue>>
Source§fn pack_all_entity_data(&self) -> Vec<DataValue>
fn pack_all_entity_data(&self) -> Vec<DataValue>
Source§fn update_data_before_sync(&self)
fn update_data_before_sync(&self)
Source§fn is_removed(&self) -> bool
fn is_removed(&self) -> bool
Source§fn is_alive(&self) -> bool
fn is_alive(&self) -> bool
Source§fn begin_pending_world_change(&self) -> Option<PendingWorldChangeToken>
fn begin_pending_world_change(&self) -> Option<PendingWorldChangeToken>
Source§fn finish_pending_world_change(&self, token: PendingWorldChangeToken) -> bool
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Source§fn is_world_change_pending(&self) -> bool
fn is_world_change_pending(&self) -> bool
Source§fn is_world_change_token_pending(&self, token: PendingWorldChangeToken) -> bool
fn is_world_change_token_pending(&self, token: PendingWorldChangeToken) -> bool
Source§fn can_use_portal(&self, ignore_passenger: bool) -> bool
fn can_use_portal(&self, ignore_passenger: bool) -> bool
Source§fn dimension_changing_delay(&self) -> i32
fn dimension_changing_delay(&self) -> i32
Source§fn removal_reason(&self) -> Option<RemovalReason>
fn removal_reason(&self) -> Option<RemovalReason>
Source§fn set_removed(&self, reason: RemovalReason)
fn set_removed(&self, reason: RemovalReason)
Source§fn game_event(&self, event: GameEventRef)
fn game_event(&self, event: GameEventRef)
Source§fn kill(&self, world: &World)
fn kill(&self, world: &World)
Source§fn restore_owner_reference(&self, _owner: &SharedEntity)
fn restore_owner_reference(&self, _owner: &SharedEntity)
Source§fn set_level_callback(&self, callback: Arc<dyn EntityLevelCallback>)
fn set_level_callback(&self, callback: Arc<dyn EntityLevelCallback>)
Source§fn notify_leash_holder(&self, _leashable: &dyn Entity)
fn notify_leash_holder(&self, _leashable: &dyn Entity)
Source§fn notify_leashee_removed(&self, _leashable: &dyn Entity)
fn notify_leashee_removed(&self, _leashable: &dyn Entity)
Source§fn player_touch(self: Arc<Self>, _player: &Arc<Player>)
fn player_touch(self: Arc<Self>, _player: &Arc<Player>)
Source§fn leashables_leashed_to(&self) -> Vec<SharedEntity> ⓘ
fn leashables_leashed_to(&self) -> Vec<SharedEntity> ⓘ
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&self,
holder: &dyn Entity,
) -> Vec<SharedEntity> ⓘ
fn leashables_leashed_to_holder_in_area( &self, holder: &dyn Entity, ) -> Vec<SharedEntity> ⓘ
holder.Source§fn transfer_leashables_from_holder(&self, old_holder: &dyn Entity) -> bool
fn transfer_leashables_from_holder(&self, old_holder: &dyn Entity) -> bool
old_holder to this entity.Source§fn drop_all_leash_connections(&self, player: Option<&Player>) -> bool
fn drop_all_leash_connections(&self, player: Option<&Player>) -> bool
Source§fn shear_off_all_leash_connections(&self, player: Option<&Player>) -> bool
fn shear_off_all_leash_connections(&self, player: Option<&Player>) -> bool
Source§fn attempt_to_shear_equipment(
&self,
player: &Player,
hand: InteractionHand,
) -> bool
fn attempt_to_shear_equipment( &self, player: &Player, hand: InteractionHand, ) -> bool
Entity.attemptToShearEquipment.Source§fn interact(
&self,
player: &Player,
hand: InteractionHand,
location: DVec3,
) -> InteractionResult
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Source§fn interact_entity(
&self,
player: &Player,
hand: InteractionHand,
_location: DVec3,
) -> InteractionResult
fn interact_entity( &self, player: &Player, hand: InteractionHand, _location: DVec3, ) -> InteractionResult
Entity.interact behavior.Source§fn is_living_entity(&self) -> bool
fn is_living_entity(&self) -> bool
Source§fn is_abstract_arrow(&self) -> bool
fn is_abstract_arrow(&self) -> bool
AbstractArrow hierarchy.Source§fn as_projectile(&self) -> Option<&dyn Projectile>
fn as_projectile(&self) -> Option<&dyn Projectile>
Source§fn as_living_entity(&self) -> Option<&dyn LivingEntity>
fn as_living_entity(&self) -> Option<&dyn LivingEntity>
Source§fn as_item_frame(&self) -> Option<&dyn ItemFrame>
fn as_item_frame(&self) -> Option<&dyn ItemFrame>
Source§fn as_player(&self) -> Option<&Player>
fn as_player(&self) -> Option<&Player>
Source§fn with_weapon_item(&self, visitor: &mut dyn FnMut(Option<&ItemStack>))
fn with_weapon_item(&self, visitor: &mut dyn FnMut(Option<&ItemStack>))
Entity.getWeaponItem without copying inventory state.Source§fn is_pathfinder_mob(&self) -> bool
fn is_pathfinder_mob(&self) -> bool
Source§fn as_pathfinder_mob(&self) -> Option<&dyn PathfinderMob>
fn as_pathfinder_mob(&self) -> Option<&dyn PathfinderMob>
Source§fn as_mob(&self) -> Option<&dyn Mob>
fn as_mob(&self) -> Option<&dyn Mob>
Source§fn as_animal(&self) -> Option<&dyn Animal>
fn as_animal(&self) -> Option<&dyn Animal>
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fn is_ageable_mob(&self) -> bool
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Source§fn is_item_steerable(&self) -> bool
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Source§fn forces_fall_flying_velocity_sync(&self) -> bool
fn forces_fall_flying_velocity_sync(&self) -> bool
ServerEntity should force velocity sync for fall flying.Source§fn uses_client_movement_packets(&self) -> bool
fn uses_client_movement_packets(&self) -> bool
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fn is_suppressing_bounce(&self) -> bool
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fn is_descending(&self) -> bool
Source§fn update_swimming(&self)
fn update_swimming(&self)
Source§fn default_update_swimming(&self)
fn default_update_swimming(&self)
Entity.updateSwimming for player overrides.Source§fn is_flying_vehicle(&self) -> bool
fn is_flying_vehicle(&self) -> bool
Source§fn on_climbable(&self) -> bool
fn on_climbable(&self) -> bool
Source§fn known_movement(&self) -> DVec3
fn known_movement(&self) -> DVec3
Source§fn known_speed(&self) -> DVec3
fn known_speed(&self) -> DVec3
getKnownSpeed.Source§fn tick_count(&self) -> i32
fn tick_count(&self) -> i32
Entity.tickCount.Source§fn advance_tick_count(&self)
fn advance_tick_count(&self)
Entity.tickCount.Source§fn fall_sounds(&self) -> (SoundEventRef, SoundEventRef)
fn fall_sounds(&self) -> (SoundEventRef, SoundEventRef)
Source§fn rotation(&self) -> (f32, f32)
fn rotation(&self) -> (f32, f32)
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Source§fn look_at(&self, from_anchor: EntityAnchor, target: DVec3)
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&self,
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target: &dyn Entity,
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)
fn look_at_entity( &self, from_anchor: EntityAnchor, target: &dyn Entity, target_anchor: EntityAnchor, )
Source§fn spawn_data(&self) -> i32
fn spawn_data(&self) -> i32
Source§fn get_eye_height(&self) -> f64
fn get_eye_height(&self) -> f64
Source§fn get_fluid_jump_threshold(&self) -> f64
fn get_fluid_jump_threshold(&self) -> f64
Entity.getFluidJumpThreshold().Source§fn is_in_wall(&self) -> bool
fn is_in_wall(&self) -> bool
Entity.isInWall.Source§fn calculate_view_vector(&self, pitch_degrees: f32, yaw_degrees: f32) -> DVec3
fn calculate_view_vector(&self, pitch_degrees: f32, yaw_degrees: f32) -> DVec3
Entity.calculateViewVector().Source§fn look_angle(&self) -> DVec3
fn look_angle(&self) -> DVec3
Entity.getLookAngle().Source§fn hand_holding_item_angle(&self, item: ItemRef) -> DVec3
fn hand_holding_item_angle(&self, item: ItemRef) -> DVec3
item. Read moreSource§fn set_velocity(&self, velocity: DVec3)
fn set_velocity(&self, velocity: DVec3)
Source§fn needs_velocity_sync(&self) -> bool
fn needs_velocity_sync(&self) -> bool
ServerEntity should consider sending velocity.Source§fn mark_velocity_sync(&self)
fn mark_velocity_sync(&self)
ServerEntity synchronization.Source§fn clear_velocity_sync(&self)
fn clear_velocity_sync(&self)
Source§fn hurt_marked(&self) -> bool
fn hurt_marked(&self) -> bool
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fn clear_hurt_mark(&self)
Source§fn fall_distance(&self) -> f64
fn fall_distance(&self) -> f64
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fn is_in_powder_snow(&self) -> bool
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fn set_fall_distance(&self, fall_distance: f64)
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fn reset_fall_distance(&self)
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fn check_fall_distance_accumulation(&self)
Entity.checkFallDistanceAccumulation().Source§fn fire_freeze_state(&self) -> EntityFireFreezeState
fn fire_freeze_state(&self) -> EntityFireFreezeState
Source§fn remaining_fire_ticks(&self) -> i32
fn remaining_fire_ticks(&self) -> i32
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fn set_remaining_fire_ticks(&self, remaining_fire_ticks: i32)
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fn ticks_frozen(&self) -> i32
TicksFrozen.Source§fn set_ticks_frozen(&self, ticks_frozen: i32)
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fn remaining_fire_ticks_cap(&self) -> Option<i32>
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fn fire_ignite_extra_ticks(&self) -> i32
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fn default_can_freeze(&self) -> bool
Entity.canFreeze() without living-equipment overrides.Source§fn can_freeze(&self) -> bool
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getTicksRequiredToFreeze.Source§fn is_fully_frozen(&self) -> bool
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Entity.getPercentFrozen.Source§fn clear_freeze(&self)
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fn sync_base_fire_freeze_entity_data(&self)
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Source§fn scan_and_store_fluid_contact(
&self,
advance_eye_water_history: bool,
) -> EntityFluidContact
fn scan_and_store_fluid_contact( &self, advance_eye_water_history: bool, ) -> EntityFluidContact
Source§fn apply_fluid_current_for_base_tick(
&self,
world: &Arc<World>,
contact: EntityFluidContact,
)
fn apply_fluid_current_for_base_tick( &self, world: &Arc<World>, contact: EntityFluidContact, )
Source§fn apply_fluid_current_impulse(&self, impulse: DVec3)
fn apply_fluid_current_impulse(&self, impulse: DVec3)
Source§fn is_fall_damage_immune(&self) -> bool
fn is_fall_damage_immune(&self) -> bool
Source§fn propagate_fall_to_passengers(
&self,
fall_distance: f64,
damage_modifier: f32,
source: &DamageSource,
)
fn propagate_fall_to_passengers( &self, fall_distance: f64, damage_modifier: f32, source: &DamageSource, )
Source§fn cause_fall_damage(
&self,
fall_distance: f64,
damage_modifier: f32,
source: &DamageSource,
) -> bool
fn cause_fall_damage( &self, fall_distance: f64, damage_modifier: f32, source: &DamageSource, ) -> bool
Source§fn horizontal_collision(&self) -> bool
fn horizontal_collision(&self) -> bool
Source§fn vertical_collision(&self) -> bool
fn vertical_collision(&self) -> bool
Source§fn vertical_collision_below(&self) -> bool
fn vertical_collision_below(&self) -> bool
Source§fn no_physics(&self) -> bool
fn no_physics(&self) -> bool
Source§fn is_affected_by_blocks(&self) -> bool
fn is_affected_by_blocks(&self) -> bool
Source§fn set_no_physics(&self, no_physics: bool)
fn set_no_physics(&self, no_physics: bool)
Source§fn update_no_physics_from_current_collision(&self)
fn update_no_physics_from_current_collision(&self)
noPhysics from the entity’s current collision state.Source§fn move_towards_closest_space(&self, x: f64, y: f64, z: f64)
fn move_towards_closest_space(&self, x: f64, y: f64, z: f64)
Source§fn default_make_stuck_in_block(
&self,
_state: BlockStateId,
speed_multiplier: DVec3,
)
fn default_make_stuck_in_block( &self, _state: BlockStateId, speed_multiplier: DVec3, )
Source§fn make_stuck_in_block(&self, state: BlockStateId, speed_multiplier: DVec3)
fn make_stuck_in_block(&self, state: BlockStateId, speed_multiplier: DVec3)
Source§fn apply_effects_from_blocks(&self)
fn apply_effects_from_blocks(&self)
Source§fn apply_effects_from_blocks_between(&self, from: DVec3, to: DVec3)
fn apply_effects_from_blocks_between(&self, from: DVec3, to: DVec3)
Source§fn apply_effects_from_blocks_for_last_movements(&self)
fn apply_effects_from_blocks_for_last_movements(&self)
Source§fn set_on_ground(&self, on_ground: bool)
fn set_on_ground(&self, on_ground: bool)
Source§fn set_on_ground_with_movement(
&self,
on_ground: bool,
horizontal_collision: bool,
movement: DVec3,
)
fn set_on_ground_with_movement( &self, on_ground: bool, horizontal_collision: bool, movement: DVec3, )
Source§fn default_apply_accepted_client_movement(
&self,
world: &Arc<World>,
accepted: AcceptedClientMovement,
) -> Result<AcceptedClientMovementOutcome, EntityMoveError>
fn default_apply_accepted_client_movement( &self, world: &Arc<World>, accepted: AcceptedClientMovement, ) -> Result<AcceptedClientMovementOutcome, EntityMoveError>
Source§fn apply_accepted_client_movement(
&self,
world: &Arc<World>,
accepted: AcceptedClientMovement,
) -> Result<AcceptedClientMovementOutcome, EntityMoveError>
fn apply_accepted_client_movement( &self, world: &Arc<World>, accepted: AcceptedClientMovement, ) -> Result<AcceptedClientMovementOutcome, EntityMoveError>
Source§fn apply_accepted_client_vehicle_movement(
&self,
world: &Arc<World>,
accepted: AcceptedClientMovement,
) -> Result<AcceptedClientMovementOutcome, EntityMoveError>
fn apply_accepted_client_vehicle_movement( &self, world: &Arc<World>, accepted: AcceptedClientMovement, ) -> Result<AcceptedClientMovementOutcome, EntityMoveError>
Source§fn try_set_position(&self, pos: DVec3) -> Result<(), EntityMoveError>
fn try_set_position(&self, pos: DVec3) -> Result<(), EntityMoveError>
Source§fn set_old_position_to_current(&self)
fn set_old_position_to_current(&self)
Source§fn set_old_position(&self, old_position: DVec3)
fn set_old_position(&self, old_position: DVec3)
Source§fn remove_latest_movement_recording(&self)
fn remove_latest_movement_recording(&self)
Source§fn on_pos(&self, offset: f32) -> Option<BlockPos>
fn on_pos(&self, offset: f32) -> Option<BlockPos>
Source§fn block_pos_below_that_affects_movement(&self) -> Option<BlockPos>
fn block_pos_below_that_affects_movement(&self) -> Option<BlockPos>
Source§fn on_pos_legacy(&self) -> Option<BlockPos>
fn on_pos_legacy(&self) -> Option<BlockPos>
getOnPosLegacy(), used by fall/step block hooks.Source§fn block_speed_factor(&self) -> f32
fn block_speed_factor(&self) -> f32
Source§fn block_jump_factor(&self) -> f32
fn block_jump_factor(&self) -> f32
Entity.getBlockJumpFactor().Source§fn dimensions_for_pose(&self, _pose: EntityPose) -> EntityDimensions
fn dimensions_for_pose(&self, _pose: EntityPose) -> EntityDimensions
Source§fn refresh_dimensions(&self)
fn refresh_dimensions(&self)
Source§fn is_crouching(&self) -> bool
fn is_crouching(&self) -> bool
Source§fn is_swimming(&self) -> bool
fn is_swimming(&self) -> bool
Source§fn is_on_rails(&self) -> bool
fn is_on_rails(&self) -> bool
Source§fn is_state_climbable(&self, state: BlockStateId) -> bool
fn is_state_climbable(&self, state: BlockStateId) -> bool
Source§fn movement_emission(&self) -> EntityMovementEmission
fn movement_emission(&self) -> EntityMovementEmission
Source§fn may_interact(&self, _world: &World, _pos: BlockPos) -> bool
fn may_interact(&self, _world: &World, _pos: BlockPos) -> bool
Source§fn air_supply(&self) -> i32
fn air_supply(&self) -> i32
Air value.Source§fn set_air_supply(&self, air_supply: i32)
fn set_air_supply(&self, air_supply: i32)
Air value.Source§fn max_air_supply(&self) -> i32
fn max_air_supply(&self) -> i32
Source§fn portal_cooldown(&self) -> i32
fn portal_cooldown(&self) -> i32
Source§fn set_portal_cooldown(&self, portal_cooldown: i32)
fn set_portal_cooldown(&self, portal_cooldown: i32)
Source§fn is_on_portal_cooldown(&self) -> bool
fn is_on_portal_cooldown(&self) -> bool
Source§fn reset_portal_cooldown(&self)
fn reset_portal_cooldown(&self)
Source§fn set_as_inside_portal(&self, portal: PortalKind, entry_position: BlockPos)
fn set_as_inside_portal(&self, portal: PortalKind, entry_position: BlockPos)
Source§fn custom_name(&self) -> Option<TextComponent>
fn custom_name(&self) -> Option<TextComponent>
Source§fn set_custom_name(&self, custom_name: Option<TextComponent>)
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Source§fn is_custom_name_visible(&self) -> bool
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Source§fn set_custom_name_visible(&self, visible: bool)
fn set_custom_name_visible(&self, visible: bool)
Source§fn has_glowing_tag(&self) -> bool
fn has_glowing_tag(&self) -> bool
Source§fn set_glowing_tag(&self, glowing: bool)
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Source§fn remove_tag(&self, tag: &str) -> bool
fn remove_tag(&self, tag: &str) -> bool
Source§fn custom_data(&self) -> NbtCompound
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Source§fn set_custom_data(&self, custom_data: NbtCompound)
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Source§fn sound_source(&self) -> SoundSource
fn sound_source(&self) -> SoundSource
Source§fn swim_sound(&self) -> SoundEventRef
fn swim_sound(&self) -> SoundEventRef
Source§fn set_silent(&self, silent: bool)
fn set_silent(&self, silent: bool)
Source§fn broadcast_entity_event(&self, event: EntityStatus)
fn broadcast_entity_event(&self, event: EntityStatus)
Source§fn play_sound(&self, sound: SoundEventRef, volume: f32, pitch: f32)
fn play_sound(&self, sound: SoundEventRef, volume: f32, pitch: f32)
Source§fn play_entity_on_fire_extinguished_sound(&self)
fn play_entity_on_fire_extinguished_sound(&self)
Source§fn play_step_sound(&self, _pos: BlockPos, block_state: BlockStateId)
fn play_step_sound(&self, _pos: BlockPos, block_state: BlockStateId)
Source§fn play_block_step_sound(&self, block_state: BlockStateId)
fn play_block_step_sound(&self, block_state: BlockStateId)
Source§fn play_muffled_step_sound(&self, block_state: BlockStateId)
fn play_muffled_step_sound(&self, block_state: BlockStateId)
Source§fn play_combination_step_sounds(
&self,
primary_step_sound: BlockStateId,
secondary_step_sound: BlockStateId,
)
fn play_combination_step_sounds( &self, primary_step_sound: BlockStateId, secondary_step_sound: BlockStateId, )
Source§fn walking_step_sound(&self, pos: BlockPos, block_state: BlockStateId)
fn walking_step_sound(&self, pos: BlockPos, block_state: BlockStateId)
Source§fn play_amethyst_step_sound(&self)
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Source§fn water_swim_sound(&self)
fn water_swim_sound(&self)
Source§fn play_swim_sound(&self, volume: f32)
fn play_swim_sound(&self, volume: f32)
Source§fn is_flapping(&self) -> bool
fn is_flapping(&self) -> bool
Source§fn process_flapping_movement(&self)
fn process_flapping_movement(&self)
Source§fn next_step(&self) -> f32
fn next_step(&self) -> f32
Source§fn apply_movement_emission_and_play_sound(
&self,
emission: EntityMovementEmission,
clipped_movement: DVec3,
effect_pos: BlockPos,
effect_state: BlockStateId,
)
fn apply_movement_emission_and_play_sound( &self, emission: EntityMovementEmission, clipped_movement: DVec3, effect_pos: BlockPos, effect_state: BlockStateId, )
Source§fn apply_movement_side_effects_after_move(
&self,
world: &World,
actual_movement: DVec3,
)
fn apply_movement_side_effects_after_move( &self, world: &World, actual_movement: DVec3, )
Source§fn vibration_and_sound_effects_from_block(
&self,
pos: BlockPos,
block_state: BlockStateId,
should_sound: bool,
should_vibrate: bool,
clipped_movement: DVec3,
) -> bool
fn vibration_and_sound_effects_from_block( &self, pos: BlockPos, block_state: BlockStateId, should_sound: bool, should_vibrate: bool, clipped_movement: DVec3, ) -> bool
Source§fn max_up_step(&self) -> f32
fn max_up_step(&self) -> f32
Source§fn backs_off_from_edge(&self) -> bool
fn backs_off_from_edge(&self) -> bool
Source§fn get_default_gravity(&self) -> f64
fn get_default_gravity(&self) -> f64
Source§fn is_no_gravity(&self) -> bool
fn is_no_gravity(&self) -> bool
Source§fn set_no_gravity(&self, no_gravity: bool)
fn set_no_gravity(&self, no_gravity: bool)
NoGravity flag.Source§fn is_invulnerable(&self) -> bool
fn is_invulnerable(&self) -> bool
Invulnerable flag.Source§fn set_invulnerable(&self, invulnerable: bool)
fn set_invulnerable(&self, invulnerable: bool)
Invulnerable flag.Source§fn get_gravity(&self) -> f64
fn get_gravity(&self) -> f64
Source§fn apply_gravity(&self)
fn apply_gravity(&self)
Source§fn move_relative(&self, speed: f32, input: DVec3)
fn move_relative(&self, speed: f32, input: DVec3)
Entity.moveRelative().Source§fn move_without_physics(&self, delta: DVec3) -> Option<MoveResult>
fn move_without_physics(&self, delta: DVec3) -> Option<MoveResult>
Source§fn move_entity(&self, mover_type: MoverType, delta: DVec3) -> Option<MoveResult>
fn move_entity(&self, mover_type: MoverType, delta: DVec3) -> Option<MoveResult>
Source§fn apply_fall_damage_after_move(
&self,
result: &MoveResult,
world: &Arc<World>,
) -> bool
fn apply_fall_damage_after_move( &self, result: &MoveResult, world: &Arc<World>, ) -> bool
Source§fn reset_fall_distance_on_resetting_clip(
&self,
world: &Arc<World>,
movement: DVec3,
)
fn reset_fall_distance_on_resetting_clip( &self, world: &Arc<World>, movement: DVec3, )
Source§fn do_check_fall_damage(
&self,
movement: DVec3,
on_ground: bool,
world: &Arc<World>,
) -> bool
fn do_check_fall_damage( &self, movement: DVec3, on_ground: bool, world: &Arc<World>, ) -> bool
Entity.doCheckFallDamage. Read moreSource§fn refresh_supporting_block_for_fall_damage(
&self,
movement: DVec3,
on_ground: bool,
)
fn refresh_supporting_block_for_fall_damage( &self, movement: DVec3, on_ground: bool, )
Source§fn check_fall_damage(
&self,
vertical_movement: f64,
on_ground: bool,
on_state: BlockStateId,
pos: BlockPos,
world: &Arc<World>,
)
fn check_fall_damage( &self, vertical_movement: f64, on_ground: bool, on_state: BlockStateId, pos: BlockPos, world: &Arc<World>, )
Entity.checkFallDamage.Source§fn ground_contact_after_movement(
&self,
on_ground: bool,
movement: Option<DVec3>,
) -> EntityGroundContact
fn ground_contact_after_movement( &self, on_ground: bool, movement: Option<DVec3>, ) -> EntityGroundContact
Source§fn check_supporting_block(
&self,
on_ground: bool,
movement: Option<DVec3>,
world: &Arc<World>,
) -> EntityGroundContact
fn check_supporting_block( &self, on_ground: bool, movement: Option<DVec3>, world: &Arc<World>, ) -> EntityGroundContact
Entity.checkSupportingBlock.Source§fn spawn_at_location(
&self,
item: ItemStack,
y_offset: f64,
) -> Option<Arc<ItemEntity>>
fn spawn_at_location( &self, item: ItemStack, y_offset: f64, ) -> Option<Arc<ItemEntity>>
Source§fn spawn_at_location_with_offset(
&self,
item: ItemStack,
offset: DVec3,
) -> Option<Arc<ItemEntity>>
fn spawn_at_location_with_offset( &self, item: ItemStack, offset: DVec3, ) -> Option<Arc<ItemEntity>>
Auto Trait Implementations§
impl !Freeze for BlockDisplayEntity
impl !RefUnwindSafe for BlockDisplayEntity
impl !UnwindSafe for BlockDisplayEntity
impl Send for BlockDisplayEntity
impl Sync for BlockDisplayEntity
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impl UnsafeUnpin for BlockDisplayEntity
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Source§impl<T> BorrowMut<T> for Twhere
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Source§fn as_entity_event_source(&self) -> &(dyn Entity + 'static)
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Source§impl<T> ErasedType for Twhere
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if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
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