Trait bevy::ecs::query::FetchState [−]
State used to construct a Fetch. This will be cached inside QueryState, so it is best to move as much data / computation here as possible to reduce the cost of constructing Fetch. SAFETY: Implementor must ensure that FetchState::update_component_access and FetchState::update_archetype_component_access exactly reflects the results of FetchState::matches_archetype, FetchState::matches_table, Fetch::archetype_fetch, and Fetch::table_fetch
Required methods
pub fn init(world: &mut World) -> Self
pub fn update_component_access(&self, access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, archetype: &Archetype) -> bool
pub fn matches_table(&self, table: &Table) -> bool
Implementations on Foreign Types
impl<F0, F1, F2, F3, F4, F5, F6, F7> FetchState for (F0, F1, F2, F3, F4, F5, F6, F7) where
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
pub fn init(_world: &mut World) -> (F0, F1, F2, F3, F4, F5, F6, F7)
pub fn update_component_access(&self, _access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, _archetype: &Archetype) -> bool
pub fn matches_table(&self, _table: &Table) -> bool
impl FetchState for ()
pub fn init(_world: &mut World)
pub fn update_component_access(&self, _access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, _archetype: &Archetype) -> bool
pub fn matches_table(&self, _table: &Table) -> bool
impl<F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, F13, F14> FetchState for (F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, F13, F14) where
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
F9: FetchState,
F10: FetchState,
F11: FetchState,
F12: FetchState,
F13: FetchState,
F14: FetchState,
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
F9: FetchState,
F10: FetchState,
F11: FetchState,
F12: FetchState,
F13: FetchState,
F14: FetchState,
pub fn init(
_world: &mut World
) -> (F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, F13, F14)
_world: &mut World
) -> (F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, F13, F14)
pub fn update_component_access(&self, _access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, _archetype: &Archetype) -> bool
pub fn matches_table(&self, _table: &Table) -> bool
impl<F0, F1, F2, F3, F4, F5, F6, F7, F8> FetchState for (F0, F1, F2, F3, F4, F5, F6, F7, F8) where
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
pub fn init(_world: &mut World) -> (F0, F1, F2, F3, F4, F5, F6, F7, F8)
pub fn update_component_access(&self, _access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, _archetype: &Archetype) -> bool
pub fn matches_table(&self, _table: &Table) -> bool
impl<F0, F1> FetchState for (F0, F1) where
F0: FetchState,
F1: FetchState,
F0: FetchState,
F1: FetchState,
pub fn init(_world: &mut World) -> (F0, F1)
pub fn update_component_access(&self, _access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, _archetype: &Archetype) -> bool
pub fn matches_table(&self, _table: &Table) -> bool
impl<F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, F13> FetchState for (F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, F13) where
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
F9: FetchState,
F10: FetchState,
F11: FetchState,
F12: FetchState,
F13: FetchState,
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
F9: FetchState,
F10: FetchState,
F11: FetchState,
F12: FetchState,
F13: FetchState,
pub fn init(
_world: &mut World
) -> (F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, F13)
_world: &mut World
) -> (F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, F13)
pub fn update_component_access(&self, _access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, _archetype: &Archetype) -> bool
pub fn matches_table(&self, _table: &Table) -> bool
impl<F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11> FetchState for (F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11) where
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
F9: FetchState,
F10: FetchState,
F11: FetchState,
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
F9: FetchState,
F10: FetchState,
F11: FetchState,
pub fn init(
_world: &mut World
) -> (F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11)
_world: &mut World
) -> (F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11)
pub fn update_component_access(&self, _access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, _archetype: &Archetype) -> bool
pub fn matches_table(&self, _table: &Table) -> bool
impl<F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12> FetchState for (F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12) where
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
F9: FetchState,
F10: FetchState,
F11: FetchState,
F12: FetchState,
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
F9: FetchState,
F10: FetchState,
F11: FetchState,
F12: FetchState,
pub fn init(
_world: &mut World
) -> (F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12)
_world: &mut World
) -> (F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12)
pub fn update_component_access(&self, _access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, _archetype: &Archetype) -> bool
pub fn matches_table(&self, _table: &Table) -> bool
impl<F0, F1, F2, F3, F4, F5, F6> FetchState for (F0, F1, F2, F3, F4, F5, F6) where
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
pub fn init(_world: &mut World) -> (F0, F1, F2, F3, F4, F5, F6)
pub fn update_component_access(&self, _access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, _archetype: &Archetype) -> bool
pub fn matches_table(&self, _table: &Table) -> bool
impl<F0, F1, F2> FetchState for (F0, F1, F2) where
F0: FetchState,
F1: FetchState,
F2: FetchState,
F0: FetchState,
F1: FetchState,
F2: FetchState,
pub fn init(_world: &mut World) -> (F0, F1, F2)
pub fn update_component_access(&self, _access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, _archetype: &Archetype) -> bool
pub fn matches_table(&self, _table: &Table) -> bool
impl<F0> FetchState for (F0,) where
F0: FetchState,
F0: FetchState,
pub fn init(_world: &mut World) -> (F0,)
pub fn update_component_access(&self, _access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, _archetype: &Archetype) -> bool
pub fn matches_table(&self, _table: &Table) -> bool
impl<F0, F1, F2, F3, F4, F5, F6, F7, F8, F9> FetchState for (F0, F1, F2, F3, F4, F5, F6, F7, F8, F9) where
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
F9: FetchState,
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
F9: FetchState,
pub fn init(_world: &mut World) -> (F0, F1, F2, F3, F4, F5, F6, F7, F8, F9)
pub fn update_component_access(&self, _access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, _archetype: &Archetype) -> bool
pub fn matches_table(&self, _table: &Table) -> bool
impl<F0, F1, F2, F3, F4> FetchState for (F0, F1, F2, F3, F4) where
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
pub fn init(_world: &mut World) -> (F0, F1, F2, F3, F4)
pub fn update_component_access(&self, _access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, _archetype: &Archetype) -> bool
pub fn matches_table(&self, _table: &Table) -> bool
impl<F0, F1, F2, F3, F4, F5> FetchState for (F0, F1, F2, F3, F4, F5) where
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
pub fn init(_world: &mut World) -> (F0, F1, F2, F3, F4, F5)
pub fn update_component_access(&self, _access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, _archetype: &Archetype) -> bool
pub fn matches_table(&self, _table: &Table) -> bool
impl<F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10> FetchState for (F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10) where
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
F9: FetchState,
F10: FetchState,
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
F9: FetchState,
F10: FetchState,
pub fn init(_world: &mut World) -> (F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10)
pub fn update_component_access(&self, _access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, _archetype: &Archetype) -> bool
pub fn matches_table(&self, _table: &Table) -> bool
impl<F0, F1, F2, F3> FetchState for (F0, F1, F2, F3) where
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
pub fn init(_world: &mut World) -> (F0, F1, F2, F3)
pub fn update_component_access(&self, _access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, _archetype: &Archetype) -> bool
pub fn matches_table(&self, _table: &Table) -> bool
Implementors
impl FetchState for EntityState
pub fn init(_world: &mut World) -> EntityState
pub fn update_component_access(&self, _access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, _archetype: &Archetype) -> bool
pub fn matches_table(&self, _table: &Table) -> bool
impl FetchState for Or<()>
pub fn init(world: &mut World) -> Or<()>
pub fn update_component_access(&self, access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, archetype: &Archetype) -> bool
pub fn matches_table(&self, table: &Table) -> bool
impl<F0> FetchState for Or<(F0,)> where
F0: FetchState,
F0: FetchState,
pub fn init(world: &mut World) -> Or<(F0,)>
pub fn update_component_access(&self, access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, archetype: &Archetype) -> bool
pub fn matches_table(&self, table: &Table) -> bool
impl<F0, F1> FetchState for Or<(F0, F1)> where
F0: FetchState,
F1: FetchState,
F0: FetchState,
F1: FetchState,
pub fn init(world: &mut World) -> Or<(F0, F1)>
pub fn update_component_access(&self, access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, archetype: &Archetype) -> bool
pub fn matches_table(&self, table: &Table) -> bool
impl<F0, F1, F2> FetchState for Or<(F0, F1, F2)> where
F0: FetchState,
F1: FetchState,
F2: FetchState,
F0: FetchState,
F1: FetchState,
F2: FetchState,
pub fn init(world: &mut World) -> Or<(F0, F1, F2)>
pub fn update_component_access(&self, access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, archetype: &Archetype) -> bool
pub fn matches_table(&self, table: &Table) -> bool
impl<F0, F1, F2, F3> FetchState for Or<(F0, F1, F2, F3)> where
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
pub fn init(world: &mut World) -> Or<(F0, F1, F2, F3)>
pub fn update_component_access(&self, access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, archetype: &Archetype) -> bool
pub fn matches_table(&self, table: &Table) -> bool
impl<F0, F1, F2, F3, F4> FetchState for Or<(F0, F1, F2, F3, F4)> where
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
pub fn init(world: &mut World) -> Or<(F0, F1, F2, F3, F4)>
pub fn update_component_access(&self, access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, archetype: &Archetype) -> bool
pub fn matches_table(&self, table: &Table) -> bool
impl<F0, F1, F2, F3, F4, F5> FetchState for Or<(F0, F1, F2, F3, F4, F5)> where
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
pub fn init(world: &mut World) -> Or<(F0, F1, F2, F3, F4, F5)>
pub fn update_component_access(&self, access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, archetype: &Archetype) -> bool
pub fn matches_table(&self, table: &Table) -> bool
impl<F0, F1, F2, F3, F4, F5, F6> FetchState for Or<(F0, F1, F2, F3, F4, F5, F6)> where
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
pub fn init(world: &mut World) -> Or<(F0, F1, F2, F3, F4, F5, F6)>
pub fn update_component_access(&self, access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, archetype: &Archetype) -> bool
pub fn matches_table(&self, table: &Table) -> bool
impl<F0, F1, F2, F3, F4, F5, F6, F7> FetchState for Or<(F0, F1, F2, F3, F4, F5, F6, F7)> where
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
pub fn init(world: &mut World) -> Or<(F0, F1, F2, F3, F4, F5, F6, F7)>
pub fn update_component_access(&self, access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, archetype: &Archetype) -> bool
pub fn matches_table(&self, table: &Table) -> bool
impl<F0, F1, F2, F3, F4, F5, F6, F7, F8> FetchState for Or<(F0, F1, F2, F3, F4, F5, F6, F7, F8)> where
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
pub fn init(world: &mut World) -> Or<(F0, F1, F2, F3, F4, F5, F6, F7, F8)>
pub fn update_component_access(&self, access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, archetype: &Archetype) -> bool
pub fn matches_table(&self, table: &Table) -> bool
impl<F0, F1, F2, F3, F4, F5, F6, F7, F8, F9> FetchState for Or<(F0, F1, F2, F3, F4, F5, F6, F7, F8, F9)> where
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
F9: FetchState,
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
F9: FetchState,
pub fn init(world: &mut World) -> Or<(F0, F1, F2, F3, F4, F5, F6, F7, F8, F9)>
pub fn update_component_access(&self, access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, archetype: &Archetype) -> bool
pub fn matches_table(&self, table: &Table) -> bool
impl<F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10> FetchState for Or<(F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10)> where
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
F9: FetchState,
F10: FetchState,
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
F9: FetchState,
F10: FetchState,
pub fn init(
world: &mut World
) -> Or<(F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10)>
world: &mut World
) -> Or<(F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10)>
pub fn update_component_access(&self, access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, archetype: &Archetype) -> bool
pub fn matches_table(&self, table: &Table) -> bool
impl<F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11> FetchState for Or<(F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11)> where
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
F9: FetchState,
F10: FetchState,
F11: FetchState,
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
F9: FetchState,
F10: FetchState,
F11: FetchState,
pub fn init(
world: &mut World
) -> Or<(F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11)>
world: &mut World
) -> Or<(F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11)>
pub fn update_component_access(&self, access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, archetype: &Archetype) -> bool
pub fn matches_table(&self, table: &Table) -> bool
impl<F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12> FetchState for Or<(F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12)> where
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
F9: FetchState,
F10: FetchState,
F11: FetchState,
F12: FetchState,
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
F9: FetchState,
F10: FetchState,
F11: FetchState,
F12: FetchState,
pub fn init(
world: &mut World
) -> Or<(F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12)>
world: &mut World
) -> Or<(F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12)>
pub fn update_component_access(&self, access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, archetype: &Archetype) -> bool
pub fn matches_table(&self, table: &Table) -> bool
impl<F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, F13> FetchState for Or<(F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, F13)> where
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
F9: FetchState,
F10: FetchState,
F11: FetchState,
F12: FetchState,
F13: FetchState,
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
F9: FetchState,
F10: FetchState,
F11: FetchState,
F12: FetchState,
F13: FetchState,
pub fn init(
world: &mut World
) -> Or<(F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, F13)>
world: &mut World
) -> Or<(F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, F13)>
pub fn update_component_access(&self, access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, archetype: &Archetype) -> bool
pub fn matches_table(&self, table: &Table) -> bool
impl<F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, F13, F14> FetchState for Or<(F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, F13, F14)> where
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
F9: FetchState,
F10: FetchState,
F11: FetchState,
F12: FetchState,
F13: FetchState,
F14: FetchState,
F0: FetchState,
F1: FetchState,
F2: FetchState,
F3: FetchState,
F4: FetchState,
F5: FetchState,
F6: FetchState,
F7: FetchState,
F8: FetchState,
F9: FetchState,
F10: FetchState,
F11: FetchState,
F12: FetchState,
F13: FetchState,
F14: FetchState,
pub fn init(
world: &mut World
) -> Or<(F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, F13, F14)>
world: &mut World
) -> Or<(F0, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, F13, F14)>
pub fn update_component_access(&self, access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, archetype: &Archetype) -> bool
pub fn matches_table(&self, table: &Table) -> bool
impl<T> FetchState for AddedState<T> where
T: Component,
T: Component,
pub fn init(world: &mut World) -> AddedState<T>
pub fn update_component_access(&self, access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, archetype: &Archetype) -> bool
pub fn matches_table(&self, table: &Table) -> bool
impl<T> FetchState for ChangeTrackersState<T> where
T: Component,
T: Component,
pub fn init(world: &mut World) -> ChangeTrackersState<T>
pub fn update_component_access(&self, access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, archetype: &Archetype) -> bool
pub fn matches_table(&self, table: &Table) -> bool
impl<T> FetchState for ChangedState<T> where
T: Component,
T: Component,
pub fn init(world: &mut World) -> ChangedState<T>
pub fn update_component_access(&self, access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, archetype: &Archetype) -> bool
pub fn matches_table(&self, table: &Table) -> bool
impl<T> FetchState for OptionState<T> where
T: FetchState,
T: FetchState,
pub fn init(world: &mut World) -> OptionState<T>
pub fn update_component_access(&self, access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, _archetype: &Archetype) -> bool
pub fn matches_table(&self, _table: &Table) -> bool
impl<T> FetchState for ReadState<T> where
T: Component,
T: Component,
pub fn init(world: &mut World) -> ReadState<T>
pub fn update_component_access(&self, access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, archetype: &Archetype) -> bool
pub fn matches_table(&self, table: &Table) -> bool
impl<T> FetchState for WithBundleState<T> where
T: Bundle,
T: Bundle,
pub fn init(world: &mut World) -> WithBundleState<T>
pub fn update_component_access(&self, access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, archetype: &Archetype) -> bool
pub fn matches_table(&self, table: &Table) -> bool
impl<T> FetchState for WithState<T> where
T: Component,
T: Component,
pub fn init(world: &mut World) -> WithState<T>
pub fn update_component_access(&self, access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, archetype: &Archetype) -> bool
pub fn matches_table(&self, table: &Table) -> bool
impl<T> FetchState for WithoutState<T> where
T: Component,
T: Component,
pub fn init(world: &mut World) -> WithoutState<T>
pub fn update_component_access(&self, access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
&self,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
pub fn matches_archetype(&self, archetype: &Archetype) -> bool
pub fn matches_table(&self, table: &Table) -> bool
impl<T> FetchState for WriteState<T> where
T: Component,
T: Component,
pub fn init(world: &mut World) -> WriteState<T>
pub fn update_component_access(&self, access: &mut FilteredAccess<ComponentId>)
pub fn update_archetype_component_access(
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)
&self,
archetype: &Archetype,
access: &mut Access<ArchetypeComponentId>
)