pub struct Query<'world, 'state, Q, F = ()>where
Q: WorldQuery,
F: ReadOnlyWorldQuery,{ /* private fields */ }
Expand description
System parameter that provides selective access to the Component
data stored in a World
.
Enables access to entity identifiers and components from a system, without the need to directly access the world. Its iterators and getter methods return query items. Each query item is a type containing data relative to an entity.
Query
is a generic data structure that accepts two type parameters, both of which must implement the WorldQuery
trait:
Q
(query fetch). The type of data contained in the query item. Only entities that match the requested data will generate an item.F
(query filter). A set of conditions that determines whether query items should be kept or discarded. This type parameter is optional.
System parameter declaration
A query should always be declared as a system parameter.
This section shows the most common idioms involving the declaration of Query
, emerging by combining WorldQuery
implementors.
Component access
A query defined with a reference to a component as the query fetch type parameter can be used to generate items that refer to the data of said component.
// A component can be accessed by shared reference...
query: Query<&ComponentA>
// ... or by mutable reference.
query: Query<&mut ComponentA>
Query filtering
Setting the query filter type parameter will ensure that each query item satisfies the given condition.
// Just `ComponentA` data will be accessed, but only for entities that also contain
// `ComponentB`.
query: Query<&ComponentA, With<ComponentB>>
WorldQuery
tuples
Using tuples, each Query
type parameter can contain multiple elements.
In the following example, two components are accessed simultaneously, and the query items are filtered on two conditions.
query: Query<(&ComponentA, &ComponentB), (With<ComponentC>, Without<ComponentD>)>
Entity identifier access
The identifier of an entity can be made available inside the query item by including Entity
in the query fetch type parameter.
query: Query<(Entity, &ComponentA)>
Optional component access
A component can be made optional in a query by wrapping it into an Option
.
In this way, a query item can still be generated even if the queried entity does not contain the wrapped component.
In this case, its corresponding value will be None
.
// Generates items for entities that contain `ComponentA`, and optionally `ComponentB`.
query: Query<(&ComponentA, Option<&ComponentB>)>
See the documentation for AnyOf
to idiomatically declare many optional components.
See the performance section to learn more about the impact of optional components.
Disjoint queries
A system cannot contain two queries that break Rust’s mutability rules.
In this case, the Without
filter can be used to disjoint them.
In the following example, two queries mutably access the same component.
Executing this system will panic, since an entity could potentially match the two queries at the same time by having both Player
and Enemy
components.
This would violate mutability rules.
fn randomize_health(
player_query: Query<&mut Health, With<Player>>,
enemy_query: Query<&mut Health, With<Enemy>>,
)
Adding a Without
filter will disjoint the queries.
In this way, any entity that has both Player
and Enemy
components is excluded from both queries.
fn randomize_health(
player_query: Query<&mut Health, (With<Player>, Without<Enemy>)>,
enemy_query: Query<&mut Health, (With<Enemy>, Without<Player>)>,
)
An alternative to this idiom is to wrap the conflicting queries into a ParamSet
.
Accessing query items
The following table summarizes the behavior of the safe methods that can be used to get query items.
Query methods | Effect |
---|---|
iter (_mut ) | Returns an iterator over all query items. |
for_each (_mut ),par_for_each (_mut ) | Runs a specified function for each query item. |
iter_many (_mut ) | Iterates or runs a specified function over query items generated by a list of entities. |
iter_combinations (_mut ) | Returns an iterator over all combinations of a specified number of query items. |
get (_mut ) | Returns the query item for the specified entity. |
many (_mut ),get_many (_mut ) | Returns the query items for the specified entities. |
single (_mut ),get_single (_mut ) | Returns the query item while verifying that there aren’t others. |
There are two methods for each type of query operation: immutable and mutable (ending with _mut
).
When using immutable methods, the query items returned are of type ROQueryItem
, a read-only version of the query item.
In this circumstance, every mutable reference in the query fetch type parameter is substituted by a shared reference.
Performance
Creating a Query
is a low-cost constant operation.
Iterating it, on the other hand, fetches data from the world and generates items, which can have a significant computational cost.
Table
component storage type is much more optimized for query iteration than SparseSet
.
Two systems cannot be executed in parallel if both access the same component type where at least one of the accesses is mutable. This happens unless the executor can verify that no entity could be found in both queries.
Optional components increase the number of entities a query has to match against. This can hurt iteration performance, especially if the query solely consists of only optional components, since the query would iterate over each entity in the world.
The following table compares the computational complexity of the various methods and operations, where:
- n is the number of entities that match the query,
- r is the number of elements in a combination,
- k is the number of involved entities in the operation,
- a is the number of archetypes in the world,
- C is the binomial coefficient, used to count combinations. nCr is read as “n choose r” and is equivalent to the number of distinct unordered subsets of r elements that can be taken from a set of n elements.
Query operation | Computational complexity |
---|---|
iter (_mut ) | O(n) |
for_each (_mut ),par_for_each (_mut ) | O(n) |
iter_many (_mut ) | O(k) |
iter_combinations (_mut ) | O(nCr) |
get (_mut ) | O(1) |
(get_ )many | O(k) |
(get_ )many_mut | O(k2) |
single (_mut ),get_single (_mut ) | O(a) |
Archetype based filtering (With , Without , Or ) | O(a) |
Change detection filtering (Added , Changed ) | O(a + n) |
for_each
methods are seen to be generally faster than their iter
version on worlds with high archetype fragmentation.
As iterators are in general more flexible and better integrated with the rest of the Rust ecosystem,
it is advised to use iter
methods over for_each
.
It is strongly advised to only use for_each
if it tangibly improves performance:
be sure profile or benchmark both before and after the change.
Implementations§
§impl<'w, 's, Q, F> Query<'w, 's, Q, F>where
Q: WorldQuery,
F: ReadOnlyWorldQuery,
impl<'w, 's, Q, F> Query<'w, 's, Q, F>where
Q: WorldQuery,
F: ReadOnlyWorldQuery,
pub fn to_readonly(
&self
) -> Query<'_, 's, <Q as WorldQuery>::ReadOnly, <F as WorldQuery>::ReadOnly>
pub fn to_readonly(
&self
) -> Query<'_, 's, <Q as WorldQuery>::ReadOnly, <F as WorldQuery>::ReadOnly>
Returns another Query
from this that fetches the read-only version of the query items.
For example, Query<(&mut A, &B, &mut C), With<D>>
will become Query<(&A, &B, &C), With<D>>
.
This can be useful when working around the borrow checker,
or reusing functionality between systems via functions that accept query types.
pub fn iter(
&self
) -> QueryIter<'_, 's, <Q as WorldQuery>::ReadOnly, <F as WorldQuery>::ReadOnly> ⓘ
pub fn iter(
&self
) -> QueryIter<'_, 's, <Q as WorldQuery>::ReadOnly, <F as WorldQuery>::ReadOnly> ⓘ
pub fn iter_mut(&mut self) -> QueryIter<'_, 's, Q, F> ⓘ
pub fn iter_mut(&mut self) -> QueryIter<'_, 's, Q, F> ⓘ
Returns an Iterator
over the query items.
Example
Here, the gravity_system
updates the Velocity
component of every entity that contains it:
fn gravity_system(mut query: Query<&mut Velocity>) {
const DELTA: f32 = 1.0 / 60.0;
for mut velocity in &mut query {
velocity.y -= 9.8 * DELTA;
}
}
See also
iter
for read-only query items.for_each_mut
for the closure based alternative.
pub fn iter_combinations<const K: usize>(
&self
) -> QueryCombinationIter<'_, 's, <Q as WorldQuery>::ReadOnly, <F as WorldQuery>::ReadOnly, K> ⓘ
pub fn iter_combinations<const K: usize>(
&self
) -> QueryCombinationIter<'_, 's, <Q as WorldQuery>::ReadOnly, <F as WorldQuery>::ReadOnly, K> ⓘ
Returns a QueryCombinationIter
over all combinations of K
read-only query items without repetition.
Example
fn some_system(query: Query<&ComponentA>) {
for [a1, a2] in query.iter_combinations() {
// ...
}
}
See also
iter_combinations_mut
for mutable query item combinations.
pub fn iter_combinations_mut<const K: usize>(
&mut self
) -> QueryCombinationIter<'_, 's, Q, F, K> ⓘ
pub fn iter_combinations_mut<const K: usize>(
&mut self
) -> QueryCombinationIter<'_, 's, Q, F, K> ⓘ
Returns a QueryCombinationIter
over all combinations of K
query items without repetition.
Example
fn some_system(mut query: Query<&mut ComponentA>) {
let mut combinations = query.iter_combinations_mut();
while let Some([mut a1, mut a2]) = combinations.fetch_next() {
// mutably access components data
}
}
See also
iter_combinations
for read-only query item combinations.
pub fn iter_many<EntityList>(
&self,
entities: EntityList
) -> QueryManyIter<'_, 's, <Q as WorldQuery>::ReadOnly, <F as WorldQuery>::ReadOnly, <EntityList as IntoIterator>::IntoIter> ⓘwhere
EntityList: IntoIterator,
<EntityList as IntoIterator>::Item: Borrow<Entity>,
pub fn iter_many<EntityList>(
&self,
entities: EntityList
) -> QueryManyIter<'_, 's, <Q as WorldQuery>::ReadOnly, <F as WorldQuery>::ReadOnly, <EntityList as IntoIterator>::IntoIter> ⓘwhere
EntityList: IntoIterator,
<EntityList as IntoIterator>::Item: Borrow<Entity>,
Returns an Iterator
over the read-only query items generated from an Entity
list.
Items are returned in the order of the list of entities. Entities that don’t match the query are skipped.
Example
// A component containing an entity list.
#[derive(Component)]
struct Friends {
list: Vec<Entity>,
}
fn system(
friends_query: Query<&Friends>,
counter_query: Query<&Counter>,
) {
for friends in &friends_query {
for counter in counter_query.iter_many(&friends.list) {
println!("Friend's counter: {:?}", counter.value);
}
}
}
See also
iter_many_mut
to get mutable query items.
pub fn iter_many_mut<EntityList>(
&mut self,
entities: EntityList
) -> QueryManyIter<'_, 's, Q, F, <EntityList as IntoIterator>::IntoIter> ⓘwhere
EntityList: IntoIterator,
<EntityList as IntoIterator>::Item: Borrow<Entity>,
pub fn iter_many_mut<EntityList>(
&mut self,
entities: EntityList
) -> QueryManyIter<'_, 's, Q, F, <EntityList as IntoIterator>::IntoIter> ⓘwhere
EntityList: IntoIterator,
<EntityList as IntoIterator>::Item: Borrow<Entity>,
Returns an iterator over the query items generated from an Entity
list.
Items are returned in the order of the list of entities. Entities that don’t match the query are skipped.
Examples
#[derive(Component)]
struct Counter {
value: i32
}
#[derive(Component)]
struct Friends {
list: Vec<Entity>,
}
fn system(
friends_query: Query<&Friends>,
mut counter_query: Query<&mut Counter>,
) {
for friends in &friends_query {
let mut iter = counter_query.iter_many_mut(&friends.list);
while let Some(mut counter) = iter.fetch_next() {
println!("Friend's counter: {:?}", counter.value);
counter.value += 1;
}
}
}
pub unsafe fn iter_unsafe(&self) -> QueryIter<'_, 's, Q, F> ⓘ
pub unsafe fn iter_unsafe(&self) -> QueryIter<'_, 's, Q, F> ⓘ
pub unsafe fn iter_combinations_unsafe<const K: usize>(
&self
) -> QueryCombinationIter<'_, 's, Q, F, K> ⓘ
pub unsafe fn iter_combinations_unsafe<const K: usize>(
&self
) -> QueryCombinationIter<'_, 's, Q, F, K> ⓘ
Iterates over all possible combinations of K
query items without repetition.
Safety
This allows aliased mutability. You must make sure this call does not result in multiple mutable references to the same component.
See also
iter_combinations
anditer_combinations_mut
for the safe versions.
pub unsafe fn iter_many_unsafe<EntityList>(
&self,
entities: EntityList
) -> QueryManyIter<'_, 's, Q, F, <EntityList as IntoIterator>::IntoIter> ⓘwhere
EntityList: IntoIterator,
<EntityList as IntoIterator>::Item: Borrow<Entity>,
pub unsafe fn iter_many_unsafe<EntityList>(
&self,
entities: EntityList
) -> QueryManyIter<'_, 's, Q, F, <EntityList as IntoIterator>::IntoIter> ⓘwhere
EntityList: IntoIterator,
<EntityList as IntoIterator>::Item: Borrow<Entity>,
Returns an Iterator
over the query items generated from an Entity
list.
Safety
This allows aliased mutability and does not check for entity uniqueness.
You must make sure this call does not result in multiple mutable references to the same component.
Particular care must be taken when collecting the data (rather than iterating over it one item at a time) such as via Iterator::collect
.
See also
iter_many_mut
to safely access the query items.
pub fn for_each<'this>(
&'this self,
f: impl FnMut(<<Q as WorldQuery>::ReadOnly as WorldQuery>::Item<'this>)
)
pub fn for_each<'this>(
&'this self,
f: impl FnMut(<<Q as WorldQuery>::ReadOnly as WorldQuery>::Item<'this>)
)
Runs f
on each read-only query item.
Example
Here, the report_names_system
iterates over the Player
component of every entity that contains it:
fn report_names_system(query: Query<&Player>) {
query.for_each(|player| {
println!("Say hello to {}!", player.name);
});
}
See also
for_each_mut
to operate on mutable query items.iter
for the iterator based alternative.
pub fn for_each_mut<'a>(&'a mut self, f: impl FnMut(<Q as WorldQuery>::Item<'a>))
pub fn for_each_mut<'a>(&'a mut self, f: impl FnMut(<Q as WorldQuery>::Item<'a>))
pub fn par_for_each<'this>(
&'this self,
batch_size: usize,
f: impl Fn(<<Q as WorldQuery>::ReadOnly as WorldQuery>::Item<'this>) + Send + Sync + Clone
)
pub fn par_for_each<'this>(
&'this self,
batch_size: usize,
f: impl Fn(<<Q as WorldQuery>::ReadOnly as WorldQuery>::Item<'this>) + Send + Sync + Clone
)
Runs f
on each read-only query item in parallel.
Parallelization is achieved by using the World
’s ComputeTaskPool
.
Tasks and batch size
The items in the query get sorted into batches.
Internally, this function spawns a group of futures that each take on a batch_size
sized section of the items (or less if the division is not perfect).
Then, the tasks in the ComputeTaskPool
work through these futures.
You can use this value to tune between maximum multithreading ability (many small batches) and minimum parallelization overhead (few big batches). Rule of thumb: If the function body is (mostly) computationally expensive but there are not many items, a small batch size (=more batches) may help to even out the load. If the body is computationally cheap and you have many items, a large batch size (=fewer batches) avoids spawning additional futures that don’t help to even out the load.
Panics
This method panics if the ComputeTaskPool
resource is added to the World
before using this method.
If using this from a query that is being initialized and run from the Schedule
, this never panics.
See also
par_for_each_mut
for operating on mutable query items.
pub fn par_for_each_mut<'a>(
&'a mut self,
batch_size: usize,
f: impl Fn(<Q as WorldQuery>::Item<'a>) + Send + Sync + Clone
)
pub fn par_for_each_mut<'a>(
&'a mut self,
batch_size: usize,
f: impl Fn(<Q as WorldQuery>::Item<'a>) + Send + Sync + Clone
)
Runs f
on each read-only query item in parallel.
Parallelization is achieved by using the World
’s ComputeTaskPool
.
Panics
This method panics if the ComputeTaskPool
resource is added to the World
before using this method.
If using this from a query that is being initialized and run from the Schedule
, this never panics.
See also
par_for_each
for more usage details.
pub fn get(
&self,
entity: Entity
) -> Result<<<Q as WorldQuery>::ReadOnly as WorldQuery>::Item<'_>, QueryEntityError>
pub fn get(
&self,
entity: Entity
) -> Result<<<Q as WorldQuery>::ReadOnly as WorldQuery>::Item<'_>, QueryEntityError>
Returns the read-only query item for the given Entity
.
In case of a nonexisting entity or mismatched component, a QueryEntityError
is returned instead.
Example
Here, get
is used to retrieve the exact query item of the entity specified by the SelectedCharacter
resource.
fn print_selected_character_name_system(
query: Query<&Character>,
selection: Res<SelectedCharacter>
)
{
if let Ok(selected_character) = query.get(selection.entity) {
println!("{}", selected_character.name);
}
}
See also
get_mut
to get a mutable query item.
pub fn get_many<const N: usize>(
&self,
entities: [Entity; N]
) -> Result<[<<Q as WorldQuery>::ReadOnly as WorldQuery>::Item<'_>; N], QueryEntityError>
pub fn get_many<const N: usize>(
&self,
entities: [Entity; N]
) -> Result<[<<Q as WorldQuery>::ReadOnly as WorldQuery>::Item<'_>; N], QueryEntityError>
Returns the read-only query items for the given array of Entity
.
In case of a nonexisting entity or mismatched component, a QueryEntityError
is returned instead.
The elements of the array do not need to be unique, unlike get_many_mut
.
See also
get_many_mut
to get mutable query items.many
for the panicking version.
pub fn many<const N: usize>(
&self,
entities: [Entity; N]
) -> [<<Q as WorldQuery>::ReadOnly as WorldQuery>::Item<'_>; N]
pub fn many<const N: usize>(
&self,
entities: [Entity; N]
) -> [<<Q as WorldQuery>::ReadOnly as WorldQuery>::Item<'_>; N]
Returns the read-only query items for the given array of Entity
.
Panics
This method panics if there is a query mismatch or a non-existing entity.
Examples
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Targets([Entity; 3]);
#[derive(Component)]
struct Position{
x: i8,
y: i8
};
impl Position {
fn distance(&self, other: &Position) -> i8 {
// Manhattan distance is way easier to compute!
(self.x - other.x).abs() + (self.y - other.y).abs()
}
}
fn check_all_targets_in_range(targeting_query: Query<(Entity, &Targets, &Position)>, targets_query: Query<&Position>){
for (targeting_entity, targets, origin) in &targeting_query {
// We can use "destructuring" to unpack the results nicely
let [target_1, target_2, target_3] = targets_query.many(targets.0);
assert!(target_1.distance(origin) <= 5);
assert!(target_2.distance(origin) <= 5);
assert!(target_3.distance(origin) <= 5);
}
}
See also
get_many
for the non-panicking version.
pub fn get_mut(
&mut self,
entity: Entity
) -> Result<<Q as WorldQuery>::Item<'_>, QueryEntityError>
pub fn get_mut(
&mut self,
entity: Entity
) -> Result<<Q as WorldQuery>::Item<'_>, QueryEntityError>
Returns the query item for the given Entity
.
In case of a nonexisting entity or mismatched component, a QueryEntityError
is returned instead.
Example
Here, get_mut
is used to retrieve the exact query item of the entity specified by the PoisonedCharacter
resource.
fn poison_system(mut query: Query<&mut Health>, poisoned: Res<PoisonedCharacter>) {
if let Ok(mut health) = query.get_mut(poisoned.character_id) {
health.0 -= 1;
}
}
See also
get
to get a read-only query item.
pub fn get_many_mut<const N: usize>(
&mut self,
entities: [Entity; N]
) -> Result<[<Q as WorldQuery>::Item<'_>; N], QueryEntityError>
pub fn get_many_mut<const N: usize>(
&mut self,
entities: [Entity; N]
) -> Result<[<Q as WorldQuery>::Item<'_>; N], QueryEntityError>
Returns the query items for the given array of Entity
.
In case of a nonexisting entity, duplicate entities or mismatched component, a QueryEntityError
is returned instead.
See also
pub fn many_mut<const N: usize>(
&mut self,
entities: [Entity; N]
) -> [<Q as WorldQuery>::Item<'_>; N]
pub fn many_mut<const N: usize>(
&mut self,
entities: [Entity; N]
) -> [<Q as WorldQuery>::Item<'_>; N]
Returns the query items for the given array of Entity
.
Panics
This method panics if there is a query mismatch, a non-existing entity, or the same Entity
is included more than once in the array.
Examples
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Spring{
connected_entities: [Entity; 2],
strength: f32,
}
#[derive(Component)]
struct Position {
x: f32,
y: f32,
}
#[derive(Component)]
struct Force {
x: f32,
y: f32,
}
fn spring_forces(spring_query: Query<&Spring>, mut mass_query: Query<(&Position, &mut Force)>){
for spring in &spring_query {
// We can use "destructuring" to unpack our query items nicely
let [(position_1, mut force_1), (position_2, mut force_2)] = mass_query.many_mut(spring.connected_entities);
force_1.x += spring.strength * (position_1.x - position_2.x);
force_1.y += spring.strength * (position_1.y - position_2.y);
// Silence borrow-checker: I have split your mutable borrow!
force_2.x += spring.strength * (position_2.x - position_1.x);
force_2.y += spring.strength * (position_2.y - position_1.y);
}
}
See also
get_many_mut
for the non panicking version.many
to get read-only query items.
pub unsafe fn get_unchecked(
&self,
entity: Entity
) -> Result<<Q as WorldQuery>::Item<'_>, QueryEntityError>
pub unsafe fn get_unchecked(
&self,
entity: Entity
) -> Result<<Q as WorldQuery>::Item<'_>, QueryEntityError>
Returns the query item for the given Entity
.
In case of a nonexisting entity or mismatched component, a QueryEntityError
is returned instead.
Safety
This function makes it possible to violate Rust’s aliasing guarantees. You must make sure this call does not result in multiple mutable references to the same component.
See also
get_mut
for the safe version.
pub fn get_component<T>(&self, entity: Entity) -> Result<&T, QueryComponentError>where
T: Component,
pub fn get_component<T>(&self, entity: Entity) -> Result<&T, QueryComponentError>where
T: Component,
Returns a shared reference to the component T
of the given Entity
.
In case of a nonexisting entity or mismatched component, a QueryEntityError
is returned instead.
Example
Here, get_component
is used to retrieve the Character
component of the entity specified by the SelectedCharacter
resource.
fn print_selected_character_name_system(
query: Query<&Character>,
selection: Res<SelectedCharacter>
)
{
if let Ok(selected_character) = query.get_component::<Character>(selection.entity) {
println!("{}", selected_character.name);
}
}
See also
get_component_mut
to get a mutable reference of a component.
pub fn get_component_mut<T>(
&mut self,
entity: Entity
) -> Result<Mut<'_, T>, QueryComponentError>where
T: Component,
pub fn get_component_mut<T>(
&mut self,
entity: Entity
) -> Result<Mut<'_, T>, QueryComponentError>where
T: Component,
Returns a mutable reference to the component T
of the given entity.
In case of a nonexisting entity or mismatched component, a QueryEntityError
is returned instead.
Example
Here, get_component_mut
is used to retrieve the Health
component of the entity specified by the PoisonedCharacter
resource.
fn poison_system(mut query: Query<&mut Health>, poisoned: Res<PoisonedCharacter>) {
if let Ok(mut health) = query.get_component_mut::<Health>(poisoned.character_id) {
health.0 -= 1;
}
}
See also
get_component
to get a shared reference of a component.
pub unsafe fn get_component_unchecked_mut<T>(
&self,
entity: Entity
) -> Result<Mut<'_, T>, QueryComponentError>where
T: Component,
pub unsafe fn get_component_unchecked_mut<T>(
&self,
entity: Entity
) -> Result<Mut<'_, T>, QueryComponentError>where
T: Component,
Returns a mutable reference to the component T
of the given entity.
In case of a nonexisting entity or mismatched component, a QueryEntityError
is returned instead.
Safety
This function makes it possible to violate Rust’s aliasing guarantees. You must make sure this call does not result in multiple mutable references to the same component.
See also
get_component_mut
for the safe version.
pub fn single(&self) -> <<Q as WorldQuery>::ReadOnly as WorldQuery>::Item<'_>
pub fn single(&self) -> <<Q as WorldQuery>::ReadOnly as WorldQuery>::Item<'_>
Returns a single read-only query item when there is exactly one entity matching the query.
Panics
This method panics if the number of query items is not exactly one.
Example
fn player_system(query: Query<&Position, With<Player>>) {
let player_position = query.single();
// do something with player_position
}
See also
get_single
for the non-panicking version.single_mut
to get the mutable query item.
pub fn get_single(
&self
) -> Result<<<Q as WorldQuery>::ReadOnly as WorldQuery>::Item<'_>, QuerySingleError>
pub fn get_single(
&self
) -> Result<<<Q as WorldQuery>::ReadOnly as WorldQuery>::Item<'_>, QuerySingleError>
Returns a single read-only query item when there is exactly one entity matching the query.
If the number of query items is not exactly one, a QuerySingleError
is returned instead.
Example
fn player_scoring_system(query: Query<&PlayerScore>) {
match query.get_single() {
Ok(PlayerScore(score)) => {
println!("Score: {}", score);
}
Err(QuerySingleError::NoEntities(_)) => {
println!("Error: There is no player!");
}
Err(QuerySingleError::MultipleEntities(_)) => {
println!("Error: There is more than one player!");
}
}
}
See also
get_single_mut
to get the mutable query item.single
for the panicking version.
pub fn single_mut(&mut self) -> <Q as WorldQuery>::Item<'_>
pub fn single_mut(&mut self) -> <Q as WorldQuery>::Item<'_>
Returns a single query item when there is exactly one entity matching the query.
Panics
This method panics if the number of query item is not exactly one.
Example
fn regenerate_player_health_system(mut query: Query<&mut Health, With<Player>>) {
let mut health = query.single_mut();
health.0 += 1;
}
See also
get_single_mut
for the non-panicking version.single
to get the read-only query item.
pub fn get_single_mut(
&mut self
) -> Result<<Q as WorldQuery>::Item<'_>, QuerySingleError>
pub fn get_single_mut(
&mut self
) -> Result<<Q as WorldQuery>::Item<'_>, QuerySingleError>
Returns a single query item when there is exactly one entity matching the query.
If the number of query items is not exactly one, a QuerySingleError
is returned instead.
Example
fn regenerate_player_health_system(mut query: Query<&mut Health, With<Player>>) {
let mut health = query.get_single_mut().expect("Error: Could not find a single player.");
health.0 += 1;
}
See also
get_single
to get the read-only query item.single_mut
for the panicking version.
§impl<'w, 's, Q, F> Query<'w, 's, Q, F>where
Q: ReadOnlyWorldQuery,
F: ReadOnlyWorldQuery,
impl<'w, 's, Q, F> Query<'w, 's, Q, F>where
Q: ReadOnlyWorldQuery,
F: ReadOnlyWorldQuery,
pub fn get_inner(
&self,
entity: Entity
) -> Result<<<Q as WorldQuery>::ReadOnly as WorldQuery>::Item<'w>, QueryEntityError>
pub fn get_inner(
&self,
entity: Entity
) -> Result<<<Q as WorldQuery>::ReadOnly as WorldQuery>::Item<'w>, QueryEntityError>
Returns the query item for the given Entity
, with the actual “inner” world lifetime.
In case of a nonexisting entity or mismatched component, a QueryEntityError
is
returned instead.
This can only return immutable data (mutable data will be cast to an immutable form).
See get_mut
for queries that contain at least one mutable component.
Example
Here, get
is used to retrieve the exact query item of the entity specified by the
SelectedCharacter
resource.
fn print_selected_character_name_system(
query: Query<&Character>,
selection: Res<SelectedCharacter>
)
{
if let Ok(selected_character) = query.get(selection.entity) {
println!("{}", selected_character.name);
}
}
pub fn iter_inner(
&self
) -> QueryIter<'w, 's, <Q as WorldQuery>::ReadOnly, <F as WorldQuery>::ReadOnly> ⓘ
pub fn iter_inner(
&self
) -> QueryIter<'w, 's, <Q as WorldQuery>::ReadOnly, <F as WorldQuery>::ReadOnly> ⓘ
Returns an Iterator
over the query items, with the actual “inner” world lifetime.
This can only return immutable data (mutable data will be cast to an immutable form).
See Self::iter_mut
for queries that contain at least one mutable component.
Example
Here, the report_names_system
iterates over the Player
component of every entity
that contains it:
fn report_names_system(query: Query<&Player>) {
for player in &query {
println!("Say hello to {}!", player.name);
}
}
Trait Implementations§
§impl<'w, 's, Q, F> Debug for Query<'w, 's, Q, F>where
Q: WorldQuery,
F: ReadOnlyWorldQuery,
impl<'w, 's, Q, F> Debug for Query<'w, 's, Q, F>where
Q: WorldQuery,
F: ReadOnlyWorldQuery,
§impl<'w, 's, Q, F> HierarchyQueryExt<'w, 's, Q, F> for Query<'w, 's, Q, F>where
Q: WorldQuery,
F: ReadOnlyWorldQuery,
impl<'w, 's, Q, F> HierarchyQueryExt<'w, 's, Q, F> for Query<'w, 's, Q, F>where
Q: WorldQuery,
F: ReadOnlyWorldQuery,
§fn iter_descendants(&'w self, entity: Entity) -> DescendantIter<'w, 's, Q, F> ⓘwhere
<Q as WorldQuery>::ReadOnly: WorldQuery<Item<'w> = &'w Children>,
fn iter_descendants(&'w self, entity: Entity) -> DescendantIter<'w, 's, Q, F> ⓘwhere
<Q as WorldQuery>::ReadOnly: WorldQuery<Item<'w> = &'w Children>,
§fn iter_ancestors(&'w self, entity: Entity) -> AncestorIter<'w, 's, Q, F> ⓘwhere
<Q as WorldQuery>::ReadOnly: WorldQuery<Item<'w> = &'w Parent>,
fn iter_ancestors(&'w self, entity: Entity) -> AncestorIter<'w, 's, Q, F> ⓘwhere
<Q as WorldQuery>::ReadOnly: WorldQuery<Item<'w> = &'w Parent>,
§impl<'w, 's, Q, F> IntoIterator for &'w Query<'_, 's, Q, F>where
Q: WorldQuery,
F: ReadOnlyWorldQuery,
impl<'w, 's, Q, F> IntoIterator for &'w Query<'_, 's, Q, F>where
Q: WorldQuery,
F: ReadOnlyWorldQuery,
§type Item = <<Q as WorldQuery>::ReadOnly as WorldQuery>::Item<'w>
type Item = <<Q as WorldQuery>::ReadOnly as WorldQuery>::Item<'w>
§type IntoIter = QueryIter<'w, 's, <Q as WorldQuery>::ReadOnly, <F as WorldQuery>::ReadOnly>
type IntoIter = QueryIter<'w, 's, <Q as WorldQuery>::ReadOnly, <F as WorldQuery>::ReadOnly>
§impl<'w, 's, Q, F> IntoIterator for &'w mut Query<'_, 's, Q, F>where
Q: WorldQuery,
F: ReadOnlyWorldQuery,
impl<'w, 's, Q, F> IntoIterator for &'w mut Query<'_, 's, Q, F>where
Q: WorldQuery,
F: ReadOnlyWorldQuery,
§impl<'w, 's, Q, F> SystemParam for Query<'w, 's, Q, F>where
Q: 'static + WorldQuery,
F: 'static + ReadOnlyWorldQuery,
impl<'w, 's, Q, F> SystemParam for Query<'w, 's, Q, F>where
Q: 'static + WorldQuery,
F: 'static + ReadOnlyWorldQuery,
type Fetch = QueryState<Q, F>
Auto Trait Implementations§
impl<'world, 'state, Q, F = ()> !RefUnwindSafe for Query<'world, 'state, Q, F>
impl<'world, 'state, Q, F> Send for Query<'world, 'state, Q, F>
impl<'world, 'state, Q, F> Sync for Query<'world, 'state, Q, F>
impl<'world, 'state, Q, F> Unpin for Query<'world, 'state, Q, F>
impl<'world, 'state, Q, F = ()> !UnwindSafe for Query<'world, 'state, Q, F>
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist. Read more§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
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
. Read more§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
. Read more§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s. Read more§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s. Read more