Crate entity_component

Source

Macros§

join
The join macro makes it very easy to iterate over multiple components of the same Entity at once.

Structs§

ComponentIterator
Iterates over components using a provided bitset. Each time the bitset has a 1 in index i, the iterator will fetch data from the storage at index i and return it as an Option.
ComponentIteratorMut
Iterates over components using a provided bitset. Each time the bitset has a 1 in index i, the iterator will fetch data from the storage at index i and return it as an Option.
Components
Holds components of a given type indexed by Entity. We do not check if the given entity is alive here, this should be done using Entities.
Entities
Holds a list of alive entities. It also holds a list of entities that were recently killed, which allows to remove components of deleted entities at the end of a game frame.
Entity
An entity index. They are created using the Entities struct. They are used as indices with Components structs.
EntityIterator
Iterator over entities using the provided bitset.

Traits§

BitSet
The BitSet API.

Functions§

create_bitset
Creates a bitset big enough to contain the index of each entity. Mostly used to create caches.

Type Aliases§

BitSetVec
The type of bitsets used to track entities in component storages. Mostly used to create caches.