Struct bevy::ecs::prelude::ParamSet

pub struct ParamSet<'w, 's, T>
where T: SystemParam,
{ /* private fields */ }
Expand description

A collection of potentially conflicting SystemParams allowed by disjoint access.

Allows systems to safely access and interact with up to 8 mutually exclusive SystemParams, such as two queries that reference the same mutable data or an event reader and writer of the same type.

Each individual SystemParam can be accessed by using the functions p0(), p1(), …, p7(), according to the order they are defined in the ParamSet. This ensures that there’s either only one mutable reference to a parameter at a time or any number of immutable references.

§Examples

The following system mutably accesses the same component two times, which is not allowed due to rust’s mutability rules.

// This will panic at runtime when the system gets initialized.
fn bad_system(
    mut enemies: Query<&mut Health, With<Enemy>>,
    mut allies: Query<&mut Health, With<Ally>>,
) {
    // ...
}

Conflicting SystemParams like these can be placed in a ParamSet, which leverages the borrow checker to ensure that only one of the contained parameters are accessed at a given time.

// Given the following system
fn fancy_system(
    mut set: ParamSet<(
        Query<&mut Health, With<Enemy>>,
        Query<&mut Health, With<Ally>>,
    )>
) {
    // This will access the first `SystemParam`.
    for mut health in set.p0().iter_mut() {
        // Do your fancy stuff here...
    }

    // The second `SystemParam`.
    // This would fail to compile if the previous parameter was still borrowed.
    for mut health in set.p1().iter_mut() {
        // Do even fancier stuff here...
    }
}

Of course, ParamSets can be used with any kind of SystemParam, not just queries.

fn event_system(
    mut set: ParamSet<(
        // `EventReader`s and `EventWriter`s conflict with each other,
        // since they both access the event queue resource for `MyEvent`.
        EventReader<MyEvent>,
        EventWriter<MyEvent>,
        // `&World` reads the entire world, so a `ParamSet` is the only way
        // that it can be used in the same system as any mutable accesses.
        &World,
    )>,
) {
    for event in set.p0().read() {
        // ...
    }
    set.p1().send(MyEvent::new());
     
    let entities = set.p2().entities();
    // ...
}

Implementations§

§

impl<'w, 's, P0> ParamSet<'w, 's, (P0,)>
where P0: SystemParam,

pub fn p0<'a>(&'a mut self) -> <P0 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 0th parameter in this ParamSet. No other parameters may be accessed while this one is active.

§

impl<'w, 's, P0, P1> ParamSet<'w, 's, (P0, P1)>
where P0: SystemParam, P1: SystemParam,

pub fn p0<'a>(&'a mut self) -> <P0 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 0th parameter in this ParamSet. No other parameters may be accessed while this one is active.

Examples found in repository?
examples/ecs/send_and_receive_events.rs (line 123)
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fn send_and_receive_param_set(
    mut param_set: ParamSet<(EventReader<DebugEvent>, EventWriter<DebugEvent>)>,
    frame_count: Res<FrameCount>,
) {
    println!(
        "Sending and receiving events for frame {} with a `ParamSet`",
        frame_count.0
    );

    // We must collect the events to resend, because we can't access the writer while we're iterating over the reader.
    let mut events_to_resend = Vec::new();

    // This is p0, as the first parameter in the `ParamSet` is the reader.
    for event in param_set.p0().read() {
        if event.resend_from_param_set {
            events_to_resend.push(event.clone());
        }
    }

    // This is p1, as the second parameter in the `ParamSet` is the writer.
    for mut event in events_to_resend {
        event.times_sent += 1;
        param_set.p1().send(event);
    }
}
More examples
Hide additional examples
examples/games/alien_cake_addict.rs (line 310)
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fn focus_camera(
    time: Res<Time>,
    mut game: ResMut<Game>,
    mut transforms: ParamSet<(Query<&mut Transform, With<Camera3d>>, Query<&Transform>)>,
) {
    const SPEED: f32 = 2.0;
    // if there is both a player and a bonus, target the mid-point of them
    if let (Some(player_entity), Some(bonus_entity)) = (game.player.entity, game.bonus.entity) {
        let transform_query = transforms.p1();
        if let (Ok(player_transform), Ok(bonus_transform)) = (
            transform_query.get(player_entity),
            transform_query.get(bonus_entity),
        ) {
            game.camera_should_focus = player_transform
                .translation
                .lerp(bonus_transform.translation, 0.5);
        }
        // otherwise, if there is only a player, target the player
    } else if let Some(player_entity) = game.player.entity {
        if let Ok(player_transform) = transforms.p1().get(player_entity) {
            game.camera_should_focus = player_transform.translation;
        }
        // otherwise, target the middle
    } else {
        game.camera_should_focus = Vec3::from(RESET_FOCUS);
    }
    // calculate the camera motion based on the difference between where the camera is looking
    // and where it should be looking; the greater the distance, the faster the motion;
    // smooth out the camera movement using the frame time
    let mut camera_motion = game.camera_should_focus - game.camera_is_focus;
    if camera_motion.length() > 0.2 {
        camera_motion *= SPEED * time.delta_seconds();
        // set the new camera's actual focus
        game.camera_is_focus += camera_motion;
    }
    // look at that new camera's actual focus
    for mut transform in transforms.p0().iter_mut() {
        *transform = transform.looking_at(game.camera_is_focus, Vec3::Y);
    }
}

pub fn p1<'a>(&'a mut self) -> <P1 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 1st parameter in this ParamSet. No other parameters may be accessed while this one is active.

Examples found in repository?
examples/ecs/send_and_receive_events.rs (line 132)
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fn send_and_receive_param_set(
    mut param_set: ParamSet<(EventReader<DebugEvent>, EventWriter<DebugEvent>)>,
    frame_count: Res<FrameCount>,
) {
    println!(
        "Sending and receiving events for frame {} with a `ParamSet`",
        frame_count.0
    );

    // We must collect the events to resend, because we can't access the writer while we're iterating over the reader.
    let mut events_to_resend = Vec::new();

    // This is p0, as the first parameter in the `ParamSet` is the reader.
    for event in param_set.p0().read() {
        if event.resend_from_param_set {
            events_to_resend.push(event.clone());
        }
    }

    // This is p1, as the second parameter in the `ParamSet` is the writer.
    for mut event in events_to_resend {
        event.times_sent += 1;
        param_set.p1().send(event);
    }
}
More examples
Hide additional examples
examples/games/alien_cake_addict.rs (line 282)
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fn focus_camera(
    time: Res<Time>,
    mut game: ResMut<Game>,
    mut transforms: ParamSet<(Query<&mut Transform, With<Camera3d>>, Query<&Transform>)>,
) {
    const SPEED: f32 = 2.0;
    // if there is both a player and a bonus, target the mid-point of them
    if let (Some(player_entity), Some(bonus_entity)) = (game.player.entity, game.bonus.entity) {
        let transform_query = transforms.p1();
        if let (Ok(player_transform), Ok(bonus_transform)) = (
            transform_query.get(player_entity),
            transform_query.get(bonus_entity),
        ) {
            game.camera_should_focus = player_transform
                .translation
                .lerp(bonus_transform.translation, 0.5);
        }
        // otherwise, if there is only a player, target the player
    } else if let Some(player_entity) = game.player.entity {
        if let Ok(player_transform) = transforms.p1().get(player_entity) {
            game.camera_should_focus = player_transform.translation;
        }
        // otherwise, target the middle
    } else {
        game.camera_should_focus = Vec3::from(RESET_FOCUS);
    }
    // calculate the camera motion based on the difference between where the camera is looking
    // and where it should be looking; the greater the distance, the faster the motion;
    // smooth out the camera movement using the frame time
    let mut camera_motion = game.camera_should_focus - game.camera_is_focus;
    if camera_motion.length() > 0.2 {
        camera_motion *= SPEED * time.delta_seconds();
        // set the new camera's actual focus
        game.camera_is_focus += camera_motion;
    }
    // look at that new camera's actual focus
    for mut transform in transforms.p0().iter_mut() {
        *transform = transform.looking_at(game.camera_is_focus, Vec3::Y);
    }
}
§

impl<'w, 's, P0, P1, P2> ParamSet<'w, 's, (P0, P1, P2)>
where P0: SystemParam, P1: SystemParam, P2: SystemParam,

pub fn p0<'a>(&'a mut self) -> <P0 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 0th parameter in this ParamSet. No other parameters may be accessed while this one is active.

Examples found in repository?
examples/tools/scene_viewer/scene_viewer_plugin.rs (line 210)
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fn camera_tracker(
    mut camera_tracker: ResMut<CameraTracker>,
    keyboard_input: Res<ButtonInput<KeyCode>>,
    mut queries: ParamSet<(
        Query<(Entity, &mut Camera), (Added<Camera>, Without<CameraController>)>,
        Query<(Entity, &mut Camera), (Added<Camera>, With<CameraController>)>,
        Query<&mut Camera>,
    )>,
) {
    // track added scene camera entities first, to ensure they are preferred for the
    // default active camera
    for (entity, mut camera) in queries.p0().iter_mut() {
        camera.is_active = camera_tracker.track_camera(entity);
    }

    // iterate added custom camera entities second
    for (entity, mut camera) in queries.p1().iter_mut() {
        camera.is_active = camera_tracker.track_camera(entity);
    }

    if keyboard_input.just_pressed(KeyCode::KeyC) {
        // disable currently active camera
        if let Some(e) = camera_tracker.active_camera() {
            if let Ok(mut camera) = queries.p2().get_mut(e) {
                camera.is_active = false;
            }
        }

        // enable next active camera
        if let Some(e) = camera_tracker.set_next_active() {
            if let Ok(mut camera) = queries.p2().get_mut(e) {
                camera.is_active = true;
            }
        }
    }
}

pub fn p1<'a>(&'a mut self) -> <P1 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 1st parameter in this ParamSet. No other parameters may be accessed while this one is active.

Examples found in repository?
examples/tools/scene_viewer/scene_viewer_plugin.rs (line 215)
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fn camera_tracker(
    mut camera_tracker: ResMut<CameraTracker>,
    keyboard_input: Res<ButtonInput<KeyCode>>,
    mut queries: ParamSet<(
        Query<(Entity, &mut Camera), (Added<Camera>, Without<CameraController>)>,
        Query<(Entity, &mut Camera), (Added<Camera>, With<CameraController>)>,
        Query<&mut Camera>,
    )>,
) {
    // track added scene camera entities first, to ensure they are preferred for the
    // default active camera
    for (entity, mut camera) in queries.p0().iter_mut() {
        camera.is_active = camera_tracker.track_camera(entity);
    }

    // iterate added custom camera entities second
    for (entity, mut camera) in queries.p1().iter_mut() {
        camera.is_active = camera_tracker.track_camera(entity);
    }

    if keyboard_input.just_pressed(KeyCode::KeyC) {
        // disable currently active camera
        if let Some(e) = camera_tracker.active_camera() {
            if let Ok(mut camera) = queries.p2().get_mut(e) {
                camera.is_active = false;
            }
        }

        // enable next active camera
        if let Some(e) = camera_tracker.set_next_active() {
            if let Ok(mut camera) = queries.p2().get_mut(e) {
                camera.is_active = true;
            }
        }
    }
}

pub fn p2<'a>(&'a mut self) -> <P2 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 2nd parameter in this ParamSet. No other parameters may be accessed while this one is active.

Examples found in repository?
examples/tools/scene_viewer/scene_viewer_plugin.rs (line 222)
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fn camera_tracker(
    mut camera_tracker: ResMut<CameraTracker>,
    keyboard_input: Res<ButtonInput<KeyCode>>,
    mut queries: ParamSet<(
        Query<(Entity, &mut Camera), (Added<Camera>, Without<CameraController>)>,
        Query<(Entity, &mut Camera), (Added<Camera>, With<CameraController>)>,
        Query<&mut Camera>,
    )>,
) {
    // track added scene camera entities first, to ensure they are preferred for the
    // default active camera
    for (entity, mut camera) in queries.p0().iter_mut() {
        camera.is_active = camera_tracker.track_camera(entity);
    }

    // iterate added custom camera entities second
    for (entity, mut camera) in queries.p1().iter_mut() {
        camera.is_active = camera_tracker.track_camera(entity);
    }

    if keyboard_input.just_pressed(KeyCode::KeyC) {
        // disable currently active camera
        if let Some(e) = camera_tracker.active_camera() {
            if let Ok(mut camera) = queries.p2().get_mut(e) {
                camera.is_active = false;
            }
        }

        // enable next active camera
        if let Some(e) = camera_tracker.set_next_active() {
            if let Ok(mut camera) = queries.p2().get_mut(e) {
                camera.is_active = true;
            }
        }
    }
}
§

impl<'w, 's, P0, P1, P2, P3> ParamSet<'w, 's, (P0, P1, P2, P3)>

pub fn p0<'a>(&'a mut self) -> <P0 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 0th parameter in this ParamSet. No other parameters may be accessed while this one is active.

Examples found in repository?
examples/3d/shadow_caster_receiver.rs (line 160)
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fn toggle_shadows(
    mut commands: Commands,
    input: Res<ButtonInput<KeyCode>>,
    mut queries: ParamSet<(
        Query<Entity, (With<Handle<Mesh>>, With<NotShadowCaster>)>,
        Query<Entity, (With<Handle<Mesh>>, With<NotShadowReceiver>)>,
        Query<Entity, (With<Handle<Mesh>>, Without<NotShadowCaster>)>,
        Query<Entity, (With<Handle<Mesh>>, Without<NotShadowReceiver>)>,
    )>,
) {
    if input.just_pressed(KeyCode::KeyC) {
        println!("Toggling casters");
        for entity in queries.p0().iter() {
            commands.entity(entity).remove::<NotShadowCaster>();
        }
        for entity in queries.p2().iter() {
            commands.entity(entity).insert(NotShadowCaster);
        }
    }
    if input.just_pressed(KeyCode::KeyR) {
        println!("Toggling receivers");
        for entity in queries.p1().iter() {
            commands.entity(entity).remove::<NotShadowReceiver>();
        }
        for entity in queries.p3().iter() {
            commands.entity(entity).insert(NotShadowReceiver);
        }
    }
}

pub fn p1<'a>(&'a mut self) -> <P1 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 1st parameter in this ParamSet. No other parameters may be accessed while this one is active.

Examples found in repository?
examples/3d/shadow_caster_receiver.rs (line 169)
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fn toggle_shadows(
    mut commands: Commands,
    input: Res<ButtonInput<KeyCode>>,
    mut queries: ParamSet<(
        Query<Entity, (With<Handle<Mesh>>, With<NotShadowCaster>)>,
        Query<Entity, (With<Handle<Mesh>>, With<NotShadowReceiver>)>,
        Query<Entity, (With<Handle<Mesh>>, Without<NotShadowCaster>)>,
        Query<Entity, (With<Handle<Mesh>>, Without<NotShadowReceiver>)>,
    )>,
) {
    if input.just_pressed(KeyCode::KeyC) {
        println!("Toggling casters");
        for entity in queries.p0().iter() {
            commands.entity(entity).remove::<NotShadowCaster>();
        }
        for entity in queries.p2().iter() {
            commands.entity(entity).insert(NotShadowCaster);
        }
    }
    if input.just_pressed(KeyCode::KeyR) {
        println!("Toggling receivers");
        for entity in queries.p1().iter() {
            commands.entity(entity).remove::<NotShadowReceiver>();
        }
        for entity in queries.p3().iter() {
            commands.entity(entity).insert(NotShadowReceiver);
        }
    }
}

pub fn p2<'a>(&'a mut self) -> <P2 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 2nd parameter in this ParamSet. No other parameters may be accessed while this one is active.

Examples found in repository?
examples/3d/shadow_caster_receiver.rs (line 163)
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fn toggle_shadows(
    mut commands: Commands,
    input: Res<ButtonInput<KeyCode>>,
    mut queries: ParamSet<(
        Query<Entity, (With<Handle<Mesh>>, With<NotShadowCaster>)>,
        Query<Entity, (With<Handle<Mesh>>, With<NotShadowReceiver>)>,
        Query<Entity, (With<Handle<Mesh>>, Without<NotShadowCaster>)>,
        Query<Entity, (With<Handle<Mesh>>, Without<NotShadowReceiver>)>,
    )>,
) {
    if input.just_pressed(KeyCode::KeyC) {
        println!("Toggling casters");
        for entity in queries.p0().iter() {
            commands.entity(entity).remove::<NotShadowCaster>();
        }
        for entity in queries.p2().iter() {
            commands.entity(entity).insert(NotShadowCaster);
        }
    }
    if input.just_pressed(KeyCode::KeyR) {
        println!("Toggling receivers");
        for entity in queries.p1().iter() {
            commands.entity(entity).remove::<NotShadowReceiver>();
        }
        for entity in queries.p3().iter() {
            commands.entity(entity).insert(NotShadowReceiver);
        }
    }
}

pub fn p3<'a>(&'a mut self) -> <P3 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 3rd parameter in this ParamSet. No other parameters may be accessed while this one is active.

Examples found in repository?
examples/3d/shadow_caster_receiver.rs (line 172)
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fn toggle_shadows(
    mut commands: Commands,
    input: Res<ButtonInput<KeyCode>>,
    mut queries: ParamSet<(
        Query<Entity, (With<Handle<Mesh>>, With<NotShadowCaster>)>,
        Query<Entity, (With<Handle<Mesh>>, With<NotShadowReceiver>)>,
        Query<Entity, (With<Handle<Mesh>>, Without<NotShadowCaster>)>,
        Query<Entity, (With<Handle<Mesh>>, Without<NotShadowReceiver>)>,
    )>,
) {
    if input.just_pressed(KeyCode::KeyC) {
        println!("Toggling casters");
        for entity in queries.p0().iter() {
            commands.entity(entity).remove::<NotShadowCaster>();
        }
        for entity in queries.p2().iter() {
            commands.entity(entity).insert(NotShadowCaster);
        }
    }
    if input.just_pressed(KeyCode::KeyR) {
        println!("Toggling receivers");
        for entity in queries.p1().iter() {
            commands.entity(entity).remove::<NotShadowReceiver>();
        }
        for entity in queries.p3().iter() {
            commands.entity(entity).insert(NotShadowReceiver);
        }
    }
}
§

impl<'w, 's, P0, P1, P2, P3, P4> ParamSet<'w, 's, (P0, P1, P2, P3, P4)>

pub fn p0<'a>(&'a mut self) -> <P0 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 0th parameter in this ParamSet. No other parameters may be accessed while this one is active.

pub fn p1<'a>(&'a mut self) -> <P1 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 1st parameter in this ParamSet. No other parameters may be accessed while this one is active.

pub fn p2<'a>(&'a mut self) -> <P2 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 2nd parameter in this ParamSet. No other parameters may be accessed while this one is active.

pub fn p3<'a>(&'a mut self) -> <P3 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 3rd parameter in this ParamSet. No other parameters may be accessed while this one is active.

pub fn p4<'a>(&'a mut self) -> <P4 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 4th parameter in this ParamSet. No other parameters may be accessed while this one is active.

§

impl<'w, 's, P0, P1, P2, P3, P4, P5> ParamSet<'w, 's, (P0, P1, P2, P3, P4, P5)>

pub fn p0<'a>(&'a mut self) -> <P0 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 0th parameter in this ParamSet. No other parameters may be accessed while this one is active.

pub fn p1<'a>(&'a mut self) -> <P1 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 1st parameter in this ParamSet. No other parameters may be accessed while this one is active.

pub fn p2<'a>(&'a mut self) -> <P2 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 2nd parameter in this ParamSet. No other parameters may be accessed while this one is active.

pub fn p3<'a>(&'a mut self) -> <P3 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 3rd parameter in this ParamSet. No other parameters may be accessed while this one is active.

pub fn p4<'a>(&'a mut self) -> <P4 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 4th parameter in this ParamSet. No other parameters may be accessed while this one is active.

pub fn p5<'a>(&'a mut self) -> <P5 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 5th parameter in this ParamSet. No other parameters may be accessed while this one is active.

§

impl<'w, 's, P0, P1, P2, P3, P4, P5, P6> ParamSet<'w, 's, (P0, P1, P2, P3, P4, P5, P6)>

pub fn p0<'a>(&'a mut self) -> <P0 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 0th parameter in this ParamSet. No other parameters may be accessed while this one is active.

pub fn p1<'a>(&'a mut self) -> <P1 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 1st parameter in this ParamSet. No other parameters may be accessed while this one is active.

pub fn p2<'a>(&'a mut self) -> <P2 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 2nd parameter in this ParamSet. No other parameters may be accessed while this one is active.

pub fn p3<'a>(&'a mut self) -> <P3 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 3rd parameter in this ParamSet. No other parameters may be accessed while this one is active.

pub fn p4<'a>(&'a mut self) -> <P4 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 4th parameter in this ParamSet. No other parameters may be accessed while this one is active.

pub fn p5<'a>(&'a mut self) -> <P5 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 5th parameter in this ParamSet. No other parameters may be accessed while this one is active.

pub fn p6<'a>(&'a mut self) -> <P6 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 6th parameter in this ParamSet. No other parameters may be accessed while this one is active.

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impl<'w, 's, P0, P1, P2, P3, P4, P5, P6, P7> ParamSet<'w, 's, (P0, P1, P2, P3, P4, P5, P6, P7)>

pub fn p0<'a>(&'a mut self) -> <P0 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 0th parameter in this ParamSet. No other parameters may be accessed while this one is active.

pub fn p1<'a>(&'a mut self) -> <P1 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 1st parameter in this ParamSet. No other parameters may be accessed while this one is active.

pub fn p2<'a>(&'a mut self) -> <P2 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 2nd parameter in this ParamSet. No other parameters may be accessed while this one is active.

pub fn p3<'a>(&'a mut self) -> <P3 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 3rd parameter in this ParamSet. No other parameters may be accessed while this one is active.

pub fn p4<'a>(&'a mut self) -> <P4 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 4th parameter in this ParamSet. No other parameters may be accessed while this one is active.

pub fn p5<'a>(&'a mut self) -> <P5 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 5th parameter in this ParamSet. No other parameters may be accessed while this one is active.

pub fn p6<'a>(&'a mut self) -> <P6 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 6th parameter in this ParamSet. No other parameters may be accessed while this one is active.

pub fn p7<'a>(&'a mut self) -> <P7 as SystemParam>::Item<'a, 'a>

Gets exclusive access to the 7th parameter in this ParamSet. No other parameters may be accessed while this one is active.

Trait Implementations§

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impl<'_w, '_s, P0> SystemParam for ParamSet<'_w, '_s, (P0,)>
where P0: SystemParam,

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type State = (<P0 as SystemParam>::State,)

Used to store data which persists across invocations of a system.
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type Item<'w, 's> = ParamSet<'w, 's, (P0,)>

The item type returned when constructing this system param. The value of this associated type should be Self, instantiated with new lifetimes. Read more
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fn init_state( world: &mut World, system_meta: &mut SystemMeta, ) -> <ParamSet<'_w, '_s, (P0,)> as SystemParam>::State

Registers any World access used by this SystemParam and creates a new instance of this param’s State.
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unsafe fn new_archetype( state: &mut <ParamSet<'_w, '_s, (P0,)> as SystemParam>::State, archetype: &Archetype, system_meta: &mut SystemMeta, )

For the specified Archetype, registers the components accessed by this SystemParam (if applicable).a Read more
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fn apply( state: &mut <ParamSet<'_w, '_s, (P0,)> as SystemParam>::State, system_meta: &SystemMeta, world: &mut World, )

Applies any deferred mutations stored in this SystemParam’s state. This is used to apply Commands during apply_deferred.
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unsafe fn get_param<'w, 's>( state: &'s mut <ParamSet<'_w, '_s, (P0,)> as SystemParam>::State, system_meta: &SystemMeta, world: UnsafeWorldCell<'w>, change_tick: Tick, ) -> <ParamSet<'_w, '_s, (P0,)> as SystemParam>::Item<'w, 's>

Creates a parameter to be passed into a SystemParamFunction. Read more
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fn queue( state: &mut Self::State, system_meta: &SystemMeta, world: DeferredWorld<'_>, )

Queues any deferred mutations to be applied at the next apply_deferred.
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impl<'_w, '_s, P0, P1> SystemParam for ParamSet<'_w, '_s, (P0, P1)>
where P0: SystemParam, P1: SystemParam,

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type State = (<P0 as SystemParam>::State, <P1 as SystemParam>::State)

Used to store data which persists across invocations of a system.
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type Item<'w, 's> = ParamSet<'w, 's, (P0, P1)>

The item type returned when constructing this system param. The value of this associated type should be Self, instantiated with new lifetimes. Read more
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fn init_state( world: &mut World, system_meta: &mut SystemMeta, ) -> <ParamSet<'_w, '_s, (P0, P1)> as SystemParam>::State

Registers any World access used by this SystemParam and creates a new instance of this param’s State.
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unsafe fn new_archetype( state: &mut <ParamSet<'_w, '_s, (P0, P1)> as SystemParam>::State, archetype: &Archetype, system_meta: &mut SystemMeta, )

For the specified Archetype, registers the components accessed by this SystemParam (if applicable).a Read more
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fn apply( state: &mut <ParamSet<'_w, '_s, (P0, P1)> as SystemParam>::State, system_meta: &SystemMeta, world: &mut World, )

Applies any deferred mutations stored in this SystemParam’s state. This is used to apply Commands during apply_deferred.
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unsafe fn get_param<'w, 's>( state: &'s mut <ParamSet<'_w, '_s, (P0, P1)> as SystemParam>::State, system_meta: &SystemMeta, world: UnsafeWorldCell<'w>, change_tick: Tick, ) -> <ParamSet<'_w, '_s, (P0, P1)> as SystemParam>::Item<'w, 's>

Creates a parameter to be passed into a SystemParamFunction. Read more
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fn queue( state: &mut Self::State, system_meta: &SystemMeta, world: DeferredWorld<'_>, )

Queues any deferred mutations to be applied at the next apply_deferred.
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impl<'_w, '_s, P0, P1, P2> SystemParam for ParamSet<'_w, '_s, (P0, P1, P2)>
where P0: SystemParam, P1: SystemParam, P2: SystemParam,

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type State = (<P0 as SystemParam>::State, <P1 as SystemParam>::State, <P2 as SystemParam>::State)

Used to store data which persists across invocations of a system.
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type Item<'w, 's> = ParamSet<'w, 's, (P0, P1, P2)>

The item type returned when constructing this system param. The value of this associated type should be Self, instantiated with new lifetimes. Read more
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fn init_state( world: &mut World, system_meta: &mut SystemMeta, ) -> <ParamSet<'_w, '_s, (P0, P1, P2)> as SystemParam>::State

Registers any World access used by this SystemParam and creates a new instance of this param’s State.
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unsafe fn new_archetype( state: &mut <ParamSet<'_w, '_s, (P0, P1, P2)> as SystemParam>::State, archetype: &Archetype, system_meta: &mut SystemMeta, )

For the specified Archetype, registers the components accessed by this SystemParam (if applicable).a Read more
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fn apply( state: &mut <ParamSet<'_w, '_s, (P0, P1, P2)> as SystemParam>::State, system_meta: &SystemMeta, world: &mut World, )

Applies any deferred mutations stored in this SystemParam’s state. This is used to apply Commands during apply_deferred.
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unsafe fn get_param<'w, 's>( state: &'s mut <ParamSet<'_w, '_s, (P0, P1, P2)> as SystemParam>::State, system_meta: &SystemMeta, world: UnsafeWorldCell<'w>, change_tick: Tick, ) -> <ParamSet<'_w, '_s, (P0, P1, P2)> as SystemParam>::Item<'w, 's>

Creates a parameter to be passed into a SystemParamFunction. Read more
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fn queue( state: &mut Self::State, system_meta: &SystemMeta, world: DeferredWorld<'_>, )

Queues any deferred mutations to be applied at the next apply_deferred.
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impl<'_w, '_s, P0, P1, P2, P3> SystemParam for ParamSet<'_w, '_s, (P0, P1, P2, P3)>

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type State = (<P0 as SystemParam>::State, <P1 as SystemParam>::State, <P2 as SystemParam>::State, <P3 as SystemParam>::State)

Used to store data which persists across invocations of a system.
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type Item<'w, 's> = ParamSet<'w, 's, (P0, P1, P2, P3)>

The item type returned when constructing this system param. The value of this associated type should be Self, instantiated with new lifetimes. Read more
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fn init_state( world: &mut World, system_meta: &mut SystemMeta, ) -> <ParamSet<'_w, '_s, (P0, P1, P2, P3)> as SystemParam>::State

Registers any World access used by this SystemParam and creates a new instance of this param’s State.
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unsafe fn new_archetype( state: &mut <ParamSet<'_w, '_s, (P0, P1, P2, P3)> as SystemParam>::State, archetype: &Archetype, system_meta: &mut SystemMeta, )

For the specified Archetype, registers the components accessed by this SystemParam (if applicable).a Read more
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fn apply( state: &mut <ParamSet<'_w, '_s, (P0, P1, P2, P3)> as SystemParam>::State, system_meta: &SystemMeta, world: &mut World, )

Applies any deferred mutations stored in this SystemParam’s state. This is used to apply Commands during apply_deferred.
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unsafe fn get_param<'w, 's>( state: &'s mut <ParamSet<'_w, '_s, (P0, P1, P2, P3)> as SystemParam>::State, system_meta: &SystemMeta, world: UnsafeWorldCell<'w>, change_tick: Tick, ) -> <ParamSet<'_w, '_s, (P0, P1, P2, P3)> as SystemParam>::Item<'w, 's>

Creates a parameter to be passed into a SystemParamFunction. Read more
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fn queue( state: &mut Self::State, system_meta: &SystemMeta, world: DeferredWorld<'_>, )

Queues any deferred mutations to be applied at the next apply_deferred.
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impl<'_w, '_s, P0, P1, P2, P3, P4> SystemParam for ParamSet<'_w, '_s, (P0, P1, P2, P3, P4)>

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type State = (<P0 as SystemParam>::State, <P1 as SystemParam>::State, <P2 as SystemParam>::State, <P3 as SystemParam>::State, <P4 as SystemParam>::State)

Used to store data which persists across invocations of a system.
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type Item<'w, 's> = ParamSet<'w, 's, (P0, P1, P2, P3, P4)>

The item type returned when constructing this system param. The value of this associated type should be Self, instantiated with new lifetimes. Read more
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fn init_state( world: &mut World, system_meta: &mut SystemMeta, ) -> <ParamSet<'_w, '_s, (P0, P1, P2, P3, P4)> as SystemParam>::State

Registers any World access used by this SystemParam and creates a new instance of this param’s State.
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unsafe fn new_archetype( state: &mut <ParamSet<'_w, '_s, (P0, P1, P2, P3, P4)> as SystemParam>::State, archetype: &Archetype, system_meta: &mut SystemMeta, )

For the specified Archetype, registers the components accessed by this SystemParam (if applicable).a Read more
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fn apply( state: &mut <ParamSet<'_w, '_s, (P0, P1, P2, P3, P4)> as SystemParam>::State, system_meta: &SystemMeta, world: &mut World, )

Applies any deferred mutations stored in this SystemParam’s state. This is used to apply Commands during apply_deferred.
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unsafe fn get_param<'w, 's>( state: &'s mut <ParamSet<'_w, '_s, (P0, P1, P2, P3, P4)> as SystemParam>::State, system_meta: &SystemMeta, world: UnsafeWorldCell<'w>, change_tick: Tick, ) -> <ParamSet<'_w, '_s, (P0, P1, P2, P3, P4)> as SystemParam>::Item<'w, 's>

Creates a parameter to be passed into a SystemParamFunction. Read more
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fn queue( state: &mut Self::State, system_meta: &SystemMeta, world: DeferredWorld<'_>, )

Queues any deferred mutations to be applied at the next apply_deferred.
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impl<'_w, '_s, P0, P1, P2, P3, P4, P5> SystemParam for ParamSet<'_w, '_s, (P0, P1, P2, P3, P4, P5)>

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type State = (<P0 as SystemParam>::State, <P1 as SystemParam>::State, <P2 as SystemParam>::State, <P3 as SystemParam>::State, <P4 as SystemParam>::State, <P5 as SystemParam>::State)

Used to store data which persists across invocations of a system.
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type Item<'w, 's> = ParamSet<'w, 's, (P0, P1, P2, P3, P4, P5)>

The item type returned when constructing this system param. The value of this associated type should be Self, instantiated with new lifetimes. Read more
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fn init_state( world: &mut World, system_meta: &mut SystemMeta, ) -> <ParamSet<'_w, '_s, (P0, P1, P2, P3, P4, P5)> as SystemParam>::State

Registers any World access used by this SystemParam and creates a new instance of this param’s State.
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unsafe fn new_archetype( state: &mut <ParamSet<'_w, '_s, (P0, P1, P2, P3, P4, P5)> as SystemParam>::State, archetype: &Archetype, system_meta: &mut SystemMeta, )

For the specified Archetype, registers the components accessed by this SystemParam (if applicable).a Read more
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fn apply( state: &mut <ParamSet<'_w, '_s, (P0, P1, P2, P3, P4, P5)> as SystemParam>::State, system_meta: &SystemMeta, world: &mut World, )

Applies any deferred mutations stored in this SystemParam’s state. This is used to apply Commands during apply_deferred.
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unsafe fn get_param<'w, 's>( state: &'s mut <ParamSet<'_w, '_s, (P0, P1, P2, P3, P4, P5)> as SystemParam>::State, system_meta: &SystemMeta, world: UnsafeWorldCell<'w>, change_tick: Tick, ) -> <ParamSet<'_w, '_s, (P0, P1, P2, P3, P4, P5)> as SystemParam>::Item<'w, 's>

Creates a parameter to be passed into a SystemParamFunction. Read more
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fn queue( state: &mut Self::State, system_meta: &SystemMeta, world: DeferredWorld<'_>, )

Queues any deferred mutations to be applied at the next apply_deferred.
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impl<'_w, '_s, P0, P1, P2, P3, P4, P5, P6> SystemParam for ParamSet<'_w, '_s, (P0, P1, P2, P3, P4, P5, P6)>

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type State = (<P0 as SystemParam>::State, <P1 as SystemParam>::State, <P2 as SystemParam>::State, <P3 as SystemParam>::State, <P4 as SystemParam>::State, <P5 as SystemParam>::State, <P6 as SystemParam>::State)

Used to store data which persists across invocations of a system.
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type Item<'w, 's> = ParamSet<'w, 's, (P0, P1, P2, P3, P4, P5, P6)>

The item type returned when constructing this system param. The value of this associated type should be Self, instantiated with new lifetimes. Read more
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fn init_state( world: &mut World, system_meta: &mut SystemMeta, ) -> <ParamSet<'_w, '_s, (P0, P1, P2, P3, P4, P5, P6)> as SystemParam>::State

Registers any World access used by this SystemParam and creates a new instance of this param’s State.
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unsafe fn new_archetype( state: &mut <ParamSet<'_w, '_s, (P0, P1, P2, P3, P4, P5, P6)> as SystemParam>::State, archetype: &Archetype, system_meta: &mut SystemMeta, )

For the specified Archetype, registers the components accessed by this SystemParam (if applicable).a Read more
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fn apply( state: &mut <ParamSet<'_w, '_s, (P0, P1, P2, P3, P4, P5, P6)> as SystemParam>::State, system_meta: &SystemMeta, world: &mut World, )

Applies any deferred mutations stored in this SystemParam’s state. This is used to apply Commands during apply_deferred.
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unsafe fn get_param<'w, 's>( state: &'s mut <ParamSet<'_w, '_s, (P0, P1, P2, P3, P4, P5, P6)> as SystemParam>::State, system_meta: &SystemMeta, world: UnsafeWorldCell<'w>, change_tick: Tick, ) -> <ParamSet<'_w, '_s, (P0, P1, P2, P3, P4, P5, P6)> as SystemParam>::Item<'w, 's>

Creates a parameter to be passed into a SystemParamFunction. Read more
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fn queue( state: &mut Self::State, system_meta: &SystemMeta, world: DeferredWorld<'_>, )

Queues any deferred mutations to be applied at the next apply_deferred.
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impl<'_w, '_s, P0, P1, P2, P3, P4, P5, P6, P7> SystemParam for ParamSet<'_w, '_s, (P0, P1, P2, P3, P4, P5, P6, P7)>

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type State = (<P0 as SystemParam>::State, <P1 as SystemParam>::State, <P2 as SystemParam>::State, <P3 as SystemParam>::State, <P4 as SystemParam>::State, <P5 as SystemParam>::State, <P6 as SystemParam>::State, <P7 as SystemParam>::State)

Used to store data which persists across invocations of a system.
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type Item<'w, 's> = ParamSet<'w, 's, (P0, P1, P2, P3, P4, P5, P6, P7)>

The item type returned when constructing this system param. The value of this associated type should be Self, instantiated with new lifetimes. Read more
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fn init_state( world: &mut World, system_meta: &mut SystemMeta, ) -> <ParamSet<'_w, '_s, (P0, P1, P2, P3, P4, P5, P6, P7)> as SystemParam>::State

Registers any World access used by this SystemParam and creates a new instance of this param’s State.
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unsafe fn new_archetype( state: &mut <ParamSet<'_w, '_s, (P0, P1, P2, P3, P4, P5, P6, P7)> as SystemParam>::State, archetype: &Archetype, system_meta: &mut SystemMeta, )

For the specified Archetype, registers the components accessed by this SystemParam (if applicable).a Read more
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fn apply( state: &mut <ParamSet<'_w, '_s, (P0, P1, P2, P3, P4, P5, P6, P7)> as SystemParam>::State, system_meta: &SystemMeta, world: &mut World, )

Applies any deferred mutations stored in this SystemParam’s state. This is used to apply Commands during apply_deferred.
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unsafe fn get_param<'w, 's>( state: &'s mut <ParamSet<'_w, '_s, (P0, P1, P2, P3, P4, P5, P6, P7)> as SystemParam>::State, system_meta: &SystemMeta, world: UnsafeWorldCell<'w>, change_tick: Tick, ) -> <ParamSet<'_w, '_s, (P0, P1, P2, P3, P4, P5, P6, P7)> as SystemParam>::Item<'w, 's>

Creates a parameter to be passed into a SystemParamFunction. Read more
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fn queue( state: &mut Self::State, system_meta: &SystemMeta, world: DeferredWorld<'_>, )

Queues any deferred mutations to be applied at the next apply_deferred.
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impl<'w, 's, P0> ReadOnlySystemParam for ParamSet<'w, 's, (P0,)>

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impl<'w, 's, P0, P1> ReadOnlySystemParam for ParamSet<'w, 's, (P0, P1)>

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impl<'w, 's, P0, P1, P2> ReadOnlySystemParam for ParamSet<'w, 's, (P0, P1, P2)>

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impl<'w, 's, P0, P1, P2, P3> ReadOnlySystemParam for ParamSet<'w, 's, (P0, P1, P2, P3)>

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impl<'w, 's, P0, P1, P2, P3, P4> ReadOnlySystemParam for ParamSet<'w, 's, (P0, P1, P2, P3, P4)>

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impl<'w, 's, P0, P1, P2, P3, P4, P5> ReadOnlySystemParam for ParamSet<'w, 's, (P0, P1, P2, P3, P4, P5)>

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impl<'w, 's, P0, P1, P2, P3, P4, P5, P6> ReadOnlySystemParam for ParamSet<'w, 's, (P0, P1, P2, P3, P4, P5, P6)>

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impl<'w, 's, P0, P1, P2, P3, P4, P5, P6, P7> ReadOnlySystemParam for ParamSet<'w, 's, (P0, P1, P2, P3, P4, P5, P6, P7)>

Auto Trait Implementations§

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impl<'w, 's, T> Freeze for ParamSet<'w, 's, T>

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impl<'w, 's, T> !RefUnwindSafe for ParamSet<'w, 's, T>

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impl<'w, 's, T> Send for ParamSet<'w, 's, T>

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impl<'w, 's, T> Sync for ParamSet<'w, 's, T>

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impl<'w, 's, T> Unpin for ParamSet<'w, 's, T>

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impl<'w, 's, T> !UnwindSafe for ParamSet<'w, 's, T>

Blanket 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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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<T> Downcast for T
where T: Any,

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fn into_any(self: Box<T>) -> Box<dyn Any>

Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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impl<T> DowncastSync for T
where T: Any + Send + Sync,

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fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Sync + Send>

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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fn from(t: T) -> T

Returns the argument unchanged.

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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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impl<F, T> IntoSample<T> for F
where T: FromSample<F>,

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fn into_sample(self) -> T

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impl<T> Pointable for T

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const ALIGN: usize = _

The alignment of pointer.
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type Init = T

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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

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type Output = T

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type Error = Infallible

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where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> Upcast<T> for T

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fn upcast(&self) -> Option<&T>

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impl<V, T> VZip<V> for T
where V: MultiLane<T>,

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fn vzip(self) -> V

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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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impl<T> ConditionalSend for T
where T: Send,

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impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

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impl<T> Settings for T
where T: 'static + Send + Sync,

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impl<T> WasmNotSend for T
where T: Send,

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impl<T> WasmNotSendSync for T
where T: WasmNotSend + WasmNotSync,

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impl<T> WasmNotSync for T
where T: Sync,