pub struct World { /* private fields */ }
Expand description
Stores and exposes operations on entities, components, resources, and their associated metadata.
Each Entity has a set of components. Each component can have up to one instance of each component type. Entity components can be created, updated, removed, and queried using a given World.
For complex access patterns involving SystemParam
,
consider using SystemState
.
To mutate different parts of the world simultaneously,
use World::resource_scope
or SystemState
.
Resources
Worlds can also store Resource
s,
which are unique instances of a given type that don’t belong to a specific Entity.
There are also non send resources, which can only be accessed on the main thread.
See Resource
for usage.
Implementations§
§impl World
impl World
pub unsafe fn entities_mut(&mut self) -> &mut Entities
pub unsafe fn entities_mut(&mut self) -> &mut Entities
pub fn archetypes(&self) -> &Archetypes
pub fn archetypes(&self) -> &Archetypes
Retrieves this world’s Archetypes collection
pub fn components(&self) -> &Components
pub fn components(&self) -> &Components
Retrieves this world’s Components collection
pub fn cell(&mut self) -> WorldCell<'_>
pub fn cell(&mut self) -> WorldCell<'_>
Retrieves a WorldCell
, which safely enables multiple mutable World accesses at the same
time, provided those accesses do not conflict with each other.
pub fn init_component<T>(&mut self) -> ComponentIdwhere
T: Component,
pub fn init_component<T>(&mut self) -> ComponentIdwhere
T: Component,
Initializes a new Component
type and returns the ComponentId
created for it.
pub fn init_component_with_descriptor(
&mut self,
descriptor: ComponentDescriptor
) -> ComponentId
pub fn init_component_with_descriptor(
&mut self,
descriptor: ComponentDescriptor
) -> ComponentId
Initializes a new Component
type and returns the ComponentId
created for it.
This method differs from World::init_component
in that it uses a ComponentDescriptor
to initialize the new component type instead of statically available type information. This
enables the dynamic initialization of new component definitions at runtime for advanced use cases.
While the option to initialize a component from a descriptor is useful in type-erased
contexts, the standard World::init_component
function should always be used instead
when type information is available at compile time.
pub fn component_id<T>(&self) -> Option<ComponentId>where
T: Component,
pub fn component_id<T>(&self) -> Option<ComponentId>where
T: Component,
Returns the ComponentId
of the given Component
type T
.
The returned ComponentId
is specific to the World
instance
it was retrieved from and should not be used with another World
instance.
Returns None
if the Component
type has not yet been initialized within
the World
using World::init_component
.
use bevy_ecs::prelude::*;
let mut world = World::new();
#[derive(Component)]
struct ComponentA;
let component_a_id = world.init_component::<ComponentA>();
assert_eq!(component_a_id, world.component_id::<ComponentA>().unwrap())
pub fn entity(&self, entity: Entity) -> EntityRef<'_>
pub fn entity(&self, entity: Entity) -> EntityRef<'_>
Retrieves an EntityRef
that exposes read-only operations for the given entity
.
This will panic if the entity
does not exist. Use World::get_entity
if you want
to check for entity existence instead of implicitly panic-ing.
use bevy_ecs::{component::Component, world::World};
#[derive(Component)]
struct Position {
x: f32,
y: f32,
}
let mut world = World::new();
let entity = world.spawn(Position { x: 0.0, y: 0.0 }).id();
let position = world.entity(entity).get::<Position>().unwrap();
assert_eq!(position.x, 0.0);
pub fn entity_mut(&mut self, entity: Entity) -> EntityMut<'_>
pub fn entity_mut(&mut self, entity: Entity) -> EntityMut<'_>
Retrieves an EntityMut
that exposes read and write operations for the given entity
.
This will panic if the entity
does not exist. Use World::get_entity_mut
if you want
to check for entity existence instead of implicitly panic-ing.
use bevy_ecs::{component::Component, world::World};
#[derive(Component)]
struct Position {
x: f32,
y: f32,
}
let mut world = World::new();
let entity = world.spawn(Position { x: 0.0, y: 0.0 }).id();
let mut entity_mut = world.entity_mut(entity);
let mut position = entity_mut.get_mut::<Position>().unwrap();
position.x = 1.0;
pub fn inspect_entity(&self, entity: Entity) -> Vec<&ComponentInfo, Global> ⓘ
pub fn inspect_entity(&self, entity: Entity) -> Vec<&ComponentInfo, Global> ⓘ
Returns the components of an Entity
through ComponentInfo
.
pub fn get_or_spawn(&mut self, entity: Entity) -> Option<EntityMut<'_>>
pub fn get_or_spawn(&mut self, entity: Entity) -> Option<EntityMut<'_>>
Returns an EntityMut
for the given entity
(if it exists) or spawns one if it doesn’t exist.
This will return None
if the entity
exists with a different generation.
Note
Spawning a specific entity
value is rarely the right choice. Most apps should favor World::spawn
.
This method should generally only be used for sharing entities across apps, and only when they have a
scheme worked out to share an ID space (which doesn’t happen by default).
pub fn get_entity(&self, entity: Entity) -> Option<EntityRef<'_>>
pub fn get_entity(&self, entity: Entity) -> Option<EntityRef<'_>>
Retrieves an EntityRef
that exposes read-only operations for the given entity
.
Returns None
if the entity
does not exist. Use World::entity
if you don’t want
to unwrap the EntityRef
yourself.
use bevy_ecs::{component::Component, world::World};
#[derive(Component)]
struct Position {
x: f32,
y: f32,
}
let mut world = World::new();
let entity = world.spawn(Position { x: 0.0, y: 0.0 }).id();
let entity_ref = world.get_entity(entity).unwrap();
let position = entity_ref.get::<Position>().unwrap();
assert_eq!(position.x, 0.0);
pub fn iter_entities(&self) -> impl Iterator<Item = Entity>
pub fn iter_entities(&self) -> impl Iterator<Item = Entity>
pub fn get_entity_mut(&mut self, entity: Entity) -> Option<EntityMut<'_>>
pub fn get_entity_mut(&mut self, entity: Entity) -> Option<EntityMut<'_>>
Retrieves an EntityMut
that exposes read and write operations for the given entity
.
Returns None
if the entity
does not exist. Use World::entity_mut
if you don’t want
to unwrap the EntityMut
yourself.
use bevy_ecs::{component::Component, world::World};
#[derive(Component)]
struct Position {
x: f32,
y: f32,
}
let mut world = World::new();
let entity = world.spawn(Position { x: 0.0, y: 0.0 }).id();
let mut entity_mut = world.get_entity_mut(entity).unwrap();
let mut position = entity_mut.get_mut::<Position>().unwrap();
position.x = 1.0;
pub fn spawn_empty(&mut self) -> EntityMut<'_>
pub fn spawn_empty(&mut self) -> EntityMut<'_>
Spawns a new Entity
and returns a corresponding EntityMut
, which can be used
to add components to the entity or retrieve its id.
use bevy_ecs::{component::Component, world::World};
#[derive(Component)]
struct Position {
x: f32,
y: f32,
}
#[derive(Component)]
struct Label(&'static str);
#[derive(Component)]
struct Num(u32);
let mut world = World::new();
let entity = world.spawn_empty()
.insert(Position { x: 0.0, y: 0.0 }) // add a single component
.insert((Num(1), Label("hello"))) // add a bundle of components
.id();
let position = world.entity(entity).get::<Position>().unwrap();
assert_eq!(position.x, 0.0);
pub fn spawn<B>(&mut self, bundle: B) -> EntityMut<'_>where
B: Bundle,
pub fn spawn<B>(&mut self, bundle: B) -> EntityMut<'_>where
B: Bundle,
Spawns a new Entity
with a given Bundle
of components and returns
a corresponding EntityMut
, which can be used to add components to the entity or
retrieve its id.
use bevy_ecs::{bundle::Bundle, component::Component, world::World};
#[derive(Component)]
struct Position {
x: f32,
y: f32,
}
#[derive(Component)]
struct Velocity {
x: f32,
y: f32,
};
#[derive(Component)]
struct Name(&'static str);
#[derive(Bundle)]
struct PhysicsBundle {
position: Position,
velocity: Velocity,
}
let mut world = World::new();
// `spawn` can accept a single component:
world.spawn(Position { x: 0.0, y: 0.0 });
// It can also accept a tuple of components:
world.spawn((
Position { x: 0.0, y: 0.0 },
Velocity { x: 1.0, y: 1.0 },
));
// Or it can accept a pre-defined Bundle of components:
world.spawn(PhysicsBundle {
position: Position { x: 2.0, y: 2.0 },
velocity: Velocity { x: 0.0, y: 4.0 },
});
let entity = world
// Tuples can also mix Bundles and Components
.spawn((
PhysicsBundle {
position: Position { x: 2.0, y: 2.0 },
velocity: Velocity { x: 0.0, y: 4.0 },
},
Name("Elaina Proctor"),
))
// Calling id() will return the unique identifier for the spawned entity
.id();
let position = world.entity(entity).get::<Position>().unwrap();
assert_eq!(position.x, 2.0);
pub fn spawn_batch<I>(
&mut self,
iter: I
) -> SpawnBatchIter<'_, <I as IntoIterator>::IntoIter> ⓘwhere
I: IntoIterator,
<I as IntoIterator>::Item: Bundle,
pub fn spawn_batch<I>(
&mut self,
iter: I
) -> SpawnBatchIter<'_, <I as IntoIterator>::IntoIter> ⓘwhere
I: IntoIterator,
<I as IntoIterator>::Item: Bundle,
Spawns a batch of entities with the same component Bundle type. Takes a given Bundle iterator and returns a corresponding Entity iterator. This is more efficient than spawning entities and adding components to them individually, but it is limited to spawning entities with the same Bundle type, whereas spawning individually is more flexible.
use bevy_ecs::{component::Component, entity::Entity, world::World};
#[derive(Component)]
struct Str(&'static str);
#[derive(Component)]
struct Num(u32);
let mut world = World::new();
let entities = world.spawn_batch(vec![
(Str("a"), Num(0)), // the first entity
(Str("b"), Num(1)), // the second entity
]).collect::<Vec<Entity>>();
assert_eq!(entities.len(), 2);
pub fn get<T>(&self, entity: Entity) -> Option<&T>where
T: Component,
pub fn get<T>(&self, entity: Entity) -> Option<&T>where
T: Component,
Retrieves a reference to the given entity
’s Component of the given type.
Returns None if the entity
does not have a Component of the given type.
use bevy_ecs::{component::Component, world::World};
#[derive(Component)]
struct Position {
x: f32,
y: f32,
}
let mut world = World::new();
let entity = world.spawn(Position { x: 0.0, y: 0.0 }).id();
let position = world.get::<Position>(entity).unwrap();
assert_eq!(position.x, 0.0);
pub fn get_mut<T>(&mut self, entity: Entity) -> Option<Mut<'_, T>>where
T: Component,
pub fn get_mut<T>(&mut self, entity: Entity) -> Option<Mut<'_, T>>where
T: Component,
Retrieves a mutable reference to the given entity
’s Component of the given type.
Returns None if the entity
does not have a Component of the given type.
use bevy_ecs::{component::Component, world::World};
#[derive(Component)]
struct Position {
x: f32,
y: f32,
}
let mut world = World::new();
let entity = world.spawn(Position { x: 0.0, y: 0.0 }).id();
let mut position = world.get_mut::<Position>(entity).unwrap();
position.x = 1.0;
pub fn despawn(&mut self, entity: Entity) -> bool
pub fn despawn(&mut self, entity: Entity) -> bool
Despawns the given entity
, if it exists. This will also remove all of the entity’s
Components. Returns true
if the entity
is successfully despawned and false
if
the entity
does not exist.
use bevy_ecs::{component::Component, world::World};
#[derive(Component)]
struct Position {
x: f32,
y: f32,
}
let mut world = World::new();
let entity = world.spawn(Position { x: 0.0, y: 0.0 }).id();
assert!(world.despawn(entity));
assert!(world.get_entity(entity).is_none());
assert!(world.get::<Position>(entity).is_none());
pub fn clear_trackers(&mut self)
pub fn clear_trackers(&mut self)
Clears component tracker state
pub fn query<Q>(&mut self) -> QueryState<Q, ()>where
Q: WorldQuery,
pub fn query<Q>(&mut self) -> QueryState<Q, ()>where
Q: WorldQuery,
Returns QueryState
for the given WorldQuery
, which is used to efficiently
run queries on the World
by storing and reusing the QueryState
.
use bevy_ecs::{component::Component, entity::Entity, world::World};
#[derive(Component, Debug, PartialEq)]
struct Position {
x: f32,
y: f32,
}
#[derive(Component)]
struct Velocity {
x: f32,
y: f32,
}
let mut world = World::new();
let entities = world.spawn_batch(vec![
(Position { x: 0.0, y: 0.0}, Velocity { x: 1.0, y: 0.0 }),
(Position { x: 0.0, y: 0.0}, Velocity { x: 0.0, y: 1.0 }),
]).collect::<Vec<Entity>>();
let mut query = world.query::<(&mut Position, &Velocity)>();
for (mut position, velocity) in query.iter_mut(&mut world) {
position.x += velocity.x;
position.y += velocity.y;
}
assert_eq!(world.get::<Position>(entities[0]).unwrap(), &Position { x: 1.0, y: 0.0 });
assert_eq!(world.get::<Position>(entities[1]).unwrap(), &Position { x: 0.0, y: 1.0 });
To iterate over entities in a deterministic order, sort the results of the query using the desired component as a key. Note that this requires fetching the whole result set from the query and allocation of a Vec to store it.
use bevy_ecs::{component::Component, entity::Entity, world::World};
#[derive(Component, PartialEq, Eq, PartialOrd, Ord, Debug)]
struct Order(i32);
#[derive(Component, PartialEq, Debug)]
struct Label(&'static str);
let mut world = World::new();
let a = world.spawn((Order(2), Label("second"))).id();
let b = world.spawn((Order(3), Label("third"))).id();
let c = world.spawn((Order(1), Label("first"))).id();
let mut entities = world.query::<(Entity, &Order, &Label)>()
.iter(&world)
.collect::<Vec<_>>();
// Sort the query results by their `Order` component before comparing
// to expected results. Query iteration order should not be relied on.
entities.sort_by_key(|e| e.1);
assert_eq!(entities, vec![
(c, &Order(1), &Label("first")),
(a, &Order(2), &Label("second")),
(b, &Order(3), &Label("third")),
]);
pub fn query_filtered<Q, F>(&mut self) -> QueryState<Q, F>where
Q: WorldQuery,
F: ReadOnlyWorldQuery,
pub fn query_filtered<Q, F>(&mut self) -> QueryState<Q, F>where
Q: WorldQuery,
F: ReadOnlyWorldQuery,
Returns QueryState
for the given filtered WorldQuery
, which is used to efficiently
run queries on the World
by storing and reusing the QueryState
.
use bevy_ecs::{component::Component, entity::Entity, world::World, query::With};
#[derive(Component)]
struct A;
#[derive(Component)]
struct B;
let mut world = World::new();
let e1 = world.spawn(A).id();
let e2 = world.spawn((A, B)).id();
let mut query = world.query_filtered::<Entity, With<B>>();
let matching_entities = query.iter(&world).collect::<Vec<Entity>>();
assert_eq!(matching_entities, vec![e2]);
pub fn removed<T>(&self) -> Cloned<Iter<'_, Entity>>where
T: Component,
pub fn removed<T>(&self) -> Cloned<Iter<'_, Entity>>where
T: Component,
Returns an iterator of entities that had components of type T
removed
since the last call to World::clear_trackers
.
pub fn removed_with_id(
&self,
component_id: ComponentId
) -> Cloned<Iter<'_, Entity>>
pub fn removed_with_id(
&self,
component_id: ComponentId
) -> Cloned<Iter<'_, Entity>>
Returns an iterator of entities that had components with the given component_id
removed
since the last call to World::clear_trackers
.
pub fn init_resource<R>(&mut self)where
R: Resource + FromWorld,
pub fn init_resource<R>(&mut self)where
R: Resource + FromWorld,
Inserts a new resource with standard starting values.
If the resource already exists, nothing happens.
The value given by the FromWorld::from_world
method will be used.
Note that any resource with the Default
trait automatically implements FromWorld
,
and those default values will be here instead.
pub fn insert_resource<R>(&mut self, value: R)where
R: Resource,
pub fn insert_resource<R>(&mut self, value: R)where
R: Resource,
Inserts a new resource with the given value
.
Resources are “unique” data of a given type. If you insert a resource of a type that already exists, you will overwrite any existing data.
pub fn init_non_send_resource<R>(&mut self)where
R: 'static + FromWorld,
pub fn init_non_send_resource<R>(&mut self)where
R: 'static + FromWorld,
Inserts a new non-send resource with standard starting values.
If the resource already exists, nothing happens.
The value given by the FromWorld::from_world
method will be used.
Note that any resource with the Default
trait automatically implements FromWorld
,
and those default values will be here instead.
Panics
Panics if called from a thread other than the main thread.
pub fn insert_non_send_resource<R>(&mut self, value: R)where
R: 'static,
pub fn insert_non_send_resource<R>(&mut self, value: R)where
R: 'static,
Inserts a new non-send resource with the given value
.
NonSend
resources cannot be sent across threads,
and do not need the Send + Sync
bounds.
Systems with NonSend
resources are always scheduled on the main thread.
Panics
Panics if called from a thread other than the main thread.
pub fn remove_resource<R>(&mut self) -> Option<R>where
R: Resource,
pub fn remove_resource<R>(&mut self) -> Option<R>where
R: Resource,
Removes the resource of a given type and returns it, if it exists. Otherwise returns None.
pub fn remove_non_send_resource<R>(&mut self) -> Option<R>where
R: 'static,
pub unsafe fn remove_resource_unchecked<R>(&mut self) -> Option<R>where
R: 'static,
pub unsafe fn remove_resource_unchecked<R>(&mut self) -> Option<R>where
R: 'static,
Safety
Only remove NonSend
resources from the main thread
as they cannot be sent across threads
pub fn contains_resource<R>(&self) -> boolwhere
R: 'static,
pub fn contains_resource<R>(&self) -> boolwhere
R: 'static,
Returns true
if a resource of type R
exists. Otherwise returns false
.
pub fn is_resource_added<R>(&self) -> boolwhere
R: Resource,
pub fn is_resource_changed<R>(&self) -> boolwhere
R: Resource,
pub fn resource<R>(&self) -> &Rwhere
R: Resource,
pub fn resource<R>(&self) -> &Rwhere
R: Resource,
Gets a reference to the resource of the given type
Panics
Panics if the resource does not exist.
Use get_resource
instead if you want to handle this case.
If you want to instead insert a value if the resource does not exist,
use get_resource_or_insert_with
.
pub fn resource_mut<R>(&mut self) -> Mut<'_, R>where
R: Resource,
pub fn resource_mut<R>(&mut self) -> Mut<'_, R>where
R: Resource,
Gets a mutable reference to the resource of the given type
Panics
Panics if the resource does not exist.
Use get_resource_mut
instead if you want to handle this case.
If you want to instead insert a value if the resource does not exist,
use get_resource_or_insert_with
.
pub fn get_resource<R>(&self) -> Option<&R>where
R: Resource,
pub fn get_resource<R>(&self) -> Option<&R>where
R: Resource,
Gets a reference to the resource of the given type if it exists
pub fn get_resource_mut<R>(&mut self) -> Option<Mut<'_, R>>where
R: Resource,
pub fn get_resource_mut<R>(&mut self) -> Option<Mut<'_, R>>where
R: Resource,
Gets a mutable reference to the resource of the given type if it exists
pub fn get_resource_or_insert_with<R>(
&mut self,
func: impl FnOnce() -> R
) -> Mut<'_, R>where
R: Resource,
pub fn get_resource_or_insert_with<R>(
&mut self,
func: impl FnOnce() -> R
) -> Mut<'_, R>where
R: Resource,
Gets a mutable reference to the resource of type T
if it exists,
otherwise inserts the resource using the result of calling func
.
pub unsafe fn get_resource_unchecked_mut<R>(&self) -> Option<Mut<'_, R>>where
R: Resource,
pub unsafe fn get_resource_unchecked_mut<R>(&self) -> Option<Mut<'_, R>>where
R: Resource,
pub fn non_send_resource<R>(&self) -> &Rwhere
R: 'static,
pub fn non_send_resource<R>(&self) -> &Rwhere
R: 'static,
Gets an immutable reference to the non-send resource of the given type, if it exists.
Panics
Panics if the resource does not exist.
Use get_non_send_resource
instead if you want to handle this case.
pub fn non_send_resource_mut<R>(&mut self) -> Mut<'_, R>where
R: 'static,
pub fn non_send_resource_mut<R>(&mut self) -> Mut<'_, R>where
R: 'static,
Gets a mutable reference to the non-send resource of the given type, if it exists.
Panics
Panics if the resource does not exist.
Use get_non_send_resource_mut
instead if you want to handle this case.
pub fn get_non_send_resource<R>(&self) -> Option<&R>where
R: 'static,
pub fn get_non_send_resource<R>(&self) -> Option<&R>where
R: 'static,
Gets a reference to the non-send resource of the given type, if it exists. Otherwise returns None
pub fn get_non_send_resource_mut<R>(&mut self) -> Option<Mut<'_, R>>where
R: 'static,
pub fn get_non_send_resource_mut<R>(&mut self) -> Option<Mut<'_, R>>where
R: 'static,
Gets a mutable reference to the non-send resource of the given type, if it exists. Otherwise returns None
pub unsafe fn get_non_send_resource_unchecked_mut<R>(
&self
) -> Option<Mut<'_, R>>where
R: 'static,
pub unsafe fn get_non_send_resource_unchecked_mut<R>(
&self
) -> Option<Mut<'_, R>>where
R: 'static,
pub fn insert_or_spawn_batch<I, B>(
&mut self,
iter: I
) -> Result<(), Vec<Entity, Global>>where
I: IntoIterator,
<I as IntoIterator>::IntoIter: Iterator<Item = (Entity, B)>,
B: Bundle,
pub fn insert_or_spawn_batch<I, B>(
&mut self,
iter: I
) -> Result<(), Vec<Entity, Global>>where
I: IntoIterator,
<I as IntoIterator>::IntoIter: Iterator<Item = (Entity, B)>,
B: Bundle,
For a given batch of (Entity, Bundle) pairs, either spawns each Entity with the given bundle (if the entity does not exist), or inserts the Bundle (if the entity already exists). This is faster than doing equivalent operations one-by-one. Returns Ok if all entities were successfully inserted into or spawned. Otherwise it returns an Err with a list of entities that could not be spawned or inserted into. A “spawn or insert” operation can only fail if an Entity is passed in with an “invalid generation” that conflicts with an existing Entity.
Note
Spawning a specific entity
value is rarely the right choice. Most apps should use World::spawn_batch
.
This method should generally only be used for sharing entities across apps, and only when they have a scheme
worked out to share an ID space (which doesn’t happen by default).
use bevy_ecs::{entity::Entity, world::World, component::Component};
#[derive(Component)]
struct A(&'static str);
#[derive(Component, PartialEq, Debug)]
struct B(f32);
let mut world = World::new();
let e0 = world.spawn_empty().id();
let e1 = world.spawn_empty().id();
world.insert_or_spawn_batch(vec![
(e0, (A("a"), B(0.0))), // the first entity
(e1, (A("b"), B(1.0))), // the second entity
]);
assert_eq!(world.get::<B>(e0), Some(&B(0.0)));
pub fn resource_scope<R, U>(
&mut self,
f: impl FnOnce(&mut World, Mut<'_, R>) -> U
) -> Uwhere
R: 'static,
pub fn resource_scope<R, U>(
&mut self,
f: impl FnOnce(&mut World, Mut<'_, R>) -> U
) -> Uwhere
R: 'static,
Temporarily removes the requested resource from this World
, then re-adds it before returning.
This enables safe simultaneous mutable access to both a resource and the rest of the World
.
For more complex access patterns, consider using SystemState
.
Example
use bevy_ecs::prelude::*;
#[derive(Resource)]
struct A(u32);
#[derive(Component)]
struct B(u32);
let mut world = World::new();
world.insert_resource(A(1));
let entity = world.spawn(B(1)).id();
world.resource_scope(|world, mut a: Mut<A>| {
let b = world.get_mut::<B>(entity).unwrap();
a.0 += b.0;
});
assert_eq!(world.get_resource::<A>().unwrap().0, 2);
pub fn send_event<E>(&mut self, event: E)where
E: Event,
pub fn send_event<E>(&mut self, event: E)where
E: Event,
Sends an Event
.
pub fn send_event_default<E>(&mut self)where
E: Event + Default,
pub fn send_event_default<E>(&mut self)where
E: Event + Default,
Sends the default value of the Event
of type E
.
pub fn send_event_batch<E>(&mut self, events: impl Iterator<Item = E>)where
E: Event,
pub fn send_event_batch<E>(&mut self, events: impl Iterator<Item = E>)where
E: Event,
Sends a batch of Event
s from an iterator.
pub unsafe fn insert_resource_by_id(
&mut self,
component_id: ComponentId,
value: OwningPtr<'_>
)
pub unsafe fn insert_resource_by_id(
&mut self,
component_id: ComponentId,
value: OwningPtr<'_>
)
Inserts a new resource with the given value
. Will replace the value if it already existed.
You should prefer to use the typed API World::insert_resource
where possible and only
use this in cases where the actual types are not known at compile time.
Safety
The value referenced by value
must be valid for the given ComponentId
of this world
component_id
must exist in this World
pub fn increment_change_tick(&self) -> u32
pub fn read_change_tick(&self) -> u32
pub fn change_tick(&mut self) -> u32
pub fn last_change_tick(&self) -> u32
pub fn check_change_ticks(&mut self)
pub fn clear_entities(&mut self)
§impl World
impl World
pub fn get_resource_by_id(&self, component_id: ComponentId) -> Option<Ptr<'_>>
pub fn get_resource_by_id(&self, component_id: ComponentId) -> Option<Ptr<'_>>
Gets a resource to the resource with the id ComponentId
if it exists.
The returned pointer must not be used to modify the resource, and must not be
dereferenced after the immutable borrow of the World
ends.
You should prefer to use the typed API World::get_resource
where possible and only
use this in cases where the actual types are not known at compile time.
pub fn get_resource_mut_by_id(
&mut self,
component_id: ComponentId
) -> Option<MutUntyped<'_>>
pub fn get_resource_mut_by_id(
&mut self,
component_id: ComponentId
) -> Option<MutUntyped<'_>>
Gets a resource to the resource with the id ComponentId
if it exists.
The returned pointer may be used to modify the resource, as long as the mutable borrow
of the World
is still valid.
You should prefer to use the typed API World::get_resource_mut
where possible and only
use this in cases where the actual types are not known at compile time.
pub fn remove_resource_by_id(&mut self, component_id: ComponentId) -> Option<()>
pub fn remove_resource_by_id(&mut self, component_id: ComponentId) -> Option<()>
Removes the resource of a given type, if it exists. Otherwise returns None.
You should prefer to use the typed API World::remove_resource
where possible and only
use this in cases where the actual types are not known at compile time.
pub fn get_by_id(
&self,
entity: Entity,
component_id: ComponentId
) -> Option<Ptr<'_>>
pub fn get_by_id(
&self,
entity: Entity,
component_id: ComponentId
) -> Option<Ptr<'_>>
Retrieves an immutable untyped reference to the given entity
’s Component of the given ComponentId
.
Returns None if the entity
does not have a Component of the given type.
You should prefer to use the typed API World::get_mut
where possible and only
use this in cases where the actual types are not known at compile time.
pub fn get_mut_by_id(
&mut self,
entity: Entity,
component_id: ComponentId
) -> Option<MutUntyped<'_>>
pub fn get_mut_by_id(
&mut self,
entity: Entity,
component_id: ComponentId
) -> Option<MutUntyped<'_>>
Retrieves a mutable untyped reference to the given entity
’s Component of the given ComponentId
.
Returns None if the entity
does not have a Component of the given type.
You should prefer to use the typed API World::get_mut
where possible and only
use this in cases where the actual types are not known at compile time.
Trait Implementations§
Auto Trait Implementations§
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§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Self
using data from the given World