Crate double_dot_state

Crate double_dot_state 

Source

Modules§

light_consts
Constants for operating with the light units: lumens, and lux.
prelude

Macros§

debug
Constructs an event at the debug level.
debug_once
Call debug! once per call site.
debug_span
Constructs a span at the debug level.
error
Constructs an event at the error level.
error_once
Call error! once per call site.
error_span
Constructs a span at the error level.
info
Constructs an event at the info level.
info_once
Call info! once per call site.
info_span
Constructs a span at the info level.
once
Call some expression only once per call site.
trace
Constructs an event at the trace level.
trace_once
Call trace! once per call site.
trace_span
Constructs a span at the trace level.
warn
Constructs an event at the warn level.
warn_once
Call warn! once per call site.
warn_span
Constructs a span at the warn level.

Structs§

AabbGizmoConfigGroup
The GizmoConfigGroup used for debug visualizations of Aabb components on entities
Added
A filter on a component that only retains results the first time after they have been added.
AmbientLight
An ambient light, which lights the entire scene equally.
AncestorIter
An Iterator of Entitys over the ancestors of an Entity.
AnimationClip
A list of VariableCurves and the AnimationTargetIds to which they apply.
AnimationGraph
A graph structure that describes how animation clips are to be blended together.
AnimationGraphAssetLoader
An AssetLoader that can load AnimationGraphs as assets.
AnimationGraphNode
An individual node within an animation graph.
AnimationPlayer
Animation controls
AnimationPlugin
Adds animation support to an app
AnimationTransition
An animation that is being faded out as part of a transition
AnimationTransitions
Manages fade-out of animation blend factors, allowing for smooth transitions between animations.
Annulus
A primitive shape formed by the region between two circles, also known as a ring.
AnyOf
The AnyOf query parameter fetches entities with any of the component types included in T.
App
App is the primary API for writing user applications. It automates the setup of a standard lifecycle and provides interface glue for plugins.
AppTypeRegistry
A Resource storing TypeRegistry for type registrations relevant to a whole app.
Arc2d
A primitive representing an arc between two points on a circle.
AssetPlugin
Provides “asset” loading and processing functionality. An Asset is a “runtime value” that is loaded from an AssetSource, which can be something like a filesystem, a network, etc.
AssetServer
Loads and tracks the state of Asset values from a configured AssetReader. This can be used to kick off new asset loads and retrieve their current load states.
Assets
Stores Asset values identified by their AssetId.
AtlasImageBundleDeprecated
A UI node that is a texture atlas sprite
AudioSink
Used to control audio during playback.
AudioSource
A source of audio data
AudioSourceBundle
Bundle for playing a sound.
Axis
Stores the position data of the input devices of type T.
BVec2
A 2-dimensional bool vector mask.
BVec3
A 3-dimensional bool vector mask.
BVec4
A 4-dimensional bool vector mask.
BackgroundColor
The background color of the node
BlendInput
An individual input for Animatable::blend.
BorderColor
The border color of the UI node.
BorderRadius
Used to add rounded corners to a UI node. You can set a UI node to have uniformly rounded corners or specify different radii for each corner. If a given radius exceeds half the length of the smallest dimension between the node’s height or width, the radius will calculated as half the smallest dimension.
BorderRect
Struct defining a Sprite border with padding values
BoxedPolygon
A polygon with a variable number of vertices, allocated on the heap in a Box<[Vec2]>.
BoxedPolyline2d
A series of connected line segments in 2D space, allocated on the heap in a Box<[Vec2]>.
BoxedPolyline3d
A series of connected line segments in 3D space, allocated on the heap in a Box<[Vec3]>.
Button
Marker struct for buttons
ButtonBundle
A UI node that is a button
ButtonInput
A “press-able” input of type T.
CalculatedClip
The calculated clip of the node
Camera
The defining Component for camera entities, storing information about how and what to render through this camera.
Camera2d
Camera2dBundle
Camera3d
Configuration for the “main 3d render graph”. The camera coordinate space is right-handed x-right, y-up, z-back. This means “forward” is -Z.
Camera3dBundle
The camera coordinate space is right-handed x-right, y-up, z-back. This means “forward” is -Z.
Capsule2d
A 2D capsule primitive, also known as a stadium or pill shape.
Capsule3d
A 3D capsule primitive. A three-dimensional capsule is defined as a surface at a distance (radius) from a line
Changed
A filter on a component that only retains results the first time after they have been added or mutably dereferenced.
ChildBuilder
Struct for building children entities and adding them to a parent entity.
Children
Contains references to the child entities of this entity.
Circle
A circle primitive
CircularSector
A primitive representing a circular sector: a pie slice of a circle.
CircularSegment
A primitive representing a circular segment: the area enclosed by the arc of a circle and its chord (the line between its endpoints).
ClearChildren
Command that clears all children from an entity and removes Parent component from those children.
ClearColor
A Resource that stores the color that is used to clear the screen between frames.
ColorMaterial
A 2d material that renders 2d meshes with a texture tinted by a uniform color
Commands
A Command queue to perform structural changes to the World.
Cone
A cone primitive centered on the midpoint between the tip of the cone and the center of its base.
ConicalFrustum
A conical frustum primitive. A conical frustum can be created by slicing off a section of a cone.
CubicBSpline
A spline interpolated continuously across the nearest four control points. The curve does not pass through any of the control points.
CubicBezier
A spline composed of a single cubic Bezier curve.
CubicCardinalSpline
A spline interpolated continuously across the nearest four control points, with the position of the curve specified at every control point and the tangents computed automatically. The associated CubicCurve has one segment between each pair of adjacent control points.
CubicCurve
A collection of CubicSegments chained into a single parametric curve. Has domain [0, N) where N is the number of attached segments.
CubicHermite
A spline interpolated continuously between the nearest two control points, with the position and velocity of the curve specified at both control points. This curve passes through all control points, with the specified velocity which includes direction and parametric speed.
CubicNurbs
Non-uniform Rational B-Splines (NURBS) are a powerful generalization of the CubicBSpline which can represent a much more diverse class of curves (like perfect circles and ellipses).
CubicSegment
A segment of a cubic curve, used to hold precomputed coefficients for fast interpolation. Can be evaluated as a parametric curve over the domain [0, 1).
Cuboid
A cuboid primitive, more commonly known as a box.
CursorEntered
An event that is sent whenever the user’s cursor enters a window.
CursorLeft
An event that is sent whenever the user’s cursor leaves a window.
CursorMoved
An event reporting that the mouse cursor has moved inside a window.
Cylinder
A cylinder primitive
DebugName
Convenient query for giving a human friendly name to an entity.
DefaultGizmoConfigGroup
The default gizmo config group.
DefaultPlugins
This plugin group will add all the default plugins for a Bevy application:
DefaultUiCamera
Deferred
A SystemParam that stores a buffer which gets applied to the World during apply_deferred. This is used internally by Commands to defer World mutations.
DescendantIter
An Iterator of Entitys over the descendants of an Entity.
DespawnChildrenRecursive
Despawns the given entity’s children recursively
DespawnRecursive
Despawns the given entity and all its children recursively
Dir2
A normalized vector pointing in a direction in 2D space
Dir3
A normalized vector pointing in a direction in 3D space
Dir3A
A normalized SIMD vector pointing in a direction in 3D space.
DirectionalLight
A Directional light.
DirectionalLightBundle
A component bundle for DirectionalLight entities.
DynamicScene
A collection of serializable resources and dynamic entities.
DynamicSceneBuilder
A DynamicScene builder, used to build a scene from a World by extracting some entities and resources.
DynamicSceneBundle
A component bundle for a DynamicScene root.
Ellipse
An ellipse primitive
EnterSchedules
System set that runs enter schedule(s) for state S.
Entity
Lightweight identifier of an entity.
EntityMut
Provides mutable access to a single entity and all of its components.
EntityRef
A read-only reference to a particular Entity and all of its components.
EntityWorldMut
A mutable reference to a particular Entity, and the entire world. This is essentially a performance-optimized (Entity, &mut World) tuple, which caches the EntityLocation to reduce duplicate lookups.
EnvironmentMapLight
A pair of cubemap textures that represent the surroundings of a specific area in space.
EventReader
Reads events of type T in order and tracks which events have already been read.
EventWriter
Sends events of type T.
Events
An event collection that represents the events that occurred within the last two Events::update calls. Events can be written to using an EventWriter and are typically cheaply read using an EventReader.
ExitSchedules
System set that runs exit schedule(s) for state S.
ExtractSchedule
Schedule which extract data from the main world and inserts it into the render world.
Extrusion
A 3D shape representing an extruded 2D base_shape.
First
Runs first in the schedule.
Fixed
The fixed timestep game clock following virtual time.
FixedFirst
Runs first in the FixedMain schedule.
FixedLast
The schedule that runs last in FixedMain
FixedPostUpdate
The schedule that runs after the FixedUpdate schedule, for reacting to changes made in the main update logic.
FixedPreUpdate
The schedule that contains logic that must run before FixedUpdate.
FixedUpdate
The schedule that contains most gameplay logic.
FogSettings
Configures the “classic” computer graphics distance fog effect, in which objects appear progressively more covered in atmospheric haze the further away they are from the camera. Affects meshes rendered via the PBR StandardMaterial.
Font
FrameCountPlugin
Adds frame counting functionality to Apps.
Gamepad
A gamepad with an associated ID.
GamepadAxis
An axis of a Gamepad.
GamepadButton
A button of a Gamepad.
Gamepads
A collection of connected Gamepads.
GilrsPlugin
Plugin that provides gamepad handling to an App.
GizmoConfig
A struct that stores configuration for gizmos.
GizmoConfigStore
A Resource storing GizmoConfig and GizmoConfigGroup structs
Gizmos
A SystemParam for drawing gizmos.
GlobalTransform
Describe the position of an entity relative to the reference frame.
GlobalVolume
Use this Resource to control the global volume of all audio.
Gltf
Representation of a loaded glTF file.
GltfExtras
Additional untyped data that can be present on most glTF types at the primitive level.
GridPlacement
Represents the position of a grid item in a single axis.
GridTrack
A GridTrack is a Row or Column of a CSS Grid. This struct specifies what size the track should be. See below for the different “track sizing functions” you can specify.
Has
Returns a bool that describes if an entity has the component T.
HierarchyPlugin
Provides hierarchy functionality to a Bevy app.
Hsla
Color in Hue-Saturation-Lightness (HSL) color space with alpha. Further information on this color model can be found on Wikipedia.
Hsva
Color in Hue-Saturation-Value (HSV) color space with alpha. Further information on this color model can be found on Wikipedia.
Hwba
Color in Hue-Whiteness-Blackness (HWB) color space with alpha. Further information on this color model can be found on Wikipedia.
IRect
A rectangle defined by two opposite corners.
IVec2
A 2-dimensional vector.
IVec3
A 3-dimensional vector.
IVec4
A 4-dimensional vector.
Image
ImageBundle
A UI node that is an image
ImagePlugin
Adds the Image as an asset and makes sure that they are extracted and prepared for the GPU.
In
Wrapper type to mark a SystemParam as an input.
InfinitePlane3d
An unbounded plane in 3D space. It forms a separating surface through the origin, stretching infinitely far
InheritedVisibility
Whether or not an entity is visible in the hierarchy. This will not be accurate until VisibilityPropagate runs in the PostUpdate schedule.
InsertChildren
Command that inserts a child at a given index of a parent’s children, shifting following children back.
IsDefaultUiCamera
Marker used to identify default cameras, they will have priority over the PrimaryWindow camera.
Laba
Color in LAB color space, with alpha
Label
Marker struct for labels
Last
Runs last in the schedule.
Lcha
Color in LCH color space, with alpha
LightGizmoConfigGroup
The GizmoConfigGroup used to configure the visualization of lights.
LightProbe
A marker component for a light probe, which is a cuboid region that provides global illumination to all fragments inside it.
Line2d
An infinite line along a direction in 2D space.
Line3d
An infinite line along a direction in 3D space.
LinearRgba
Linear RGB color with alpha.
Local
A system local SystemParam.
Main
The schedule that contains the app logic that is evaluated each tick of App::update().
Mat2
A 2x2 column major matrix.
Mat3
A 3x3 column major matrix.
Mat4
A 4x4 column major matrix.
MaterialMeshBundle
A component bundle for entities with a Mesh and a Material.
MaterialNodeBundle
A UI node that is rendered using a UiMaterial
MaterialPlugin
Adds the necessary ECS resources and render logic to enable rendering entities using the given Material asset type.
Mesh
A 3D object made out of vertices representing triangles, lines, or points, with “attribute” values for each vertex.
MinimalPlugins
This plugin group will add the minimal plugins for a Bevy application:
MorphWeights
Controls the morph targets for all child Handle<Mesh> entities. In most cases, MorphWeights should be considered the “source of truth” when writing morph targets for meshes. However you can choose to write child MeshMorphWeights if your situation requires more granularity. Just note that if you set MorphWeights, it will overwrite child MeshMorphWeights values.
Mut
Unique mutable borrow of an entity’s component or of a resource.
Name
Component used to identify an entity. Stores a hash for faster comparisons.
Node
Base component for a UI node, which also provides the computed size of the node.
NodeBundle
The basic UI node.
NonSend
Shared borrow of a non-Send resource.
NonSendMut
Unique borrow of a non-Send resource.
Observer
An Observer system. Add this Component to an Entity to turn it into an “observer”.
Oklaba
Color in Oklab color space, with alpha
Oklcha
Color in Oklch color space, with alpha
OnAdd
Trigger emitted when a component is added to an entity.
OnEnter
The label of a Schedule that only runs whenever State<S> enters the provided state.
OnExit
The label of a Schedule that only runs whenever State<S> exits the provided state.
OnInsert
Trigger emitted when a component is inserted on to to an entity.
OnRemove
Trigger emitted when a component is removed from an entity.
OnTransition
The label of a Schedule that only runs whenever State<S> exits AND enters the provided exited and entered states.
Or
A filter that tests if any of the given filters apply.
OrthographicProjection
Project a 3D space onto a 2D surface using parallel lines, i.e., unlike PerspectiveProjection, the size of objects remains the same regardless of their distance to the camera.
Outline
The Outline component adds an outline outside the edge of a UI node. Outlines do not take up space in the layout.
Overflow
Whether to show or hide overflowing items
ParallelCommands
An alternative to Commands that can be used in parallel contexts, such as those in Query::par_iter
ParamSet
A collection of potentially conflicting SystemParams allowed by disjoint access.
Parent
Holds a reference to the parent entity of this entity. This component should only be present on entities that actually have a parent entity.
PerspectiveProjection
A 3D camera projection in which distant objects appear smaller than close objects.
Pitch
A source of sine wave sound
Plane2d
An unbounded plane in 2D space. It forms a separating surface through the origin, stretching infinitely far
Plane3d
A bounded plane in 3D space. It forms a surface starting from the origin with a defined height and width.
PlaybackSettings
Initial settings to be used when audio starts playing. If you would like to control the audio while it is playing, query for the AudioSink or SpatialAudioSink components. Changes to this component will not be applied to already-playing audio.
PointLight
A light that emits light in all directions from a central point.
PointLightBundle
A component bundle for PointLight entities.
Polygon
A polygon with N vertices.
Polyline2d
A series of connected line segments in 2D space.
Polyline3d
A series of connected line segments in 3D space.
PostStartup
The schedule that runs once after Startup.
PostUpdate
The schedule that contains logic that must run after Update. For example, synchronizing “local transforms” in a hierarchy to “global” absolute transforms. This enables the PostUpdate transform-sync system to react to “local transform” changes in Update without the Update systems needing to know about (or add scheduler dependencies for) the “global transform sync system”.
PreStartup
The schedule that runs before Startup.
PreUpdate
The schedule that contains logic that must run before Update. For example, a system that reads raw keyboard input OS events into an Events resource. This enables systems in Update to consume the events from the Events resource without actually knowing about (or taking a direct scheduler dependency on) the “os-level keyboard event system”.
PushChild
Command that adds a child to an entity.
PushChildren
Command that pushes children to the end of the entity’s Children.
Quat
A quaternion representing an orientation.
Query
System parameter that provides selective access to the Component data stored in a World.
QueryBuilder
Builder struct to create QueryState instances at runtime.
QueryState
Provides scoped access to a World state according to a given QueryData and QueryFilter.
RationalCurve
A collection of RationalSegments chained into a single parametric curve.
RationalSegment
A segment of a rational cubic curve, used to hold precomputed coefficients for fast interpolation. Can be evaluated as a parametric curve over the domain [0, knot_span).
Ray2d
An infinite half-line starting at origin and going in direction in 2D space.
Ray3d
An infinite half-line starting at origin and going in direction in 3D space.
Real
Real time clock representing elapsed wall clock time.
ReceivedCharacterDeprecated
An event that is sent whenever a window receives a character from the OS or underlying system.
Rect
A rectangle defined by two opposite corners.
Rectangle
A rectangle primitive
Ref
Shared borrow of an entity’s component with access to change detection. Similar to Mut but is immutable and so doesn’t require unique access.
ReflectComponent
A struct used to operate on reflected Component trait of a type.
ReflectDefault
A struct used to provide the default value of a type.
ReflectDeserialize
A struct used to deserialize reflected instances of a type.
ReflectFromReflect
Type data that represents the FromReflect trait and allows it to be used dynamically.
ReflectFromWorld
A struct used to operate on the reflected FromWorld trait of a type.
ReflectResource
A struct used to operate on reflected Resource of a type.
ReflectSerialize
A struct used to serialize reflected instances of a type.
ReflectionProbeBundle
A bundle that contains everything needed to make an entity a reflection probe.
RegularPolygon
A polygon where all vertices lie on a circle, equally far apart.
RemoveChildren
Command that removes children from an entity, and removes these children’s parent.
RemoveParent
Command that removes the parent of an entity, and removes that entity from the parent’s Children.
RemovedComponents
A SystemParam that yields entities that had their T Component removed or have been despawned with it.
RepeatedGridTrack
Represents a possibly repeated GridTrack.
ReplaceChildren
Command that clear all children from an entity, replacing them with the given children.
Res
Shared borrow of a Resource.
ResMut
Unique mutable borrow of a Resource.
ResolvedBorderRadius
Represents the resolved border radius values for a UI node.
Rhombus
A rhombus primitive, also known as a diamond shape.
Rot2
A counterclockwise 2D rotation.
RumbleSystem
Updates the running gamepad rumble effects.
Scene
To spawn a scene, you can use either:
SceneBundle
A component bundle for a Scene root.
SceneSpawner
Handles spawning and despawning scenes in the world, either synchronously or batched through the scene_spawner_system.
Schedule
A collection of systems, and the metadata and executor needed to run them in a certain order under certain conditions.
Schedules
Resource that stores Schedules mapped to ScheduleLabels excluding the current running Schedule.
ScreenSpaceAmbientOcclusionPlugin
Plugin for screen space ambient occlusion.
Segment2d
A segment of a line along a direction in 2D space.
Segment3d
A segment of a line along a direction in 3D space.
SerializedAnimationGraph
A version of AnimationGraph suitable for serializing as an asset.
SerializedAnimationGraphNode
A version of AnimationGraphNode suitable for serializing as an asset.
Shader
A shader, as defined by its ShaderSource and ShaderStage This is an “unprocessed” shader. It can contain preprocessor directives.
ShowAabbGizmo
Add this Component to an entity to draw its Aabb component.
ShowLightGizmo
Add this Component to an entity to draw any of its lights components (PointLight, SpotLight and DirectionalLight).
SpatialAudioSink
Used to control spatial audio during playback.
SpatialBundle
A Bundle that allows the correct positional rendering of an entity.
SpatialListener
Settings for the listener for spatial audio sources.
SpawnScene
The schedule that contains scene spawning.
Sphere
A sphere primitive
SpotLight
A light that emits light in a given direction from a central point. Behaves like a point light in a perfectly absorbent housing that shines light only in a given direction. The direction is taken from the transform, and can be specified with Transform::looking_at.
SpotLightBundle
A component bundle for spot light entities
Sprite
Specifies the rendering properties of a sprite.
SpriteBundle
A Bundle of components for drawing a single sprite from an image.
SpriteSheetBundleDeprecated
A Bundle of components for drawing a single sprite from a sprite sheet (also referred to as a TextureAtlas) or for animated sprites.
Srgba
Non-linear standard RGB with alpha.
StandardMaterial
A material with “standard” properties used in PBR lighting Standard property values with pictures here https://google.github.io/filament/Material%20Properties.pdf.
Startup
The schedule that runs once when the app starts.
State
A finite-state machine whose transitions have associated schedules (OnEnter(state) and OnExit(state)).
StateField
StateScoped
Entities marked with this component will be removed when the world’s state of the matching type no longer matches the supplied value.
StateTransition
Runs state transitions.
StateTransitionEvent
Event sent when any state transition of S happens. This includes identity transitions, where exited and entered have the same value.
Style
Describes the style of a UI container node
SubApp
A secondary application with its own World. These can run independently of each other.
SystemBuilder
Builder struct used to construct state for SystemParam passed to a system.
TargetCamera
Indicates that this root Node entity should be rendered to a specific camera. UI then will be laid out respecting the camera’s viewport and scale factor, and rendered to this camera’s bevy_render::camera::RenderTarget.
TaskPoolOptions
Helper for configuring and creating the default task pools. For end-users who want full control, set up TaskPoolPlugin
TaskPoolPlugin
Setup of default task pools: AsyncComputeTaskPool, ComputeTaskPool, IoTaskPool.
Tetrahedron
A tetrahedron primitive.
Text
Text2dBundle
The bundle of components needed to draw text in a 2D scene via a 2D Camera2dBundle. Example usage.
TextBundle
A UI node that is text
TextSection
TextStyle
TextureAtlas
Component used to draw a specific section of a texture.
TextureAtlasBuilder
A builder which is used to create a texture atlas from many individual sprites.
TextureAtlasLayout
Stores a map used to lookup the position of a texture in a TextureAtlas. This can be used to either use and look up a specific section of a texture, or animate frame-by-frame as a sprite sheet.
TextureSlice
Single texture slice, representing a texture rect to draw in a given area
TextureSlicer
Slices a texture using the 9-slicing technique. This allows to reuse an image at various sizes without needing to prepare multiple assets. The associated texture will be split into nine portions, so that on resize the different portions scale or tile in different ways to keep the texture in proportion.
Time
A generic clock resource that tracks how much it has advanced since its previous update and since its creation.
Timer
Tracks elapsed time. Enters the finished state once duration is reached.
Torus
A torus primitive, often representing a ring or donut shape
TouchInput
A touch input event.
Touches
A collection of Touches.
Transform
Describe the position of an entity. If the entity has a parent, the position is relative to its parent position.
TransformBundle
A Bundle of the Transform and GlobalTransform [Component]s, which describe the position of an entity.
TransformHelper
System parameter for computing up-to-date GlobalTransforms.
TransformPlugin
The base plugin for handling Transform components
TransitionSchedules
System set that runs transition schedule(s) for state S.
Triangle2d
A triangle in 2D space
Triangle3d
A 3D triangle primitive.
Trigger
Type containing triggered Event information for a given run of an Observer. This contains the Event data itself. If it was triggered for a specific Entity, it includes that as well.
TypeRegistrationPlugin
Registration of default types to the TypeRegistry resource.
URect
A rectangle defined by two opposite corners.
UVec2
A 2-dimensional vector.
UVec3
A 3-dimensional vector.
UVec4
A 4-dimensional vector.
UiImage
The 2D texture displayed for this UI node
UiMaterialKey
UiMaterialPlugin
Adds the necessary ECS resources and render logic to enable rendering entities using the given UiMaterial asset type (which includes UiMaterial types).
UiRect
A type which is commonly used to define margins, paddings and borders.
UiScale
The current scale of the UI.
Update
The schedule that contains app logic. Ideally containing anything that must run once per render frame, such as UI.
ValidParentCheckPlugin
Print a warning for each Entity with a T component whose parent doesn’t have a T component.
VariableCurve
Describes how an attribute of a Transform or MorphWeights should be animated.
Vec2
A 2-dimensional vector.
Vec3
A 3-dimensional vector.
Vec4
A 4-dimensional vector.
ViewVisibility
Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering.
Virtual
The virtual game clock representing game time.
VisibilityBundle
A Bundle of the Visibility, InheritedVisibility, and ViewVisibility Components, which describe the visibility of an entity.
Window
The defining Component for window entities, storing information about how it should appear and behave.
WindowMoved
An event that is sent when a window is repositioned in physical pixels.
WindowPlugin
A Plugin that defines an interface for windowing support in Bevy.
WindowResizeConstraints
The size limits on a Window.
With
Filter that selects entities with a component T.
Without
Filter that selects entities without a component T.
World
Stores and exposes operations on entities, components, resources, and their associated metadata.
WorldChildBuilder
Struct for adding children to an entity directly through the World for use in exclusive systems.
Xyza
CIE 1931 color space, also known as XYZ, with an alpha channel.

Enums§

AlignContent
Used to control how items are distributed.
AlignItems
Used to control how each individual item is aligned by default within the space they’re given.
AlignSelf
Used to control how the specified item is aligned within the space it’s given.
AlphaMode
Sets how a material’s base color alpha channel is used for transparency.
AnimationGraphLoadError
Various errors that can occur when serializing or deserializing animation graphs to and from RON, respectively.
AppExit
An event that indicates the App should exit. If one or more of these are present at the end of an update, the runner will end and (maybe) return control to the caller.
AssetEvent
Events that occur for a specific loaded Asset, such as “value changed” events and “dependency” events.
AssetId
A unique runtime-only identifier for an Asset. This is cheap to Copy/Clone and is not directly tied to the lifetime of the Asset. This means it can point to an Asset that no longer exists.
AssetMode
ClearColorConfig
For a camera, specifies the color used to clear the viewport before rendering.
Color
An enumerated type that can represent any of the color types in this crate.
CubicNurbsError
Error during construction of CubicNurbs
CursorIcon
The icon to display for a Window’s Cursor.
Direction
Defines the text direction.
Display
Defines the layout model used by this node.
EulerRot
Euler rotation sequences.
FileDragAndDrop
Events related to files being dragged and dropped on a window.
FlexDirection
Defines how flexbox items are ordered within a flexbox
FlexWrap
Defines if flexbox items appear on a single line or on multiple lines
FogFalloff
Allows switching between different fog falloff modes, and configuring their parameters.
GamepadAxisType
A type of a GamepadAxis.
GamepadButtonType
A type of a GamepadButton.
GizmoLineJoint
An enum configuring how line joints will be drawn.
GizmoLineStyle
An enum used to configure the style of gizmo lines, similar to CSS line-style
GltfAssetLabel
Labels that can be used to load part of a glTF
GridAutoFlow
Controls whether grid items are placed row-wise or column-wise as well as whether the sparse or dense packing algorithm is used.
GridPlacementError
Errors that occur when setting constraints for a GridPlacement
GridTrackRepetition
How many times to repeat a repeated grid track
Handle
A strong or weak handle to a specific Asset. If a Handle is Handle::Strong, the Asset will be kept alive until the Handle is dropped. If a Handle is Handle::Weak, it does not necessarily reference a live Asset, nor will it keep assets alive.
HexColorError
Error returned if a hex string could not be parsed as a color.
ImageScaleMode
Controls how the image is altered when scaled.
Ime
A Input Method Editor event.
Interaction
Describes what type of input interaction has occurred for a UI node.
Interpolation
Interpolation method to use between keyframes.
IntoDynamicImageError
Errors that occur while converting an Image into a DynamicImage
JustifyContent
Used to control how items are distributed.
JustifyItems
Used to control how each individual item is aligned by default within the space they’re given.
JustifySelf
Used to control how the specified item is aligned within the space it’s given.
JustifyText
Describes the horizontal alignment of multiple lines of text relative to each other. This only affects the internal positioning of the lines of text within a text entity and does not affect the text entity’s position.
KeyCode
The key code of a KeyboardInput.
Keyframes
List of keyframes for one of the attribute of a Transform.
LightGizmoColor
Configures how a color is attributed to a light gizmo.
MaxTrackSizingFunction
MinTrackSizingFunction
MonitorSelection
References a screen monitor.
MouseButton
A button on a mouse device.
Msaa
Configuration resource for Multi-Sample Anti-Aliasing.
NextState
The next state of State<S>.
OverflowAxis
Whether to show or hide overflowing items
ParallaxMappingMethod
The parallax mapping method to use to compute depth based on the material’s depth_map.
PositionType
The strategy used to position this node
Projection
A configurable CameraProjection that can select its projection type at runtime.
SceneFilter
A filter used to control which types can be added to a DynamicScene.
SerializedAnimationClip
A version of Handle<AnimationClip> suitable for serializing as an asset.
ShouldUpdateEvents
Controls whether or not the events in an EventRegistry should be updated.
SliceScaleMode
Defines how a texture slice scales when resized
TextError
TimerMode
Specifies Timer behavior.
TorusKind
The type of torus determined by the minor and major radii
TransformSystem
Set enum for the systems relating to transform propagation
UntypedHandle
An untyped variant of Handle, which internally stores the Asset type information at runtime as a TypeId instead of encoding it in the compile-time type. This allows handles across Asset types to be stored together and compared.
Val
Represents the possible value types for layout properties.
ValArithmeticError
Visibility
User indication of whether an entity is visible. Propagates down the entity hierarchy.
WindingOrder
The winding order for a set of points
WindowPosition
Defines where a Window should be placed on the screen.
ZIndex
Indicates that this Node entity’s front-to-back ordering is not controlled solely by its location in the UI hierarchy. A node with a higher z-index will appear on top of other nodes with a lower z-index.

Traits§

Alpha
Methods for manipulating alpha values.
Animatable
An animatable value type.
AppExtStates
State installation methods for App and SubApp.
AppGizmoBuilder
A extension trait adding App::init_gizmo_group and App::insert_gizmo_config.
Asset
AssetApp
Adds asset-related builder methods to App.
AudioSinkPlayback
Common interactions with an audio sink.
BuildChildren
Trait for removing, adding and replacing children and parents of an entity.
BuildChildrenTransformExt
Collection of methods similar to BuildChildren, but preserving each entity’s GlobalTransform.
BuildWorldChildren
Trait that defines adding, changing and children and parents of an entity directly through the World.
Bundle
The Bundle trait enables insertion and removal of Components from an entity.
ColorToComponents
Trait with methods for converting colors to non-color types
ColorToPacked
Trait with methods for converting colors to packed non-color types
Component
A data type that can be used to store data for an entity.
ComputedStates
A state whose value is automatically computed based on the values of other States.
Condition
A system that determines if one or more scheduled systems should run.
CubicGenerator
Implement this on cubic splines that can generate a cubic curve from their spline parameters.
Decodable
A type implementing this trait can be converted to a rodio::Source type. It must be Send and Sync in order to be registered. Types that implement this trait usually contain raw sound data that can be converted into an iterator of samples. This trait is implemented for AudioSource. Check the example decodable for how to implement this trait on a custom type.
DespawnRecursiveExt
Trait that holds functions for despawning recursively down the transform hierarchy
DetectChanges
Types that can read change detection information. This change detection is controlled by DetectChangesMut types such as ResMut.
DetectChangesMut
Types that implement reliable change detection.
DirectAssetAccessExt
DoubleStates
EntityMapper
An implementor of this trait knows how to map an Entity into another Entity.
Event
Something that “happens” and might be read / observed by app logic.
FloatExt
A trait for extending f32 and f64 with extra methods.
FromReflect
A trait that enables types to be dynamically constructed from reflected data.
FromRng
Ergonomics trait for a type with a Standard distribution, allowing values to be generated uniformly from an Rng by a method in its own namespace.
FromWorld
Creates an instance of the type this trait is implemented for using data from the supplied World.
GetField
A convenience trait which combines fetching and downcasting of struct fields.
GetPath
A trait which allows nested Reflect values to be retrieved with path strings.
GetTupleStructField
A convenience trait which combines fetching and downcasting of tuple struct fields.
GizmoConfigGroup
A trait used to create gizmo configs groups.
GizmoPrimitive2d
A trait for rendering 2D geometric primitives (P) with Gizmos.
GizmoPrimitive3d
A trait for rendering 3D geometric primitives (P) with Gizmos.
Gray
Trait for returning a grayscale color of a provided lightness.
HierarchyQueryExt
An extension trait for Query that adds hierarchy related methods.
Hue
Trait for manipulating the hue of a color.
IntoSystem
Conversion trait to turn something into a System.
IntoSystemConfigs
Types that can convert into a SystemConfigs.
IntoSystemSet
Types that can be converted into a SystemSet.
IntoSystemSetConfigs
Types that can convert into a SystemSetConfigs.
Luminance
Methods for changing the luminance of a color. Note that these methods are not guaranteed to produce consistent results across color spaces, but will be within a given space.
Material
Materials are used alongside MaterialPlugin and MaterialMeshBundle to spawn entities that are rendered with a specific Material type. They serve as an easy to use high level way to render Mesh entities with custom shader logic.
Measured2d
A trait for getting measurements of 2D shapes
Measured3d
A trait for getting measurements of 3D shapes
MeshBuilder
A trait used to build Meshes from a configuration
Meshable
A trait for shapes that can be turned into a Mesh.
Mix
Linear interpolation of two colors within a given color space.
Plugin
A collection of Bevy app logic and configuration.
PluginGroup
Combines multiple Plugins into a single unit.
Primitive2d
A marker trait for 2D primitives
Primitive3d
A marker trait for 3D primitives
RationalGenerator
Implement this on cubic splines that can generate a rational cubic curve from their spline parameters.
ReadOnlySystem
System types that do not modify the World when run. This is implemented for any systems whose parameters all implement ReadOnlySystemParam.
Reflect
The core trait of bevy_reflect, used for accessing and modifying data dynamically.
ReflectPath
Something that can be interpreted as a reflection path in GetPath.
Resource
A type that can be inserted into a World as a singleton.
ShapeSample
Exposes methods to uniformly sample a variety of primitive shapes.
StateSet
A States type or tuple of types which implement States.
States
Types that can define world-wide states in a finite-state machine.
Struct
A trait used to power struct-like operations via reflection.
SubStates
A sub-state is a state that exists only when the source state meet certain conditions, but unlike ComputedStates - while they exist they can be manually modified.
System
An ECS system that can be added to a Schedule
SystemParamFunction
A trait implemented for all functions that can be used as Systems.
SystemSet
Types that identify logical groups of systems.
TransformPoint
A trait for point transformation methods.
TupleStruct
A trait used to power tuple struct-like operations via reflection.
TypePath
A static accessor to type paths and names.
UiMaterial
Materials are used alongside UiMaterialPlugin and MaterialNodeBundle to spawn entities that are rendered with a specific UiMaterial type. They serve as an easy to use high level way to render Node entities with custom shader logic.
Vec2Swizzles
Vec3Swizzles
Vec4Swizzles

Functions§

advance_transitions
A system that alters the weight of currently-playing transitions based on the current time and decline amount.
any_component_removed
Generates a Condition-satisfying closure that returns true if there are any entity with a component of the given type removed.
any_with_component
A Condition-satisfying system that returns true if there are any entities with the given component type.
apply_deferred
Instructs the executor to call System::apply_deferred on the systems that have run but not applied their Deferred system parameters (like Commands) or other system buffers.
default
An ergonomic abbreviation for Default::default() to make initializing structs easier. This is especially helpful when combined with “struct update syntax”.
despawn_with_children_recursive
Function for despawning an entity and all its children
expire_completed_transitions
A system that removed transitions that have completed from the AnimationTransitions object.
in_state
Generates a Condition-satisfying closure that returns true if the state machine is currently in state.
last_transition
Returns the latest state transition event of type S, if any are available.
make_ident
not
Generates a Condition that inverses the result of passed one.
on_event
Generates a Condition-satisfying closure that returns true if there are any new events of the given type since it was last called.
resource_added
A Condition-satisfying system that returns true if the resource of the given type has been added since the condition was last checked.
resource_changed
A Condition-satisfying system that returns true if the resource of the given type has had its value changed since the condition was last checked.
resource_changed_or_removed
Generates a Condition-satisfying closure that returns true if the resource of the given type has had its value changed since the condition was last checked.
resource_equals
Generates a Condition-satisfying closure that returns true if the resource is equal to value.
resource_exists
A Condition-satisfying system that returns true if the resource exists.
resource_exists_and_changed
A Condition-satisfying system that returns true if the resource of the given type has had its value changed since the condition was last checked.
resource_exists_and_equals
Generates a Condition-satisfying closure that returns true if the resource exists and is equal to value.
resource_removed
Generates a Condition-satisfying closure that returns true if the resource of the given type has been removed since the condition was last checked.
run_once
Generates a Condition-satisfying closure that returns true if the first time the condition is run and false every time after
state_changed
A Condition-satisfying system that returns true if the state machine changed state.
state_exists
A Condition-satisfying system that returns true if the state machine exists.

Type Aliases§

AnimationDiGraph
A type alias for the petgraph data structure that defines the animation graph.
AnimationNodeIndex
The index of either an animation or blend node in the animation graph.
AudioBundle
Bundle for playing a standard bevy audio asset
ColorMesh2dBundle
A component bundle for entities with a Mesh2dHandle and a ColorMaterial.
PbrBundle
A component bundle for PBR entities with a Mesh and a StandardMaterial.
PitchBundle
Bundle for playing a bevy note sound

Attribute Macros§

bevy_main
reflect_trait
A macro that automatically generates type data for traits, which their implementors can then register.

Derive Macros§

Asset
Bundle
Component
Deref
Implements Deref for structs. This is especially useful when utilizing the newtype pattern.
DerefMut
Implements DerefMut for structs. This is especially useful when utilizing the newtype pattern.
DoubleStates
DynamicPlugin
Generates a dynamic plugin entry point function for the given Plugin type.
Event
FromReflect
Derives the FromReflect trait.
GizmoConfigGroup
Implements the GizmoConfigGroup trait for a gizmo config group type.
Reflect
The main derive macro used by bevy_reflect for deriving its Reflect trait.
Resource
States
SubStates
SystemSet
Derive macro generating an impl of the trait SystemSet.
TypePath
Derives the TypePath trait, providing a stable alternative to [std::any::type_name].