Struct bevy::ecs::world::EntityWorldMut

pub struct EntityWorldMut<'w> { /* private fields */ }
Expand description

A mutable reference to a particular Entity, and the entire world. This is essentially a performance-optimized (Entity, &mut World) tuple, which caches the EntityLocation to reduce duplicate lookups.

Since this type provides mutable access to the entire world, only one EntityWorldMut can exist at a time for a given world.

See also EntityMut, which allows disjoint mutable access to multiple entities at once. Unlike EntityMut, this type allows adding and removing components, and despawning the entity.

Implementations§

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impl<'w> EntityWorldMut<'w>

pub fn id(&self) -> Entity

Returns the ID of the current entity.

pub fn location(&self) -> EntityLocation

Gets metadata indicating the location where the current entity is stored.

pub fn archetype(&self) -> &Archetype

Returns the archetype that the current entity belongs to.

pub fn contains<T>(&self) -> boolwhere T: Component,

Returns true if the current entity has a component of type T. Otherwise, this returns false.

Notes

If you do not know the concrete type of a component, consider using Self::contains_id or Self::contains_type_id.

pub fn contains_id(&self, component_id: ComponentId) -> bool

Returns true if the current entity has a component identified by component_id. Otherwise, this returns false.

Notes

pub fn contains_type_id(&self, type_id: TypeId) -> bool

Returns true if the current entity has a component with the type identified by type_id. Otherwise, this returns false.

Notes

pub fn get<T>(&self) -> Option<&T>where T: Component,

Gets access to the component of type T for the current entity. Returns None if the entity does not have a component of type T.

pub fn get_ref<T>(&self) -> Option<Ref<'_, T>>where T: Component,

Gets access to the component of type T for the current entity, including change detection information as a Ref.

Returns None if the entity does not have a component of type T.

pub fn get_mut<T>(&mut self) -> Option<Mut<'_, T>>where T: Component,

Gets mutable access to the component of type T for the current entity. Returns None if the entity does not have a component of type T.

pub fn get_change_ticks<T>(&self) -> Option<ComponentTicks>where T: Component,

Retrieves the change ticks for the given component. This can be useful for implementing change detection in custom runtimes.

pub fn get_change_ticks_by_id( &self, component_id: ComponentId ) -> Option<ComponentTicks>

Retrieves the change ticks for the given ComponentId. This can be useful for implementing change detection in custom runtimes.

You should prefer to use the typed API EntityWorldMut::get_change_ticks where possible and only use this in cases where the actual component types are not known at compile time.

pub fn get_by_id(&self, component_id: ComponentId) -> Option<Ptr<'_>>

Gets the component of the given ComponentId from the entity.

You should prefer to use the typed API EntityWorldMut::get where possible and only use this in cases where the actual component types are not known at compile time.

Unlike EntityWorldMut::get, this returns a raw pointer to the component, which is only valid while the EntityWorldMut is alive.

pub fn get_mut_by_id( &mut self, component_id: ComponentId ) -> Option<MutUntyped<'_>>

Gets a MutUntyped of the component of the given ComponentId from the entity.

You should prefer to use the typed API EntityWorldMut::get_mut where possible and only use this in cases where the actual component types are not known at compile time.

Unlike EntityWorldMut::get_mut, this returns a raw pointer to the component, which is only valid while the EntityWorldMut is alive.

pub fn insert<T>(&mut self, bundle: T) -> &mut EntityWorldMut<'w>where T: Bundle,

Adds a Bundle of components to the entity.

This will overwrite any previous value(s) of the same component type.

pub unsafe fn insert_by_id( &mut self, component_id: ComponentId, component: OwningPtr<'_> ) -> &mut EntityWorldMut<'w>

Inserts a dynamic Component into the entity.

This will overwrite any previous value(s) of the same component type.

You should prefer to use the typed API EntityWorldMut::insert where possible.

Safety

pub unsafe fn insert_by_ids<'a, I>( &mut self, component_ids: &[ComponentId], iter_components: I ) -> &mut EntityWorldMut<'w>where I: Iterator<Item = OwningPtr<'a>>,

Inserts a dynamic Bundle into the entity.

This will overwrite any previous value(s) of the same component type.

You should prefer to use the typed API EntityWorldMut::insert where possible. If your Bundle only has one component, use the cached API EntityWorldMut::insert_by_id.

If possible, pass a sorted slice of ComponentId to maximize caching potential.

Safety

pub fn take<T>(&mut self) -> Option<T>where T: Bundle,

Removes all components in the Bundle from the entity and returns their previous values.

Note: If the entity does not have every component in the bundle, this method will not remove any of them.

pub fn remove<T>(&mut self) -> &mut EntityWorldMut<'w>where T: Bundle,

Removes any components in the Bundle from the entity.

pub fn despawn(self)

Despawns the current entity.

pub fn world(&self) -> &World

Gets read-only access to the world that the current entity belongs to.

pub unsafe fn world_mut(&mut self) -> &mut World

Returns this entity’s world.

See EntityWorldMut::world_scope or EntityWorldMut::into_world_mut for a safe alternative.

Safety

Caller must not modify the world in a way that changes the current entity’s location If the caller does do something that could change the location, self.update_location() must be called before using any other methods on this EntityWorldMut.

pub fn into_world_mut(self) -> &'w mut World

Returns this entity’s World, consuming itself.

pub fn world_scope<U>(&mut self, f: impl FnOnce(&mut World) -> U) -> U

Gives mutable access to this entity’s World in a temporary scope. This is a safe alternative to using EntityWorldMut::world_mut.

Examples
#[derive(Resource, Default, Clone, Copy)]
struct R(u32);

// This closure gives us temporary access to the world.
let new_r = entity.world_scope(|world: &mut World| {
    // Mutate the world while we have access to it.
    let mut r = world.resource_mut::<R>();
    r.0 += 1;

    // Return a value from the world before giving it back to the `EntityWorldMut`.
    *r
});

pub fn update_location(&mut self)

Updates the internal entity location to match the current location in the internal World.

This is only required when using the unsafe function EntityWorldMut::world_mut, which enables the location to change.

Trait Implementations§

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impl<'w> BuildWorldChildren for EntityWorldMut<'w>

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fn with_children( &mut self, spawn_children: impl FnOnce(&mut WorldChildBuilder<'_>) ) -> &mut EntityWorldMut<'w>

Takes a closure which builds children for this entity using WorldChildBuilder.
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fn add_child(&mut self, child: Entity) -> &mut EntityWorldMut<'w>

Adds a single child. Read more
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fn push_children(&mut self, children: &[Entity]) -> &mut EntityWorldMut<'w>

Pushes children to the back of the builder’s children. For any entities that are already a child of this one, this method does nothing. Read more
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fn insert_children( &mut self, index: usize, children: &[Entity] ) -> &mut EntityWorldMut<'w>

Inserts children at the given index. Read more
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fn remove_children(&mut self, children: &[Entity]) -> &mut EntityWorldMut<'w>

Removes the given children Read more
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fn set_parent(&mut self, parent: Entity) -> &mut EntityWorldMut<'w>

Sets the parent of this entity. Read more
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fn remove_parent(&mut self) -> &mut EntityWorldMut<'w>

Removes the Parent of this entity. Read more
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fn clear_children(&mut self) -> &mut EntityWorldMut<'w>

Removes all children from this entity. The Children component will be removed if it exists, otherwise this does nothing.
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fn replace_children(&mut self, children: &[Entity]) -> &mut EntityWorldMut<'w>

Removes all current children from this entity, replacing them with the specified list of entities. Read more
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impl<'w> DespawnRecursiveExt for EntityWorldMut<'w>

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fn despawn_recursive(self)

Despawns the provided entity and its children.

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fn despawn_descendants(&mut self) -> &mut EntityWorldMut<'w>

Despawns all descendants of the given entity.
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impl<'a> From<&'a EntityWorldMut<'_>> for EntityRef<'a>

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fn from(value: &'a EntityWorldMut<'_>) -> EntityRef<'a>

Converts to this type from the input type.
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impl<'a> From<&'a mut EntityWorldMut<'_>> for EntityMut<'a>

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fn from(value: &'a mut EntityWorldMut<'_>) -> EntityMut<'a>

Converts to this type from the input type.
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impl<'w> From<EntityWorldMut<'w>> for EntityMut<'w>

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fn from(value: EntityWorldMut<'w>) -> EntityMut<'w>

Converts to this type from the input type.
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impl<'w> From<EntityWorldMut<'w>> for EntityRef<'w>

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fn from(entity_mut: EntityWorldMut<'w>) -> EntityRef<'w>

Converts to this type from the input type.

Auto Trait Implementations§

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impl<'w> !RefUnwindSafe for EntityWorldMut<'w>

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impl<'w> Send for EntityWorldMut<'w>

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impl<'w> Sync for EntityWorldMut<'w>

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impl<'w> Unpin for EntityWorldMut<'w>

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impl<'w> !UnwindSafe for EntityWorldMut<'w>

Blanket Implementations§

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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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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