Struct bevy::ecs::system::EntityCommands

source ·
pub struct EntityCommands<'a> { /* private fields */ }
Expand description

A list of commands that will be run to modify an entity.

Implementations§

source§

impl EntityCommands<'_>

source

pub fn id(&self) -> Entity

Returns the Entity id of the entity.

§Example
fn my_system(mut commands: Commands) {
    let entity_id = commands.spawn_empty().id();
}
Examples found in repository?
examples/ecs/state.rs (line 91)
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fn setup_menu(mut commands: Commands) {
    let button_entity = commands
        .spawn(NodeBundle {
            style: Style {
                // center button
                width: Val::Percent(100.),
                height: Val::Percent(100.),
                justify_content: JustifyContent::Center,
                align_items: AlignItems::Center,
                ..default()
            },
            ..default()
        })
        .with_children(|parent| {
            parent
                .spawn(ButtonBundle {
                    style: Style {
                        width: Val::Px(150.),
                        height: Val::Px(65.),
                        // horizontally center child text
                        justify_content: JustifyContent::Center,
                        // vertically center child text
                        align_items: AlignItems::Center,
                        ..default()
                    },
                    background_color: NORMAL_BUTTON.into(),
                    ..default()
                })
                .with_children(|parent| {
                    parent.spawn(TextBundle::from_section(
                        "Play",
                        TextStyle {
                            font_size: 40.0,
                            color: Color::rgb(0.9, 0.9, 0.9),
                            ..default()
                        },
                    ));
                });
        })
        .id();
    commands.insert_resource(MenuData { button_entity });
}
More examples
Hide additional examples
examples/ecs/hierarchy.rs (line 40)
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(Camera2dBundle::default());
    let texture = asset_server.load("branding/icon.png");

    // Spawn a root entity with no parent
    let parent = commands
        .spawn(SpriteBundle {
            transform: Transform::from_scale(Vec3::splat(0.75)),
            texture: texture.clone(),
            ..default()
        })
        // With that entity as a parent, run a lambda that spawns its children
        .with_children(|parent| {
            // parent is a ChildBuilder, which has a similar API to Commands
            parent.spawn(SpriteBundle {
                transform: Transform::from_xyz(250.0, 0.0, 0.0).with_scale(Vec3::splat(0.75)),
                texture: texture.clone(),
                sprite: Sprite {
                    color: Color::BLUE,
                    ..default()
                },
                ..default()
            });
        })
        // Store parent entity for next sections
        .id();

    // Another way is to use the push_children function to add children after the parent
    // entity has already been spawned.
    let child = commands
        .spawn(SpriteBundle {
            transform: Transform::from_xyz(0.0, 250.0, 0.0).with_scale(Vec3::splat(0.75)),
            texture,
            sprite: Sprite {
                color: Color::GREEN,
                ..default()
            },
            ..default()
        })
        .id();

    // Add child to the parent.
    commands.entity(parent).add_child(child);
}
examples/window/multiple_windows.rs (line 31)
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fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
    // add entities to the world
    commands.spawn(SceneBundle {
        scene: asset_server.load("models/torus/torus.gltf#Scene0"),
        ..default()
    });
    // light
    commands.spawn(DirectionalLightBundle {
        transform: Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
        ..default()
    });

    let first_window_camera = commands
        .spawn(Camera3dBundle {
            transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
            ..default()
        })
        .id();

    // Spawn a second window
    let second_window = commands
        .spawn(Window {
            title: "Second window".to_owned(),
            ..default()
        })
        .id();

    let second_window_camera = commands
        .spawn(Camera3dBundle {
            transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
            camera: Camera {
                target: RenderTarget::Window(WindowRef::Entity(second_window)),
                ..default()
            },
            ..default()
        })
        .id();

    // Since we are using multiple cameras, we need to specify which camera UI should be rendered to
    commands
        .spawn((NodeBundle::default(), TargetCamera(first_window_camera)))
        .with_children(|parent| {
            parent.spawn(TextBundle::from_section(
                "First window",
                TextStyle::default(),
            ));
        });
    commands
        .spawn((NodeBundle::default(), TargetCamera(second_window_camera)))
        .with_children(|parent| {
            parent.spawn(TextBundle::from_section(
                "Second window",
                TextStyle::default(),
            ));
        });
}
examples/games/contributors.rs (line 132)
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fn setup_contributor_selection(mut commands: Commands, asset_server: Res<AssetServer>) {
    // Load contributors from the git history log or use default values from
    // the constant array. Contributors must be unique, so they are stored in a HashSet
    let contribs = contributors().unwrap_or_else(|_| {
        CONTRIBUTORS_LIST
            .iter()
            .map(|name| name.to_string())
            .collect()
    });

    let texture_handle = asset_server.load("branding/icon.png");

    let mut contributor_selection = ContributorSelection {
        order: Vec::with_capacity(contribs.len()),
        idx: 0,
    };

    let mut rng = rand::thread_rng();

    for name in contribs {
        let pos = (rng.gen_range(-400.0..400.0), rng.gen_range(0.0..400.0));
        let dir = rng.gen_range(-1.0..1.0);
        let velocity = Vec3::new(dir * 500.0, 0.0, 0.0);
        let hue = rng.gen_range(0.0..=360.0);

        // some sprites should be flipped
        let flipped = rng.gen_bool(0.5);

        let transform = Transform::from_xyz(pos.0, pos.1, 0.0);

        let entity = commands
            .spawn((
                Contributor { name, hue },
                Velocity {
                    translation: velocity,
                    rotation: -dir * 5.0,
                },
                SpriteBundle {
                    sprite: Sprite {
                        custom_size: Some(Vec2::new(1.0, 1.0) * SPRITE_SIZE),
                        color: Color::hsla(hue, SATURATION_DESELECTED, LIGHTNESS_DESELECTED, ALPHA),
                        flip_x: flipped,
                        ..default()
                    },
                    texture: texture_handle.clone(),
                    transform,
                    ..default()
                },
            ))
            .id();

        contributor_selection.order.push(entity);
    }

    contributor_selection.order.shuffle(&mut rng);

    commands.insert_resource(contributor_selection);
}
examples/games/alien_cake_addict.rs (line 160)
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut game: ResMut<Game>) {
    // reset the game state
    game.cake_eaten = 0;
    game.score = 0;
    game.player.i = BOARD_SIZE_I / 2;
    game.player.j = BOARD_SIZE_J / 2;
    game.player.move_cooldown = Timer::from_seconds(0.3, TimerMode::Once);

    commands.spawn(PointLightBundle {
        transform: Transform::from_xyz(4.0, 10.0, 4.0),
        point_light: PointLight {
            intensity: 2_000_000.0,
            shadows_enabled: true,
            range: 30.0,
            ..default()
        },
        ..default()
    });

    // spawn the game board
    let cell_scene = asset_server.load("models/AlienCake/tile.glb#Scene0");
    game.board = (0..BOARD_SIZE_J)
        .map(|j| {
            (0..BOARD_SIZE_I)
                .map(|i| {
                    let height = rand::thread_rng().gen_range(-0.1..0.1);
                    commands.spawn(SceneBundle {
                        transform: Transform::from_xyz(i as f32, height - 0.2, j as f32),
                        scene: cell_scene.clone(),
                        ..default()
                    });
                    Cell { height }
                })
                .collect()
        })
        .collect();

    // spawn the game character
    game.player.entity = Some(
        commands
            .spawn(SceneBundle {
                transform: Transform {
                    translation: Vec3::new(
                        game.player.i as f32,
                        game.board[game.player.j][game.player.i].height,
                        game.player.j as f32,
                    ),
                    rotation: Quat::from_rotation_y(-PI / 2.),
                    ..default()
                },
                scene: asset_server.load("models/AlienCake/alien.glb#Scene0"),
                ..default()
            })
            .id(),
    );

    // load the scene for the cake
    game.bonus.handle = asset_server.load("models/AlienCake/cakeBirthday.glb#Scene0");

    // scoreboard
    commands.spawn(
        TextBundle::from_section(
            "Score:",
            TextStyle {
                font_size: 40.0,
                color: Color::rgb(0.5, 0.5, 1.0),
                ..default()
            },
        )
        .with_style(Style {
            position_type: PositionType::Absolute,
            top: Val::Px(5.0),
            left: Val::Px(5.0),
            ..default()
        }),
    );
}

// remove all entities that are not a camera or window
fn teardown(mut commands: Commands, entities: Query<Entity, (Without<Camera>, Without<Window>)>) {
    for entity in &entities {
        commands.entity(entity).despawn();
    }
}

// control the game character
fn move_player(
    mut commands: Commands,
    keyboard_input: Res<ButtonInput<KeyCode>>,
    mut game: ResMut<Game>,
    mut transforms: Query<&mut Transform>,
    time: Res<Time>,
) {
    if game.player.move_cooldown.tick(time.delta()).finished() {
        let mut moved = false;
        let mut rotation = 0.0;

        if keyboard_input.pressed(KeyCode::ArrowUp) {
            if game.player.i < BOARD_SIZE_I - 1 {
                game.player.i += 1;
            }
            rotation = -PI / 2.;
            moved = true;
        }
        if keyboard_input.pressed(KeyCode::ArrowDown) {
            if game.player.i > 0 {
                game.player.i -= 1;
            }
            rotation = PI / 2.;
            moved = true;
        }
        if keyboard_input.pressed(KeyCode::ArrowRight) {
            if game.player.j < BOARD_SIZE_J - 1 {
                game.player.j += 1;
            }
            rotation = PI;
            moved = true;
        }
        if keyboard_input.pressed(KeyCode::ArrowLeft) {
            if game.player.j > 0 {
                game.player.j -= 1;
            }
            rotation = 0.0;
            moved = true;
        }

        // move on the board
        if moved {
            game.player.move_cooldown.reset();
            *transforms.get_mut(game.player.entity.unwrap()).unwrap() = Transform {
                translation: Vec3::new(
                    game.player.i as f32,
                    game.board[game.player.j][game.player.i].height,
                    game.player.j as f32,
                ),
                rotation: Quat::from_rotation_y(rotation),
                ..default()
            };
        }
    }

    // eat the cake!
    if let Some(entity) = game.bonus.entity {
        if game.player.i == game.bonus.i && game.player.j == game.bonus.j {
            game.score += 2;
            game.cake_eaten += 1;
            commands.entity(entity).despawn_recursive();
            game.bonus.entity = None;
        }
    }
}

// change the focus of the camera
fn focus_camera(
    time: Res<Time>,
    mut game: ResMut<Game>,
    mut transforms: ParamSet<(Query<&mut Transform, With<Camera3d>>, Query<&Transform>)>,
) {
    const SPEED: f32 = 2.0;
    // if there is both a player and a bonus, target the mid-point of them
    if let (Some(player_entity), Some(bonus_entity)) = (game.player.entity, game.bonus.entity) {
        let transform_query = transforms.p1();
        if let (Ok(player_transform), Ok(bonus_transform)) = (
            transform_query.get(player_entity),
            transform_query.get(bonus_entity),
        ) {
            game.camera_should_focus = player_transform
                .translation
                .lerp(bonus_transform.translation, 0.5);
        }
        // otherwise, if there is only a player, target the player
    } else if let Some(player_entity) = game.player.entity {
        if let Ok(player_transform) = transforms.p1().get(player_entity) {
            game.camera_should_focus = player_transform.translation;
        }
        // otherwise, target the middle
    } else {
        game.camera_should_focus = Vec3::from(RESET_FOCUS);
    }
    // calculate the camera motion based on the difference between where the camera is looking
    // and where it should be looking; the greater the distance, the faster the motion;
    // smooth out the camera movement using the frame time
    let mut camera_motion = game.camera_should_focus - game.camera_is_focus;
    if camera_motion.length() > 0.2 {
        camera_motion *= SPEED * time.delta_seconds();
        // set the new camera's actual focus
        game.camera_is_focus += camera_motion;
    }
    // look at that new camera's actual focus
    for mut transform in transforms.p0().iter_mut() {
        *transform = transform.looking_at(game.camera_is_focus, Vec3::Y);
    }
}

// despawn the bonus if there is one, then spawn a new one at a random location
fn spawn_bonus(
    time: Res<Time>,
    mut timer: ResMut<BonusSpawnTimer>,
    mut next_state: ResMut<NextState<GameState>>,
    mut commands: Commands,
    mut game: ResMut<Game>,
) {
    // make sure we wait enough time before spawning the next cake
    if !timer.0.tick(time.delta()).finished() {
        return;
    }

    if let Some(entity) = game.bonus.entity {
        game.score -= 3;
        commands.entity(entity).despawn_recursive();
        game.bonus.entity = None;
        if game.score <= -5 {
            next_state.set(GameState::GameOver);
            return;
        }
    }

    // ensure bonus doesn't spawn on the player
    loop {
        game.bonus.i = rand::thread_rng().gen_range(0..BOARD_SIZE_I);
        game.bonus.j = rand::thread_rng().gen_range(0..BOARD_SIZE_J);
        if game.bonus.i != game.player.i || game.bonus.j != game.player.j {
            break;
        }
    }
    game.bonus.entity = Some(
        commands
            .spawn(SceneBundle {
                transform: Transform::from_xyz(
                    game.bonus.i as f32,
                    game.board[game.bonus.j][game.bonus.i].height + 0.2,
                    game.bonus.j as f32,
                ),
                scene: game.bonus.handle.clone(),
                ..default()
            })
            .with_children(|children| {
                children.spawn(PointLightBundle {
                    point_light: PointLight {
                        color: Color::rgb(1.0, 1.0, 0.0),
                        intensity: 500_000.0,
                        range: 10.0,
                        ..default()
                    },
                    transform: Transform::from_xyz(0.0, 2.0, 0.0),
                    ..default()
                });
            })
            .id(),
    );
}
examples/async_tasks/async_compute.rs (line 60)
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fn spawn_tasks(mut commands: Commands) {
    let thread_pool = AsyncComputeTaskPool::get();
    for x in 0..NUM_CUBES {
        for y in 0..NUM_CUBES {
            for z in 0..NUM_CUBES {
                // Spawn new task on the AsyncComputeTaskPool; the task will be
                // executed in the background, and the Task future returned by
                // spawn() can be used to poll for the result
                let entity = commands.spawn_empty().id();
                let task = thread_pool.spawn(async move {
                    let mut rng = rand::thread_rng();

                    let duration = Duration::from_secs_f32(rng.gen_range(0.05..0.2));

                    // Pretend this is a time-intensive function. :)
                    thread::sleep(duration);

                    // Such hard work, all done!
                    let transform = Transform::from_xyz(x as f32, y as f32, z as f32);
                    let mut command_queue = CommandQueue::default();

                    // we use a raw command queue to pass a FnOne(&mut World) back to be
                    // applied in a deferred manner.
                    command_queue.push(move |world: &mut World| {
                        let (box_mesh_handle, box_material_handle) = {
                            let mut system_state = SystemState::<(
                                Res<BoxMeshHandle>,
                                Res<BoxMaterialHandle>,
                            )>::new(world);
                            let (box_mesh_handle, box_material_handle) =
                                system_state.get_mut(world);

                            (box_mesh_handle.clone(), box_material_handle.clone())
                        };

                        world
                            .entity_mut(entity)
                            // Add our new PbrBundle of components to our tagged entity
                            .insert(PbrBundle {
                                mesh: box_mesh_handle,
                                material: box_material_handle,
                                transform,
                                ..default()
                            })
                            // Task is complete, so remove task component from entity
                            .remove::<ComputeTransform>();
                    });

                    command_queue
                });

                // Spawn new entity and add our new task as a component
                commands.entity(entity).insert(ComputeTransform(task));
            }
        }
    }
}
source

pub fn reborrow(&mut self) -> EntityCommands<'_>

Returns an EntityCommands with a smaller lifetime. This is useful if you have &mut EntityCommands but you need EntityCommands.

source

pub fn insert(&mut self, bundle: impl Bundle) -> &mut EntityCommands<'_>

Adds a Bundle of components to the entity.

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

§Panics

The command will panic when applied if the associated entity does not exist.

To avoid a panic in this case, use the command Self::try_insert instead.

§Example
#[derive(Component)]
struct Health(u32);
#[derive(Component)]
struct Strength(u32);
#[derive(Component)]
struct Defense(u32);

#[derive(Bundle)]
struct CombatBundle {
    health: Health,
    strength: Strength,
}

fn add_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
    commands
        .entity(player.entity)
        // You can insert individual components:
        .insert(Defense(10))
        // You can also insert pre-defined bundles of components:
        .insert(CombatBundle {
            health: Health(100),
            strength: Strength(40),
        })
        // You can also insert tuples of components and bundles.
        // This is equivalent to the calls above:
        .insert((
            Defense(10),
            CombatBundle {
                health: Health(100),
                strength: Strength(40),
            },
        ));
}
Examples found in repository?
examples/3d/irradiance_volumes.rs (lines 237-240)
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fn spawn_camera(commands: &mut Commands, assets: &ExampleAssets) {
    commands
        .spawn(Camera3dBundle {
            transform: Transform::from_xyz(-10.012, 4.8605, 13.281).looking_at(Vec3::ZERO, Vec3::Y),
            ..default()
        })
        .insert(Skybox {
            image: assets.skybox.clone(),
            brightness: 150.0,
        });
}

fn spawn_irradiance_volume(commands: &mut Commands, assets: &ExampleAssets) {
    commands
        .spawn(SpatialBundle {
            transform: Transform::from_matrix(VOXEL_TRANSFORM),
            ..SpatialBundle::default()
        })
        .insert(IrradianceVolume {
            voxels: assets.irradiance_volume.clone(),
            intensity: IRRADIANCE_VOLUME_INTENSITY,
        })
        .insert(LightProbe);
}

fn spawn_light(commands: &mut Commands) {
    commands.spawn(PointLightBundle {
        point_light: PointLight {
            intensity: 250000.0,
            shadows_enabled: true,
            ..default()
        },
        transform: Transform::from_xyz(4.0762, 5.9039, 1.0055),
        ..default()
    });
}

fn spawn_sphere(commands: &mut Commands, assets: &ExampleAssets) {
    commands
        .spawn(PbrBundle {
            mesh: assets.main_sphere.clone(),
            material: assets.main_sphere_material.clone(),
            transform: Transform::from_xyz(0.0, SPHERE_SCALE, 0.0)
                .with_scale(Vec3::splat(SPHERE_SCALE)),
            ..default()
        })
        .insert(MainObject);
}

fn spawn_voxel_cube_parent(commands: &mut Commands) {
    commands
        .spawn(SpatialBundle {
            visibility: Visibility::Hidden,
            ..default()
        })
        .insert(VoxelCubeParent);
}

fn spawn_fox(commands: &mut Commands, assets: &ExampleAssets) {
    commands
        .spawn(SceneBundle {
            scene: assets.fox.clone(),
            visibility: Visibility::Hidden,
            transform: Transform::from_scale(Vec3::splat(FOX_SCALE)),
            ..default()
        })
        .insert(MainObject);
}

fn spawn_text(commands: &mut Commands, app_status: &AppStatus, asset_server: &AssetServer) {
    commands.spawn(
        TextBundle {
            text: app_status.create_text(asset_server),
            ..TextBundle::default()
        }
        .with_style(Style {
            position_type: PositionType::Absolute,
            bottom: Val::Px(10.0),
            left: Val::Px(10.0),
            ..default()
        }),
    );
}

// A system that updates the help text.
fn update_text(
    mut text_query: Query<&mut Text>,
    app_status: Res<AppStatus>,
    asset_server: Res<AssetServer>,
) {
    for mut text in text_query.iter_mut() {
        *text = app_status.create_text(&asset_server);
    }
}

impl AppStatus {
    // Constructs the help text at the bottom of the screen based on the
    // application status.
    fn create_text(&self, asset_server: &AssetServer) -> Text {
        let irradiance_volume_help_text = if self.irradiance_volume_present {
            DISABLE_IRRADIANCE_VOLUME_HELP_TEXT
        } else {
            ENABLE_IRRADIANCE_VOLUME_HELP_TEXT
        };

        let voxels_help_text = if self.voxels_visible {
            HIDE_VOXELS_HELP_TEXT
        } else {
            SHOW_VOXELS_HELP_TEXT
        };

        let rotation_help_text = if self.rotating {
            STOP_ROTATION_HELP_TEXT
        } else {
            START_ROTATION_HELP_TEXT
        };

        let switch_mesh_help_text = match self.model {
            ExampleModel::Sphere => SWITCH_TO_FOX_HELP_TEXT,
            ExampleModel::Fox => SWITCH_TO_SPHERE_HELP_TEXT,
        };

        Text::from_section(
            format!(
                "{}\n{}\n{}\n{}\n{}",
                CLICK_TO_MOVE_HELP_TEXT,
                voxels_help_text,
                irradiance_volume_help_text,
                rotation_help_text,
                switch_mesh_help_text
            ),
            TextStyle {
                font: asset_server.load("fonts/FiraMono-Medium.ttf"),
                font_size: 24.0,
                color: Color::ANTIQUE_WHITE,
            },
        )
    }
}

// Rotates the camera a bit every frame.
fn rotate_camera(
    mut camera_query: Query<&mut Transform, With<Camera3d>>,
    time: Res<Time>,
    app_status: Res<AppStatus>,
) {
    if !app_status.rotating {
        return;
    }

    for mut transform in camera_query.iter_mut() {
        transform.translation = Vec2::from_angle(ROTATION_SPEED * time.delta_seconds())
            .rotate(transform.translation.xz())
            .extend(transform.translation.y)
            .xzy();
        transform.look_at(Vec3::ZERO, Vec3::Y);
    }
}

// Toggles between the unskinned sphere model and the skinned fox model if the
// user requests it.
fn change_main_object(
    keyboard: Res<ButtonInput<KeyCode>>,
    mut app_status: ResMut<AppStatus>,
    mut sphere_query: Query<
        &mut Visibility,
        (With<MainObject>, With<Handle<Mesh>>, Without<Handle<Scene>>),
    >,
    mut fox_query: Query<&mut Visibility, (With<MainObject>, With<Handle<Scene>>)>,
) {
    if !keyboard.just_pressed(KeyCode::Tab) {
        return;
    }
    let Some(mut sphere_visibility) = sphere_query.iter_mut().next() else {
        return;
    };
    let Some(mut fox_visibility) = fox_query.iter_mut().next() else {
        return;
    };

    match app_status.model {
        ExampleModel::Sphere => {
            *sphere_visibility = Visibility::Hidden;
            *fox_visibility = Visibility::Visible;
            app_status.model = ExampleModel::Fox;
        }
        ExampleModel::Fox => {
            *sphere_visibility = Visibility::Visible;
            *fox_visibility = Visibility::Hidden;
            app_status.model = ExampleModel::Sphere;
        }
    }
}

impl Default for AppStatus {
    fn default() -> Self {
        Self {
            irradiance_volume_present: true,
            rotating: true,
            model: ExampleModel::Sphere,
            voxels_visible: false,
        }
    }
}

// Turns on and off the irradiance volume as requested by the user.
fn toggle_irradiance_volumes(
    mut commands: Commands,
    keyboard: Res<ButtonInput<KeyCode>>,
    light_probe_query: Query<Entity, With<LightProbe>>,
    mut app_status: ResMut<AppStatus>,
    assets: Res<ExampleAssets>,
    mut ambient_light: ResMut<AmbientLight>,
) {
    if !keyboard.just_pressed(KeyCode::Space) {
        return;
    };

    let Some(light_probe) = light_probe_query.iter().next() else {
        return;
    };

    if app_status.irradiance_volume_present {
        commands.entity(light_probe).remove::<IrradianceVolume>();
        ambient_light.brightness = AMBIENT_LIGHT_BRIGHTNESS * IRRADIANCE_VOLUME_INTENSITY;
        app_status.irradiance_volume_present = false;
    } else {
        commands.entity(light_probe).insert(IrradianceVolume {
            voxels: assets.irradiance_volume.clone(),
            intensity: IRRADIANCE_VOLUME_INTENSITY,
        });
        ambient_light.brightness = 0.0;
        app_status.irradiance_volume_present = true;
    }
}

fn toggle_rotation(keyboard: Res<ButtonInput<KeyCode>>, mut app_status: ResMut<AppStatus>) {
    if keyboard.just_pressed(KeyCode::Enter) {
        app_status.rotating = !app_status.rotating;
    }
}

// Handles clicks on the plane that reposition the object.
fn handle_mouse_clicks(
    buttons: Res<ButtonInput<MouseButton>>,
    windows: Query<&Window, With<PrimaryWindow>>,
    cameras: Query<(&Camera, &GlobalTransform)>,
    mut main_objects: Query<&mut Transform, With<MainObject>>,
) {
    if !buttons.pressed(MouseButton::Left) {
        return;
    }
    let Some(mouse_position) = windows
        .iter()
        .next()
        .and_then(|window| window.cursor_position())
    else {
        return;
    };
    let Some((camera, camera_transform)) = cameras.iter().next() else {
        return;
    };

    // Figure out where the user clicked on the plane.
    let Some(ray) = camera.viewport_to_world(camera_transform, mouse_position) else {
        return;
    };
    let Some(ray_distance) = ray.intersect_plane(Vec3::ZERO, Plane3d::new(Vec3::Y)) else {
        return;
    };
    let plane_intersection = ray.origin + ray.direction.normalize() * ray_distance;

    // Move all the main objeccts.
    for mut transform in main_objects.iter_mut() {
        transform.translation = vec3(
            plane_intersection.x,
            transform.translation.y,
            plane_intersection.z,
        );
    }
}

impl FromWorld for ExampleAssets {
    fn from_world(world: &mut World) -> Self {
        // Load all the assets.
        let asset_server = world.resource::<AssetServer>();
        let fox = asset_server.load("models/animated/Fox.glb#Scene0");
        let main_scene =
            asset_server.load("models/IrradianceVolumeExample/IrradianceVolumeExample.glb#Scene0");
        let irradiance_volume = asset_server.load::<Image>("irradiance_volumes/Example.vxgi.ktx2");
        let fox_animation =
            asset_server.load::<AnimationClip>("models/animated/Fox.glb#Animation1");

        // Just use a specular map for the skybox since it's not too blurry.
        // In reality you wouldn't do this--you'd use a real skybox texture--but
        // reusing the textures like this saves space in the Bevy repository.
        let skybox = asset_server.load::<Image>("environment_maps/pisa_specular_rgb9e5_zstd.ktx2");

        let mut mesh_assets = world.resource_mut::<Assets<Mesh>>();
        let main_sphere = mesh_assets.add(Sphere::default().mesh().uv(32, 18));
        let voxel_cube = mesh_assets.add(Cuboid::default());

        let mut standard_material_assets = world.resource_mut::<Assets<StandardMaterial>>();
        let main_material = standard_material_assets.add(Color::SILVER);

        ExampleAssets {
            main_sphere,
            fox,
            main_sphere_material: main_material,
            main_scene,
            irradiance_volume,
            fox_animation,
            voxel_cube,
            skybox,
        }
    }
}

// Plays the animation on the fox.
fn play_animations(assets: Res<ExampleAssets>, mut players: Query<&mut AnimationPlayer>) {
    for mut player in players.iter_mut() {
        // This will safely do nothing if the animation is already playing.
        player.play(assets.fox_animation.clone()).repeat();
    }
}

fn create_cubes(
    image_assets: Res<Assets<Image>>,
    mut commands: Commands,
    irradiance_volumes: Query<(&IrradianceVolume, &GlobalTransform)>,
    voxel_cube_parents: Query<Entity, With<VoxelCubeParent>>,
    voxel_cubes: Query<Entity, With<VoxelCube>>,
    example_assets: Res<ExampleAssets>,
    mut voxel_visualization_material_assets: ResMut<Assets<VoxelVisualizationMaterial>>,
) {
    // If voxel cubes have already been spawned, don't do anything.
    if !voxel_cubes.is_empty() {
        return;
    }

    let Some(voxel_cube_parent) = voxel_cube_parents.iter().next() else {
        return;
    };

    for (irradiance_volume, global_transform) in irradiance_volumes.iter() {
        let Some(image) = image_assets.get(&irradiance_volume.voxels) else {
            continue;
        };

        let resolution = image.texture_descriptor.size;

        let voxel_cube_material = voxel_visualization_material_assets.add(ExtendedMaterial {
            base: StandardMaterial::from(Color::RED),
            extension: VoxelVisualizationExtension {
                irradiance_volume_info: VoxelVisualizationIrradianceVolumeInfo {
                    transform: VOXEL_TRANSFORM.inverse(),
                    inverse_transform: VOXEL_TRANSFORM,
                    resolution: uvec3(
                        resolution.width,
                        resolution.height,
                        resolution.depth_or_array_layers,
                    ),
                    intensity: IRRADIANCE_VOLUME_INTENSITY,
                },
            },
        });

        let scale = vec3(
            1.0 / resolution.width as f32,
            1.0 / resolution.height as f32,
            1.0 / resolution.depth_or_array_layers as f32,
        );

        // Spawn a cube for each voxel.
        for z in 0..resolution.depth_or_array_layers {
            for y in 0..resolution.height {
                for x in 0..resolution.width {
                    let uvw = (uvec3(x, y, z).as_vec3() + 0.5) * scale - 0.5;
                    let pos = global_transform.transform_point(uvw);
                    let voxel_cube = commands
                        .spawn(MaterialMeshBundle {
                            mesh: example_assets.voxel_cube.clone(),
                            material: voxel_cube_material.clone(),
                            transform: Transform::from_scale(Vec3::splat(VOXEL_CUBE_SCALE))
                                .with_translation(pos),
                            ..default()
                        })
                        .insert(VoxelCube)
                        .insert(NotShadowCaster)
                        .id();

                    commands.entity(voxel_cube_parent).add_child(voxel_cube);
                }
            }
        }
    }
}
More examples
Hide additional examples
examples/3d/reflection_probes.rs (line 186)
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fn add_environment_map_to_camera(
    mut commands: Commands,
    query: Query<Entity, Added<Camera3d>>,
    cubemaps: Res<Cubemaps>,
) {
    for camera_entity in query.iter() {
        commands
            .entity(camera_entity)
            .insert(create_camera_environment_map_light(&cubemaps))
            .insert(Skybox {
                image: cubemaps.skybox.clone(),
                brightness: 5000.0,
            });
    }
}

// A system that handles switching between different reflection modes.
fn change_reflection_type(
    mut commands: Commands,
    light_probe_query: Query<Entity, With<LightProbe>>,
    camera_query: Query<Entity, With<Camera3d>>,
    keyboard: Res<ButtonInput<KeyCode>>,
    mut app_status: ResMut<AppStatus>,
    cubemaps: Res<Cubemaps>,
) {
    // Only do anything if space was pressed.
    if !keyboard.just_pressed(KeyCode::Space) {
        return;
    }

    // Switch reflection mode.
    app_status.reflection_mode =
        ReflectionMode::try_from((app_status.reflection_mode as u32 + 1) % 3).unwrap();

    // Add or remove the light probe.
    for light_probe in light_probe_query.iter() {
        commands.entity(light_probe).despawn();
    }
    match app_status.reflection_mode {
        ReflectionMode::None | ReflectionMode::EnvironmentMap => {}
        ReflectionMode::ReflectionProbe => spawn_reflection_probe(&mut commands, &cubemaps),
    }

    // Add or remove the environment map from the camera.
    for camera in camera_query.iter() {
        match app_status.reflection_mode {
            ReflectionMode::None => {
                commands.entity(camera).remove::<EnvironmentMapLight>();
            }
            ReflectionMode::EnvironmentMap | ReflectionMode::ReflectionProbe => {
                commands
                    .entity(camera)
                    .insert(create_camera_environment_map_light(&cubemaps));
            }
        }
    }
}
examples/asset/asset_decompression.rs (line 136)
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fn decompress<A: Asset>(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut compressed_assets: ResMut<Assets<GzAsset>>,
    query: Query<(Entity, &Compressed<A>)>,
) {
    for (entity, Compressed { compressed, .. }) in query.iter() {
        let Some(GzAsset { uncompressed }) = compressed_assets.remove(compressed) else {
            continue;
        };

        let uncompressed = uncompressed.take::<A>().unwrap();

        commands
            .entity(entity)
            .remove::<Compressed<A>>()
            .insert(asset_server.add(uncompressed));
    }
}
examples/shader/shader_instancing.rs (lines 170-173)
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fn prepare_instance_buffers(
    mut commands: Commands,
    query: Query<(Entity, &InstanceMaterialData)>,
    render_device: Res<RenderDevice>,
) {
    for (entity, instance_data) in &query {
        let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
            label: Some("instance data buffer"),
            contents: bytemuck::cast_slice(instance_data.as_slice()),
            usage: BufferUsages::VERTEX | BufferUsages::COPY_DST,
        });
        commands.entity(entity).insert(InstanceBuffer {
            buffer,
            length: instance_data.len(),
        });
    }
}
examples/games/game_menu.rs (line 372)
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    fn setting_button<T: Resource + Component + PartialEq + Copy>(
        interaction_query: Query<(&Interaction, &T, Entity), (Changed<Interaction>, With<Button>)>,
        mut selected_query: Query<(Entity, &mut BackgroundColor), With<SelectedOption>>,
        mut commands: Commands,
        mut setting: ResMut<T>,
    ) {
        for (interaction, button_setting, entity) in &interaction_query {
            if *interaction == Interaction::Pressed && *setting != *button_setting {
                let (previous_button, mut previous_color) = selected_query.single_mut();
                *previous_color = NORMAL_BUTTON.into();
                commands.entity(previous_button).remove::<SelectedOption>();
                commands.entity(entity).insert(SelectedOption);
                *setting = *button_setting;
            }
        }
    }

    fn menu_setup(mut menu_state: ResMut<NextState<MenuState>>) {
        menu_state.set(MenuState::Main);
    }

    fn main_menu_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
        // Common style for all buttons on the screen
        let button_style = Style {
            width: Val::Px(250.0),
            height: Val::Px(65.0),
            margin: UiRect::all(Val::Px(20.0)),
            justify_content: JustifyContent::Center,
            align_items: AlignItems::Center,
            ..default()
        };
        let button_icon_style = Style {
            width: Val::Px(30.0),
            // This takes the icons out of the flexbox flow, to be positioned exactly
            position_type: PositionType::Absolute,
            // The icon will be close to the left border of the button
            left: Val::Px(10.0),
            ..default()
        };
        let button_text_style = TextStyle {
            font_size: 40.0,
            color: TEXT_COLOR,
            ..default()
        };

        commands
            .spawn((
                NodeBundle {
                    style: Style {
                        width: Val::Percent(100.0),
                        height: Val::Percent(100.0),
                        align_items: AlignItems::Center,
                        justify_content: JustifyContent::Center,
                        ..default()
                    },
                    ..default()
                },
                OnMainMenuScreen,
            ))
            .with_children(|parent| {
                parent
                    .spawn(NodeBundle {
                        style: Style {
                            flex_direction: FlexDirection::Column,
                            align_items: AlignItems::Center,
                            ..default()
                        },
                        background_color: Color::CRIMSON.into(),
                        ..default()
                    })
                    .with_children(|parent| {
                        // Display the game name
                        parent.spawn(
                            TextBundle::from_section(
                                "Bevy Game Menu UI",
                                TextStyle {
                                    font_size: 80.0,
                                    color: TEXT_COLOR,
                                    ..default()
                                },
                            )
                            .with_style(Style {
                                margin: UiRect::all(Val::Px(50.0)),
                                ..default()
                            }),
                        );

                        // Display three buttons for each action available from the main menu:
                        // - new game
                        // - settings
                        // - quit
                        parent
                            .spawn((
                                ButtonBundle {
                                    style: button_style.clone(),
                                    background_color: NORMAL_BUTTON.into(),
                                    ..default()
                                },
                                MenuButtonAction::Play,
                            ))
                            .with_children(|parent| {
                                let icon = asset_server.load("textures/Game Icons/right.png");
                                parent.spawn(ImageBundle {
                                    style: button_icon_style.clone(),
                                    image: UiImage::new(icon),
                                    ..default()
                                });
                                parent.spawn(TextBundle::from_section(
                                    "New Game",
                                    button_text_style.clone(),
                                ));
                            });
                        parent
                            .spawn((
                                ButtonBundle {
                                    style: button_style.clone(),
                                    background_color: NORMAL_BUTTON.into(),
                                    ..default()
                                },
                                MenuButtonAction::Settings,
                            ))
                            .with_children(|parent| {
                                let icon = asset_server.load("textures/Game Icons/wrench.png");
                                parent.spawn(ImageBundle {
                                    style: button_icon_style.clone(),
                                    image: UiImage::new(icon),
                                    ..default()
                                });
                                parent.spawn(TextBundle::from_section(
                                    "Settings",
                                    button_text_style.clone(),
                                ));
                            });
                        parent
                            .spawn((
                                ButtonBundle {
                                    style: button_style,
                                    background_color: NORMAL_BUTTON.into(),
                                    ..default()
                                },
                                MenuButtonAction::Quit,
                            ))
                            .with_children(|parent| {
                                let icon = asset_server.load("textures/Game Icons/exitRight.png");
                                parent.spawn(ImageBundle {
                                    style: button_icon_style,
                                    image: UiImage::new(icon),
                                    ..default()
                                });
                                parent.spawn(TextBundle::from_section("Quit", button_text_style));
                            });
                    });
            });
    }

    fn settings_menu_setup(mut commands: Commands) {
        let button_style = Style {
            width: Val::Px(200.0),
            height: Val::Px(65.0),
            margin: UiRect::all(Val::Px(20.0)),
            justify_content: JustifyContent::Center,
            align_items: AlignItems::Center,
            ..default()
        };

        let button_text_style = TextStyle {
            font_size: 40.0,
            color: TEXT_COLOR,
            ..default()
        };

        commands
            .spawn((
                NodeBundle {
                    style: Style {
                        width: Val::Percent(100.0),
                        height: Val::Percent(100.0),
                        align_items: AlignItems::Center,
                        justify_content: JustifyContent::Center,
                        ..default()
                    },
                    ..default()
                },
                OnSettingsMenuScreen,
            ))
            .with_children(|parent| {
                parent
                    .spawn(NodeBundle {
                        style: Style {
                            flex_direction: FlexDirection::Column,
                            align_items: AlignItems::Center,
                            ..default()
                        },
                        background_color: Color::CRIMSON.into(),
                        ..default()
                    })
                    .with_children(|parent| {
                        for (action, text) in [
                            (MenuButtonAction::SettingsDisplay, "Display"),
                            (MenuButtonAction::SettingsSound, "Sound"),
                            (MenuButtonAction::BackToMainMenu, "Back"),
                        ] {
                            parent
                                .spawn((
                                    ButtonBundle {
                                        style: button_style.clone(),
                                        background_color: NORMAL_BUTTON.into(),
                                        ..default()
                                    },
                                    action,
                                ))
                                .with_children(|parent| {
                                    parent.spawn(TextBundle::from_section(
                                        text,
                                        button_text_style.clone(),
                                    ));
                                });
                        }
                    });
            });
    }

    fn display_settings_menu_setup(mut commands: Commands, display_quality: Res<DisplayQuality>) {
        let button_style = Style {
            width: Val::Px(200.0),
            height: Val::Px(65.0),
            margin: UiRect::all(Val::Px(20.0)),
            justify_content: JustifyContent::Center,
            align_items: AlignItems::Center,
            ..default()
        };
        let button_text_style = TextStyle {
            font_size: 40.0,
            color: TEXT_COLOR,
            ..default()
        };

        commands
            .spawn((
                NodeBundle {
                    style: Style {
                        width: Val::Percent(100.0),
                        height: Val::Percent(100.0),
                        align_items: AlignItems::Center,
                        justify_content: JustifyContent::Center,
                        ..default()
                    },
                    ..default()
                },
                OnDisplaySettingsMenuScreen,
            ))
            .with_children(|parent| {
                parent
                    .spawn(NodeBundle {
                        style: Style {
                            flex_direction: FlexDirection::Column,
                            align_items: AlignItems::Center,
                            ..default()
                        },
                        background_color: Color::CRIMSON.into(),
                        ..default()
                    })
                    .with_children(|parent| {
                        // Create a new `NodeBundle`, this time not setting its `flex_direction`. It will
                        // use the default value, `FlexDirection::Row`, from left to right.
                        parent
                            .spawn(NodeBundle {
                                style: Style {
                                    align_items: AlignItems::Center,
                                    ..default()
                                },
                                background_color: Color::CRIMSON.into(),
                                ..default()
                            })
                            .with_children(|parent| {
                                // Display a label for the current setting
                                parent.spawn(TextBundle::from_section(
                                    "Display Quality",
                                    button_text_style.clone(),
                                ));
                                // Display a button for each possible value
                                for quality_setting in [
                                    DisplayQuality::Low,
                                    DisplayQuality::Medium,
                                    DisplayQuality::High,
                                ] {
                                    let mut entity = parent.spawn((
                                        ButtonBundle {
                                            style: Style {
                                                width: Val::Px(150.0),
                                                height: Val::Px(65.0),
                                                ..button_style.clone()
                                            },
                                            background_color: NORMAL_BUTTON.into(),
                                            ..default()
                                        },
                                        quality_setting,
                                    ));
                                    entity.with_children(|parent| {
                                        parent.spawn(TextBundle::from_section(
                                            format!("{quality_setting:?}"),
                                            button_text_style.clone(),
                                        ));
                                    });
                                    if *display_quality == quality_setting {
                                        entity.insert(SelectedOption);
                                    }
                                }
                            });
                        // Display the back button to return to the settings screen
                        parent
                            .spawn((
                                ButtonBundle {
                                    style: button_style,
                                    background_color: NORMAL_BUTTON.into(),
                                    ..default()
                                },
                                MenuButtonAction::BackToSettings,
                            ))
                            .with_children(|parent| {
                                parent.spawn(TextBundle::from_section("Back", button_text_style));
                            });
                    });
            });
    }

    fn sound_settings_menu_setup(mut commands: Commands, volume: Res<Volume>) {
        let button_style = Style {
            width: Val::Px(200.0),
            height: Val::Px(65.0),
            margin: UiRect::all(Val::Px(20.0)),
            justify_content: JustifyContent::Center,
            align_items: AlignItems::Center,
            ..default()
        };
        let button_text_style = TextStyle {
            font_size: 40.0,
            color: TEXT_COLOR,
            ..default()
        };

        commands
            .spawn((
                NodeBundle {
                    style: Style {
                        width: Val::Percent(100.0),
                        height: Val::Percent(100.0),
                        align_items: AlignItems::Center,
                        justify_content: JustifyContent::Center,
                        ..default()
                    },
                    ..default()
                },
                OnSoundSettingsMenuScreen,
            ))
            .with_children(|parent| {
                parent
                    .spawn(NodeBundle {
                        style: Style {
                            flex_direction: FlexDirection::Column,
                            align_items: AlignItems::Center,
                            ..default()
                        },
                        background_color: Color::CRIMSON.into(),
                        ..default()
                    })
                    .with_children(|parent| {
                        parent
                            .spawn(NodeBundle {
                                style: Style {
                                    align_items: AlignItems::Center,
                                    ..default()
                                },
                                background_color: Color::CRIMSON.into(),
                                ..default()
                            })
                            .with_children(|parent| {
                                parent.spawn(TextBundle::from_section(
                                    "Volume",
                                    button_text_style.clone(),
                                ));
                                for volume_setting in [0, 1, 2, 3, 4, 5, 6, 7, 8, 9] {
                                    let mut entity = parent.spawn((
                                        ButtonBundle {
                                            style: Style {
                                                width: Val::Px(30.0),
                                                height: Val::Px(65.0),
                                                ..button_style.clone()
                                            },
                                            background_color: NORMAL_BUTTON.into(),
                                            ..default()
                                        },
                                        Volume(volume_setting),
                                    ));
                                    if *volume == Volume(volume_setting) {
                                        entity.insert(SelectedOption);
                                    }
                                }
                            });
                        parent
                            .spawn((
                                ButtonBundle {
                                    style: button_style,
                                    background_color: NORMAL_BUTTON.into(),
                                    ..default()
                                },
                                MenuButtonAction::BackToSettings,
                            ))
                            .with_children(|parent| {
                                parent.spawn(TextBundle::from_section("Back", button_text_style));
                            });
                    });
            });
    }
examples/input/text_input.rs (lines 187-189)
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fn listen_keyboard_input_events(
    mut commands: Commands,
    mut events: EventReader<KeyboardInput>,
    mut edit_text: Query<(Entity, &mut Text), (Without<Node>, Without<Bubble>)>,
) {
    for event in events.read() {
        match event.key_code {
            KeyCode::Enter => {
                let (entity, text) = edit_text.single();
                commands.entity(entity).insert(Bubble {
                    timer: Timer::from_seconds(5.0, TimerMode::Once),
                });

                commands.spawn(Text2dBundle {
                    text: Text::from_section("".to_string(), text.sections[0].style.clone()),
                    ..default()
                });
            }
            KeyCode::Backspace => {
                edit_text.single_mut().1.sections[0].value.pop();
            }
            _ => continue,
        }
    }
}
source

pub fn try_insert(&mut self, bundle: impl Bundle) -> &mut EntityCommands<'_>

Tries to add a Bundle of components to the entity.

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

§Note

Unlike Self::insert, this will not panic if the associated entity does not exist.

§Example
#[derive(Component)]
struct Health(u32);
#[derive(Component)]
struct Strength(u32);
#[derive(Component)]
struct Defense(u32);

#[derive(Bundle)]
struct CombatBundle {
    health: Health,
    strength: Strength,
}

fn add_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
  commands.entity(player.entity)
   // You can try_insert individual components:
    .try_insert(Defense(10))
     
   // You can also insert tuples of components:
    .try_insert(CombatBundle {
        health: Health(100),
        strength: Strength(40),
    });
    
   // Suppose this occurs in a parallel adjacent system or process
   commands.entity(player.entity)
     .despawn();

   commands.entity(player.entity)
   // This will not panic nor will it add the component
     .try_insert(Defense(5));
}
source

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

Removes a Bundle of components from the entity.

§Example
#[derive(Component)]
struct Health(u32);
#[derive(Component)]
struct Strength(u32);
#[derive(Component)]
struct Defense(u32);

#[derive(Bundle)]
struct CombatBundle {
    health: Health,
    strength: Strength,
}

fn remove_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
    commands
        .entity(player.entity)
        // You can remove individual components:
        .remove::<Defense>()
        // You can also remove pre-defined Bundles of components:
        .remove::<CombatBundle>()
        // You can also remove tuples of components and bundles.
        // This is equivalent to the calls above:
        .remove::<(Defense, CombatBundle)>();
}
Examples found in repository?
examples/ecs/removal_detection.rs (line 48)
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fn remove_component(
    time: Res<Time>,
    mut commands: Commands,
    query: Query<Entity, With<MyComponent>>,
) {
    // After two seconds have passed the `Component` is removed.
    if time.elapsed_seconds() > 2.0 {
        if let Some(entity) = query.iter().next() {
            commands.entity(entity).remove::<MyComponent>();
        }
    }
}
More examples
Hide additional examples
examples/asset/asset_decompression.rs (line 135)
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fn decompress<A: Asset>(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut compressed_assets: ResMut<Assets<GzAsset>>,
    query: Query<(Entity, &Compressed<A>)>,
) {
    for (entity, Compressed { compressed, .. }) in query.iter() {
        let Some(GzAsset { uncompressed }) = compressed_assets.remove(compressed) else {
            continue;
        };

        let uncompressed = uncompressed.take::<A>().unwrap();

        commands
            .entity(entity)
            .remove::<Compressed<A>>()
            .insert(asset_server.add(uncompressed));
    }
}
examples/games/game_menu.rs (line 371)
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    fn setting_button<T: Resource + Component + PartialEq + Copy>(
        interaction_query: Query<(&Interaction, &T, Entity), (Changed<Interaction>, With<Button>)>,
        mut selected_query: Query<(Entity, &mut BackgroundColor), With<SelectedOption>>,
        mut commands: Commands,
        mut setting: ResMut<T>,
    ) {
        for (interaction, button_setting, entity) in &interaction_query {
            if *interaction == Interaction::Pressed && *setting != *button_setting {
                let (previous_button, mut previous_color) = selected_query.single_mut();
                *previous_color = NORMAL_BUTTON.into();
                commands.entity(previous_button).remove::<SelectedOption>();
                commands.entity(entity).insert(SelectedOption);
                *setting = *button_setting;
            }
        }
    }
examples/3d/irradiance_volumes.rs (line 454)
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fn toggle_irradiance_volumes(
    mut commands: Commands,
    keyboard: Res<ButtonInput<KeyCode>>,
    light_probe_query: Query<Entity, With<LightProbe>>,
    mut app_status: ResMut<AppStatus>,
    assets: Res<ExampleAssets>,
    mut ambient_light: ResMut<AmbientLight>,
) {
    if !keyboard.just_pressed(KeyCode::Space) {
        return;
    };

    let Some(light_probe) = light_probe_query.iter().next() else {
        return;
    };

    if app_status.irradiance_volume_present {
        commands.entity(light_probe).remove::<IrradianceVolume>();
        ambient_light.brightness = AMBIENT_LIGHT_BRIGHTNESS * IRRADIANCE_VOLUME_INTENSITY;
        app_status.irradiance_volume_present = false;
    } else {
        commands.entity(light_probe).insert(IrradianceVolume {
            voxels: assets.irradiance_volume.clone(),
            intensity: IRRADIANCE_VOLUME_INTENSITY,
        });
        ambient_light.brightness = 0.0;
        app_status.irradiance_volume_present = true;
    }
}
examples/3d/shadow_caster_receiver.rs (line 160)
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fn toggle_shadows(
    mut commands: Commands,
    input: Res<ButtonInput<KeyCode>>,
    mut queries: ParamSet<(
        Query<Entity, (With<Handle<Mesh>>, With<NotShadowCaster>)>,
        Query<Entity, (With<Handle<Mesh>>, With<NotShadowReceiver>)>,
        Query<Entity, (With<Handle<Mesh>>, Without<NotShadowCaster>)>,
        Query<Entity, (With<Handle<Mesh>>, Without<NotShadowReceiver>)>,
    )>,
) {
    if input.just_pressed(KeyCode::KeyC) {
        println!("Toggling casters");
        for entity in queries.p0().iter() {
            commands.entity(entity).remove::<NotShadowCaster>();
        }
        for entity in queries.p2().iter() {
            commands.entity(entity).insert(NotShadowCaster);
        }
    }
    if input.just_pressed(KeyCode::KeyR) {
        println!("Toggling receivers");
        for entity in queries.p1().iter() {
            commands.entity(entity).remove::<NotShadowReceiver>();
        }
        for entity in queries.p3().iter() {
            commands.entity(entity).insert(NotShadowReceiver);
        }
    }
}
examples/3d/reflection_probes.rs (line 225)
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fn change_reflection_type(
    mut commands: Commands,
    light_probe_query: Query<Entity, With<LightProbe>>,
    camera_query: Query<Entity, With<Camera3d>>,
    keyboard: Res<ButtonInput<KeyCode>>,
    mut app_status: ResMut<AppStatus>,
    cubemaps: Res<Cubemaps>,
) {
    // Only do anything if space was pressed.
    if !keyboard.just_pressed(KeyCode::Space) {
        return;
    }

    // Switch reflection mode.
    app_status.reflection_mode =
        ReflectionMode::try_from((app_status.reflection_mode as u32 + 1) % 3).unwrap();

    // Add or remove the light probe.
    for light_probe in light_probe_query.iter() {
        commands.entity(light_probe).despawn();
    }
    match app_status.reflection_mode {
        ReflectionMode::None | ReflectionMode::EnvironmentMap => {}
        ReflectionMode::ReflectionProbe => spawn_reflection_probe(&mut commands, &cubemaps),
    }

    // Add or remove the environment map from the camera.
    for camera in camera_query.iter() {
        match app_status.reflection_mode {
            ReflectionMode::None => {
                commands.entity(camera).remove::<EnvironmentMapLight>();
            }
            ReflectionMode::EnvironmentMap | ReflectionMode::ReflectionProbe => {
                commands
                    .entity(camera)
                    .insert(create_camera_environment_map_light(&cubemaps));
            }
        }
    }
}
source

pub fn despawn(&mut self)

Despawns the entity.

See World::despawn for more details.

§Note

This won’t clean up external references to the entity (such as parent-child relationships if you’re using bevy_hierarchy), which may leave the world in an invalid state.

§Panics

The command will panic when applied if the associated entity does not exist.

§Example
fn remove_character_system(
    mut commands: Commands,
    character_to_remove: Res<CharacterToRemove>
)
{
    commands.entity(character_to_remove.entity).despawn();
}
Examples found in repository?
examples/games/alien_cake_addict.rs (line 188)
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fn teardown(mut commands: Commands, entities: Query<Entity, (Without<Camera>, Without<Window>)>) {
    for entity in &entities {
        commands.entity(entity).despawn();
    }
}
More examples
Hide additional examples
examples/async_tasks/external_source_external_thread.rs (line 78)
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fn move_text(
    mut commands: Commands,
    mut texts: Query<(Entity, &mut Transform), With<Text>>,
    time: Res<Time>,
) {
    for (entity, mut position) in &mut texts {
        position.translation -= Vec3::new(0.0, 100.0 * time.delta_seconds(), 0.0);
        if position.translation.y < -300.0 {
            commands.entity(entity).despawn();
        }
    }
}
examples/input/text_input.rs (line 134)
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fn bubbling_text(
    mut commands: Commands,
    mut bubbles: Query<(Entity, &mut Transform, &mut Bubble)>,
    time: Res<Time>,
) {
    for (entity, mut transform, mut bubble) in bubbles.iter_mut() {
        if bubble.timer.tick(time.delta()).just_finished() {
            commands.entity(entity).despawn();
        }
        transform.translation.y += time.delta_seconds() * 100.0;
    }
}
examples/3d/pbr.rs (line 149)
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fn environment_map_load_finish(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    environment_maps: Query<&EnvironmentMapLight>,
    label_query: Query<Entity, With<EnvironmentMapLabel>>,
) {
    if let Ok(environment_map) = environment_maps.get_single() {
        if asset_server.load_state(&environment_map.diffuse_map) == LoadState::Loaded
            && asset_server.load_state(&environment_map.specular_map) == LoadState::Loaded
        {
            if let Ok(label_entity) = label_query.get_single() {
                commands.entity(label_entity).despawn();
            }
        }
    }
}
examples/3d/tonemapping.rs (line 309)
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fn drag_drop_image(
    image_mat: Query<&Handle<StandardMaterial>, With<HDRViewer>>,
    text: Query<Entity, (With<Text>, With<SceneNumber>)>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut drop_events: EventReader<FileDragAndDrop>,
    asset_server: Res<AssetServer>,
    mut commands: Commands,
) {
    let Some(new_image) = drop_events.read().find_map(|e| match e {
        FileDragAndDrop::DroppedFile { path_buf, .. } => {
            Some(asset_server.load(path_buf.to_string_lossy().to_string()))
        }
        _ => None,
    }) else {
        return;
    };

    for mat_h in &image_mat {
        if let Some(mat) = materials.get_mut(mat_h) {
            mat.base_color_texture = Some(new_image.clone());

            // Despawn the image viewer instructions
            if let Ok(text_entity) = text.get_single() {
                commands.entity(text_entity).despawn();
            }
        }
    }
}
examples/3d/reflection_probes.rs (line 214)
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fn change_reflection_type(
    mut commands: Commands,
    light_probe_query: Query<Entity, With<LightProbe>>,
    camera_query: Query<Entity, With<Camera3d>>,
    keyboard: Res<ButtonInput<KeyCode>>,
    mut app_status: ResMut<AppStatus>,
    cubemaps: Res<Cubemaps>,
) {
    // Only do anything if space was pressed.
    if !keyboard.just_pressed(KeyCode::Space) {
        return;
    }

    // Switch reflection mode.
    app_status.reflection_mode =
        ReflectionMode::try_from((app_status.reflection_mode as u32 + 1) % 3).unwrap();

    // Add or remove the light probe.
    for light_probe in light_probe_query.iter() {
        commands.entity(light_probe).despawn();
    }
    match app_status.reflection_mode {
        ReflectionMode::None | ReflectionMode::EnvironmentMap => {}
        ReflectionMode::ReflectionProbe => spawn_reflection_probe(&mut commands, &cubemaps),
    }

    // Add or remove the environment map from the camera.
    for camera in camera_query.iter() {
        match app_status.reflection_mode {
            ReflectionMode::None => {
                commands.entity(camera).remove::<EnvironmentMapLight>();
            }
            ReflectionMode::EnvironmentMap | ReflectionMode::ReflectionProbe => {
                commands
                    .entity(camera)
                    .insert(create_camera_environment_map_light(&cubemaps));
            }
        }
    }
}
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pub fn add<M>( &mut self, command: impl EntityCommand<M> ) -> &mut EntityCommands<'_>
where M: 'static,

Pushes an EntityCommand to the queue, which will get executed for the current Entity.

§Examples
commands
    .spawn_empty()
    // Closures with this signature implement `EntityCommand`.
    .add(|entity: EntityWorldMut| {
        println!("Executed an EntityCommand for {:?}", entity.id());
    });
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pub fn retain<T>(&mut self) -> &mut EntityCommands<'_>
where T: Bundle,

Removes all components except the given Bundle from the entity.

This can also be used to remove all the components from the entity by passing it an empty Bundle.

§Example
#[derive(Component)]
struct Health(u32);
#[derive(Component)]
struct Strength(u32);
#[derive(Component)]
struct Defense(u32);

#[derive(Bundle)]
struct CombatBundle {
    health: Health,
    strength: Strength,
}

fn remove_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
    commands
        .entity(player.entity)
        // You can retain a pre-defined Bundle of components,
        // with this removing only the Defense component
        .retain::<CombatBundle>()
        // You can also retain only a single component
        .retain::<Health>()
        // And you can remove all the components by passing in an empty Bundle
        .retain::<()>();
}
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pub fn log_components(&mut self)

Logs the components of the entity at the info level.

§Panics

The command will panic when applied if the associated entity does not exist.

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pub fn commands(&mut self) -> Commands<'_, '_>

Returns the underlying Commands.

Trait Implementations§

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impl BuildChildren for EntityCommands<'_>

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fn with_children( &mut self, spawn_children: impl FnOnce(&mut ChildBuilder<'_>) ) -> &mut EntityCommands<'_>

Takes a closure which builds children for this entity using ChildBuilder.
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fn push_children(&mut self, children: &[Entity]) -> &mut EntityCommands<'_>

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

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

Removes the given children Read more
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fn add_child(&mut self, child: Entity) -> &mut EntityCommands<'_>

Adds a single child. Read more
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fn clear_children(&mut self) -> &mut EntityCommands<'_>

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

Removes all current children from this entity, replacing them with the specified list of entities. Read more
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fn set_parent(&mut self, parent: Entity) -> &mut EntityCommands<'_>

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

Removes the Parent of this entity. Read more
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impl BuildChildrenTransformExt for EntityCommands<'_>

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fn set_parent_in_place(&mut self, parent: Entity) -> &mut EntityCommands<'_>

Change this entity’s parent while preserving this entity’s GlobalTransform by updating its Transform. Read more
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fn remove_parent_in_place(&mut self) -> &mut EntityCommands<'_>

Make this entity parentless while preserving this entity’s GlobalTransform by updating its Transform to be equal to its current GlobalTransform. Read more
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impl DespawnRecursiveExt for EntityCommands<'_>

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fn despawn_recursive(self)

Despawns the provided entity and its children.

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fn despawn_descendants(&mut self) -> &mut EntityCommands<'_>

Despawns all descendants of the given entity.
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impl ReflectCommandExt for EntityCommands<'_>

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fn insert_reflect( &mut self, component: Box<dyn Reflect> ) -> &mut EntityCommands<'_>

Adds the given boxed reflect component to the entity using the reflection data in AppTypeRegistry. Read more
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fn insert_reflect_with_registry<T>( &mut self, component: Box<dyn Reflect> ) -> &mut EntityCommands<'_>

Same as insert_reflect, but using the T resource as type registry instead of AppTypeRegistry. Read more
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fn remove_reflect( &mut self, component_type_path: impl Into<Cow<'static, str>> ) -> &mut EntityCommands<'_>

Removes from the entity the component with the given type name registered in AppTypeRegistry. Read more
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fn remove_reflect_with_registry<T>( &mut self, component_type_name: impl Into<Cow<'static, str>> ) -> &mut EntityCommands<'_>

Same as remove_reflect, but using the T resource as type registry instead of AppTypeRegistry.

Auto Trait Implementations§

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impl<'a> Freeze for EntityCommands<'a>

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impl<'a> RefUnwindSafe for EntityCommands<'a>

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impl<'a> Send for EntityCommands<'a>

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impl<'a> Sync for EntityCommands<'a>

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impl<'a> Unpin for EntityCommands<'a>

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impl<'a> !UnwindSafe for EntityCommands<'a>

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<T> Downcast for T
where T: Any,

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fn into_any(self: Box<T>) -> Box<dyn Any>

Convert 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.
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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impl<T> DowncastSync for T
where T: Any + Send + Sync,

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fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Send + Sync>

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

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

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impl<T, U> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> Upcast<T> for T

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fn upcast(&self) -> Option<&T>

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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

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impl<T> Settings for T
where T: 'static + Send + Sync,

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impl<T> WasmNotSend for T
where T: Send,

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impl<T> WasmNotSendSync for T

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impl<T> WasmNotSync for T
where T: Sync,