pub struct Components { /* private fields */ }
Expand description

The set of all entities’ components.

Exists as a resource in the World by default.

Components is the store that holds every entity’s components. It is an archetypal storage, which means it is optimized for fast traversal and space-saving (in terms of CPU memory).

Use Components when you need to add or remove components from entities eagerly and immediately. For this you will need a mutable reference, which means it will block access to Components by other systems. If you don’t need to see the effects of your changes immediately you can use crate::Entity::insert_bundle, which works lazily (changes appear at the end of each frame), and within an async context crate::Entity::updates will return a future that completes when these changes have resolved.

Here’s an example of a syncronous system that creates and updates an entity immediately:

fn mk_ent(
    (mut entities, mut components): (Write<Entities>, Write<Components>),
) -> anyhow::Result<ShouldContinue> {
    let e = entities.create();
    components.insert_bundle(e.id(), (123, "123", 123.0));
    end()
}
let mut world = World::default();
world.with_system("mk_ent", mk_ent).unwrap();
world.run();

A note about bundles

Component archetypes (the collection of unique components for a set of entities) are made up of bundles. Bundles are tuples that implement IsBundle. Each component element in a bundle must be unique and 'static. IsBundle is implemented by tuples sized 1 to 12.

Implementations

Inserts the bundled components for the given entity.

Panics
  • if the bundle’s types are not unique
use apecs::*;

let mut components = Components::default();
components.insert_bundle(0, ("zero", 0u32, 0.0f32));

Returns a reference to a single component, if possible.

Returns a mutable reference to a single component, if possible.

Insert a single component for the given entity.

Returns the previous component, if available.

use apecs::*;

let mut components = Components::default();
components.insert_component(0, "zero");
components.insert_component(0, 0u32);
components.insert_component(0, 0.0f32);
let prev = components.insert_component(0, "none");
assert_eq!(Some("zero"), prev);

Remove all components of the given entity and return them as a typed bundle.

Warning

Any components not contained in B will be discarded.

Panics

Panics if the component types are not unique.

use apecs::*;

let mut components = Components::default();
components.insert_bundle(0, ("zero", 0u32, 0.0f32));
let prev = components.remove::<(u32, f32)>(0);
assert_eq!(Some((0, 0.0)), prev);

Remove a single component from the given entity, returning it if the entity had a component of that type.

use apecs::*;

let mut components = Components::default();
components.insert_bundle(0, ("zero", 0u32, 0.0f32));
let prev = components.remove_component::<&str>(0);
assert_eq!(Some("zero"), prev);
let dne = components.remove_component::<bool>(0);
assert_eq!(None, dne);

Return the number of entities with archetypes.

Return whether any entities with archetypes exist in storage.

Append to the existing set of archetypes in bulk.

This assumes the entries being inserted have unique ids and don’t already exist in the set.

use apecs::*;
let mut components = Components::default();
let a = Box::new((0..10_000).map(|id| Entry::new(id, id as u32)));
let b = Box::new((0..10_000).map(|id| Entry::new(id, id as f32)));
let c = Box::new((0..10_000).map(|id| Entry::new(id, format!("string{}", id))));
let d = Box::new((0..10_000).map(|id| Entry::new(id, id % 2 == 0)));
components.extend::<(u32, f32, String, bool)>((a, b, c, d));
assert_eq!(10_000, components.len());

Prepare a query.

use apecs::*;

let mut components = Components::default();
components.insert_bundle(0, ("zero", 0.0f32, 0u32));
components.insert_bundle(1, ("zero", 0.0f32, 0u32));
components.insert_bundle(2, ("zero", 0.0f32, 0u32));

for (f, u) in components.query::<(&f32, &u32)>().iter_mut() {
    assert_eq!(**f, **u as f32);
}

Trait Implementations

Formats the value using the given formatter. Read more
Returns the “default value” for a type. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more
Immutably borrows from an owned value. Read more
Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

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

The alignment of pointer.
The type for initializers.
Initializes a with the given initializer. Read more
Dereferences the given pointer. Read more
Mutably dereferences the given pointer. Read more
Drops the object pointed to by the given pointer. Read more
The type returned in the event of a conversion error.
Performs the conversion.
The type returned in the event of a conversion error.
Performs the conversion.