Position

Struct Position 

Source
pub struct Position(/* private fields */);
Expand description

The position of the entity right now.

If this is being used as an ECS component then you are free to modify it, because there are systems that will update the indexes automatically.

Its value is set to a default of [Vec3::ZERO] when it receives the login packet, its true position may be set ticks later.

Implementations§

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impl Position

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pub fn new(pos: Vec3) -> Self

Methods from Deref<Target = Vec3>§

pub fn with_delta(&self, delta: &impl PositionDeltaTrait) -> Vec3

pub fn normalize(&self) -> Vec3

pub fn multiply(&self, x: f64, y: f64, z: f64) -> Vec3

pub fn scale(&self, amount: f64) -> Vec3

pub const ZERO: Vec3

pub fn length_squared(&self) -> f64

Get the distance of this vector to the origin by doing x^2 + y^2 + z^2.

pub fn horizontal_distance_squared(&self) -> f64

pub fn down(&self, y: f64) -> Vec3

Return a new instance of this position with the y coordinate decreased by the given number.

pub fn up(&self, y: f64) -> Vec3

Return a new instance of this position with the y coordinate increased by the given number.

Examples found in repository?
azalea/examples/testbot/commands/movement.rs (line 29)
14pub fn register(commands: &mut CommandDispatcher<Mutex<CommandSource>>) {
15    commands.register(
16        literal("goto")
17            .executes(|ctx: &Ctx| {
18                let source = ctx.source.lock();
19                println!("got goto");
20                // look for the sender
21                let Some(entity) = source.entity() else {
22                    source.reply("I can't see you!");
23                    return 0;
24                };
25                let position = entity.position();
26                source.reply("ok");
27                source
28                    .bot
29                    .start_goto(BlockPosGoal(BlockPos::from(position.up(0.5))));
30                1
31            })
32            .then(literal("xz").then(argument("x", integer()).then(
33                argument("z", integer()).executes(|ctx: &Ctx| {
34                    let source = ctx.source.lock();
35                    let x = get_integer(ctx, "x").unwrap();
36                    let z = get_integer(ctx, "z").unwrap();
37                    println!("goto xz {x} {z}");
38                    source.reply("ok");
39                    source.bot.start_goto(XZGoal { x, z });
40                    1
41                }),
42            )))
43            .then(literal("radius").then(argument("radius", float()).then(
44                argument("x", integer()).then(argument("y", integer()).then(
45                    argument("z", integer()).executes(|ctx: &Ctx| {
46                        let source = ctx.source.lock();
47                        let radius = get_float(ctx, "radius").unwrap();
48                        let x = get_integer(ctx, "x").unwrap();
49                        let y = get_integer(ctx, "y").unwrap();
50                        let z = get_integer(ctx, "z").unwrap();
51                        println!("goto radius {radius}, position: {x} {y} {z}");
52                        source.reply("ok");
53                        source.bot.start_goto(RadiusGoal {
54                            pos: BlockPos::new(x, y, z).center(),
55                            radius,
56                        });
57                        1
58                    }),
59                )),
60            )))
61            .then(argument("x", integer()).then(argument("y", integer()).then(
62                argument("z", integer()).executes(|ctx: &Ctx| {
63                    let source = ctx.source.lock();
64                    let x = get_integer(ctx, "x").unwrap();
65                    let y = get_integer(ctx, "y").unwrap();
66                    let z = get_integer(ctx, "z").unwrap();
67                    println!("goto xyz {x} {y} {z}");
68                    source.reply("ok");
69                    source.bot.start_goto(BlockPosGoal(BlockPos::new(x, y, z)));
70                    1
71                }),
72            ))),
73    );
74
75    commands.register(literal("down").executes(|ctx: &Ctx| {
76        let source = ctx.source.clone();
77        tokio::spawn(async move {
78            let bot = source.lock().bot.clone();
79            let position = BlockPos::from(bot.position());
80            source.lock().reply("mining...");
81            bot.mine(position.down(1)).await;
82            source.lock().reply("done");
83        });
84        1
85    }));
86
87    commands.register(
88        literal("look")
89            .executes(|ctx: &Ctx| {
90                // look for the sender
91                let source = ctx.source.lock();
92                let Some(entity) = source.entity() else {
93                    source.reply("I can't see you!");
94                    return 0;
95                };
96                let eye_position = entity.eye_position();
97                source.bot.look_at(eye_position);
98                1
99            })
100            .then(argument("x", integer()).then(argument("y", integer()).then(
101                argument("z", integer()).executes(|ctx: &Ctx| {
102                    let pos = BlockPos::new(
103                        get_integer(ctx, "x").unwrap(),
104                        get_integer(ctx, "y").unwrap(),
105                        get_integer(ctx, "z").unwrap(),
106                    );
107                    println!("{pos:?}");
108                    let source = ctx.source.lock();
109                    source.bot.look_at(pos.center());
110                    1
111                }),
112            ))),
113    );
114
115    commands.register(
116        literal("walk").then(argument("seconds", float()).executes(|ctx: &Ctx| {
117            let mut seconds = get_float(ctx, "seconds").unwrap();
118            let source = ctx.source.lock();
119            let bot = source.bot.clone();
120
121            if seconds < 0. {
122                bot.walk(WalkDirection::Backward);
123                seconds = -seconds;
124            } else {
125                bot.walk(WalkDirection::Forward);
126            }
127
128            tokio::spawn(async move {
129                tokio::time::sleep(Duration::from_secs_f32(seconds)).await;
130                bot.walk(WalkDirection::None);
131            });
132            source.reply(format!("ok, walking for {seconds} seconds"));
133            1
134        })),
135    );
136    commands.register(
137        literal("sprint").then(argument("seconds", float()).executes(|ctx: &Ctx| {
138            let seconds = get_float(ctx, "seconds").unwrap();
139            let source = ctx.source.lock();
140            let bot = source.bot.clone();
141            bot.sprint(SprintDirection::Forward);
142            tokio::spawn(async move {
143                tokio::time::sleep(Duration::from_secs_f32(seconds)).await;
144                bot.walk(WalkDirection::None);
145            });
146            source.reply(format!("ok, sprinting for {seconds} seconds"));
147            1
148        })),
149    );
150
151    commands.register(literal("north").executes(|ctx: &Ctx| {
152        let source = ctx.source.lock();
153        source.bot.set_direction(180., 0.);
154        source.reply("ok");
155        1
156    }));
157    commands.register(literal("south").executes(|ctx: &Ctx| {
158        let source = ctx.source.lock();
159        source.bot.set_direction(0., 0.);
160        source.reply("ok");
161        1
162    }));
163    commands.register(literal("east").executes(|ctx: &Ctx| {
164        let source = ctx.source.lock();
165        source.bot.set_direction(-90., 0.);
166        source.reply("ok");
167        1
168    }));
169    commands.register(literal("west").executes(|ctx: &Ctx| {
170        let source = ctx.source.lock();
171        source.bot.set_direction(90., 0.);
172        source.reply("ok");
173        1
174    }));
175    commands.register(
176        literal("jump")
177            .executes(|ctx: &Ctx| {
178                let source = ctx.source.lock();
179                source.bot.jump();
180                source.reply("ok");
181                1
182            })
183            .then(argument("enabled", bool()).executes(|ctx: &Ctx| {
184                let jumping = get_bool(ctx, "enabled").unwrap();
185                let source = ctx.source.lock();
186                source.bot.set_jumping(jumping);
187                1
188            })),
189    );
190
191    let sneak = |ctx: &Ctx| {
192        let source = ctx.source.lock();
193        source.bot.set_crouching(!source.bot.crouching());
194        source.reply("ok");
195        1
196    };
197    let sneak_enabled = argument("enabled", bool()).executes(|ctx: &Ctx| {
198        let sneaking = get_bool(ctx, "enabled").unwrap();
199        let source = ctx.source.lock();
200        source.bot.set_crouching(sneaking);
201        1
202    });
203    commands.register(literal("sneak").executes(sneak).then(sneak_enabled.clone()));
204    commands.register(literal("crouch").executes(sneak).then(sneak_enabled));
205
206    commands.register(literal("stop").executes(|ctx: &Ctx| {
207        let source = ctx.source.lock();
208        source.bot.stop_pathfinding();
209        source.reply("ok");
210        *source.state.task.lock() = BotTask::None;
211        1
212    }));
213    commands.register(literal("forcestop").executes(|ctx: &Ctx| {
214        let source = ctx.source.lock();
215        source.bot.force_stop_pathfinding();
216        source.reply("ok");
217        *source.state.task.lock() = BotTask::None;
218        1
219    }));
220}

pub fn north(&self, z: f64) -> Vec3

Return a new instance of this position with the z coordinate subtracted by the given number.

pub fn east(&self, x: f64) -> Vec3

Return a new instance of this position with the x coordinate increased by the given number.

pub fn south(&self, z: f64) -> Vec3

Return a new instance of this position with the z coordinate increased by the given number.

pub fn west(&self, x: f64) -> Vec3

Return a new instance of this position with the x coordinate subtracted by the given number.

pub fn dot(&self, other: Vec3) -> f64

pub fn cross(&self, other: Vec3) -> Vec3

pub fn min(&self, other: Vec3) -> Vec3

Make a new position with the lower coordinates for each axis.

pub fn max(&self, other: Vec3) -> Vec3

Make a new position with the higher coordinates for each axis.

pub fn xz(&self) -> Vec3

Replace the Y with 0.

pub fn with_x(&self, x: f64) -> Vec3

pub fn with_y(&self, y: f64) -> Vec3

pub fn with_z(&self, z: f64) -> Vec3

pub fn length(&self) -> f64

Get the distance of this vector to the origin by doing sqrt(x^2 + y^2 + z^2).

pub fn to_block_pos_floor(&self) -> BlockPos

pub fn to_block_pos_ceil(&self) -> BlockPos

pub fn closer_than(&self, other: Vec3, range: f64) -> bool

Whether the distance between this point and other is less than range.

Trait Implementations§

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impl Clone for Position

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fn clone(&self) -> Position

Returns a duplicate of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Component for Position
where Self: Send + Sync + 'static,

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const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table

A constant indicating the storage type used for this component.
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type Mutability = Mutable

A marker type to assist Bevy with determining if this component is mutable, or immutable. Mutable components will have [Component<Mutability = Mutable>], while immutable components will instead have [Component<Mutability = Immutable>]. Read more
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fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )

Registers required components. Read more
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fn clone_behavior() -> ComponentCloneBehavior

Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
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fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Self>>

Returns [ComponentRelationshipAccessor] required for working with relationships in dynamic contexts. Read more
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fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_add [ComponentHook] for this [Component] if one is defined.
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_insert [ComponentHook] for this [Component] if one is defined.
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fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_replace [ComponentHook] for this [Component] if one is defined.
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fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_remove [ComponentHook] for this [Component] if one is defined.
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fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_despawn [ComponentHook] for this [Component] if one is defined.
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fn map_entities<E>(_this: &mut Self, _mapper: &mut E)
where E: EntityMapper,

Maps the entities on this component using the given [EntityMapper]. This is used to remap entities in contexts like scenes and entity cloning. When deriving [Component], this is populated by annotating fields containing entities with #[entities] Read more
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impl Debug for Position

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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 Position

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fn default() -> Position

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

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type Target = Vec3

The resulting type after dereferencing.
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fn deref(&self) -> &Self::Target

Dereferences the value.
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impl DerefMut for Position

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fn deref_mut(&mut self) -> &mut Self::Target

Mutably dereferences the value.
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impl From<&Position> for BlockPos

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fn from(value: &Position) -> Self

Converts to this type from the input type.
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impl From<&Position> for ChunkPos

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fn from(value: &Position) -> Self

Converts to this type from the input type.
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impl From<&Position> for Vec3

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fn from(value: &Position) -> Self

Converts to this type from the input type.
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impl From<Position> for BlockPos

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fn from(value: Position) -> Self

Converts to this type from the input type.
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impl From<Position> for ChunkPos

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fn from(value: Position) -> Self

Converts to this type from the input type.
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impl PartialEq for Position

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

Tests for self and other values to be equal, and is used by ==.
1.0.0 · Source§

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 Position

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impl StructuralPartialEq for Position

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<C> Bundle for C
where C: Component,

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fn component_ids( components: &mut ComponentsRegistrator<'_>, ) -> impl Iterator<Item = ComponentId> + use<C>

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fn get_component_ids( components: &Components, ) -> impl Iterator<Item = Option<ComponentId>>

Return a iterator over this [Bundle]’s component ids. This will be None if the component has not been registered.
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impl<C> BundleFromComponents for C
where C: Component,

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impl<C> DynamicBundle for C
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type Effect = ()

An operation on the entity that happens after inserting this bundle.
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unsafe fn get_components( ptr: MovingPtr<'_, C>, func: &mut impl FnMut(StorageType, OwningPtr<'_>), ) -> <C as DynamicBundle>::Effect

Moves the components out of the bundle. Read more
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unsafe fn apply_effect( _ptr: MovingPtr<'_, MaybeUninit<C>>, _entity: &mut EntityWorldMut<'_>, )

Applies the after-effects of spawning this bundle. Read more
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Returns the argument unchanged.

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fn from_world(_world: &mut World) -> T

Creates Self using default().

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