Module ecs

Source

Modules§

changeset
Provides a changeset that can be collected from an iterator.
error
Specs errors
join
Joining of components for iteration over entities with specific components.
prelude
Prelude module
shred
Shared resource dispatcher
storage
Component storage types, implementations for component joins, etc.
world
Entities, resources, components, and general world management.

Structs§

BitSet
A BitSet is a simple set designed to track which indices are placed into it.
ChangeSet
Change set that can be collected from an iterator, and joined on for easy application to components.
DenseVecStorage
Dense vector storage. Has a redirection 2-way table between entities and components, allowing to leave no gaps within the data.
Dispatcher
The dispatcher struct, allowing systems to be executed in parallel.
DispatcherBuilder
Builder for the Dispatcher.
Entity
Entity type, as seen by the user.
EntityBuilder
The entity builder, allowing to build an entity together with its components.
FlaggedStorage
Wrapper storage that tracks modifications, insertions, and removals of components through an EventChannel.
HashMapStorage
HashMap-based storage. Best suited for rare components.
LazyUpdate
Lazy updates can be used for world updates that need to borrow a lot of resources and as such should better be done at the end. They work lazily in the sense that they are dispatched when calling world.maintain().
NullStorage
A null storage type, used for cases where the component doesn’t contain any data and instead works as a simple flag.
Read
Allows to fetch a resource in a system immutably.
ReaderId
A reader ID which represents a subscription to the events pushed to the EventChannel.
Resources
A resource container, which provides methods to access to the contained resources.
StaticAccessor
The static accessor that is used for SystemData.
Storage
A wrapper around the masked storage and the generations vector. Can be used for safe lookup of components, insertions and removes. This is what World::read/write fetches for the user.
VecStorage
Vector storage. Uses a simple Vec. Supposed to have maximum performance for the components mostly present in entities.
World
The World struct contains the component storages and other resources.
Write
Allows to fetch a resource in a system mutably.

Traits§

Accessor
A trait for accessing read/write multiple resources from a system. This can be used to create dynamic systems that don’t specify what they fetch at compile-time.
Builder
A common trait for EntityBuilder and LazyBuilder, allowing either to be used. Entity is definitely alive, but the components may or may not exist before a call to World::maintain.
Component
Abstract component type. Doesn’t have to be Copy or even Clone.
Join
The purpose of the Join trait is to provide a way to access multiple storages at the same time with the merged bit set.
RunNow
Trait for fetching data and running systems. Automatically implemented for systems.
System
A System, executed with a set of required Resources.
SystemData
A static system data that can specify its dependencies at statically (at compile-time). Most system data is a SystemData, the DynamicSystemData type is only needed for very special setups.
Tracked
UnprotectedStorages that track modifications, insertions, and removals of components.

Type Aliases§

Entities
A wrapper for a read Entities resource. Note that this is just Read<Entities>, so you can easily use it in your system:
ReadExpect
Allows to fetch a resource in a system immutably. This will panic if the resource does not exist. Usage of Read or Option<Read> is therefore recommended.
ReadStorage
A storage with read access.
WriteExpect
Allows to fetch a resource in a system mutably. This will panic if the resource does not exist. Usage of Write or Option<Write> is therefore recommended.
WriteStorage
A storage with read and write access.