Struct rfw::ecs::World [−][src]
pub struct World { /* fields omitted */ }
Expand description
World stores and exposes operations on entities, components, and their associated metadata. Each Entity has a set of components. Each component can have up to one instance of each component type. Entity components can be created, updated, removed, and queried using a given World.
Implementations
Retrieves this world’s Archetypes collection
Retrieves this world’s Components collection
Retrieves a mutable reference to this world’s Components collection
Retrieves a WorldCell, which safely enables multiple mutable World accesses at the same time, provided those accesses do not conflict with each other.
pub fn register_component(
&mut self,
descriptor: ComponentDescriptor
) -> Result<ComponentId, ComponentsError>
pub fn register_component(
&mut self,
descriptor: ComponentDescriptor
) -> Result<ComponentId, ComponentsError>
Registers a new component using the given ComponentDescriptor. Components do not need to be manually registered. This just provides a way to override default configuration. Attempting to register a component with a type that has already been used by World will result in an error.
The default component storage type can be overridden like this:
use bevy_ecs::{component::{ComponentDescriptor, StorageType}, world::World}; struct Position { x: f32, y: f32, } let mut world = World::new(); world.register_component(ComponentDescriptor::new::<Position>(StorageType::SparseSet)).unwrap();
Retrieves an EntityRef that exposes read-only operations for the given entity
.
This will panic if the entity
does not exist. Use World::get_entity if you want
to check for entity existence instead of implicitly panic-ing.
use bevy_ecs::world::World; struct Position { x: f32, y: f32, } let mut world = World::new(); let entity = world.spawn() .insert(Position { x: 0.0, y: 0.0 }) .id(); let position = world.entity(entity).get::<Position>().unwrap(); assert_eq!(position.x, 0.0);
Retrieves an EntityMut that exposes read and write operations for the given entity
.
This will panic if the entity
does not exist. Use World::get_entity_mut if you want
to check for entity existence instead of implicitly panic-ing.
use bevy_ecs::world::World; struct Position { x: f32, y: f32, } let mut world = World::new(); let entity = world.spawn() .insert(Position { x: 0.0, y: 0.0 }) .id(); let mut position = world.entity_mut(entity).get_mut::<Position>().unwrap(); position.x = 1.0;
Retrieves an EntityRef that exposes read-only operations for the given entity
.
Returns None if the entity
does not exist. Use World::entity if you don’t want
to unwrap the EntityRef yourself.
use bevy_ecs::world::World; struct Position { x: f32, y: f32, } let mut world = World::new(); let entity = world.spawn() .insert(Position { x: 0.0, y: 0.0 }) .id(); let entity_ref = world.get_entity(entity).unwrap(); let position = entity_ref.get::<Position>().unwrap(); assert_eq!(position.x, 0.0);
Retrieves an EntityMut that exposes read and write operations for the given entity
.
Returns None if the entity
does not exist. Use World::entity_mut if you don’t want
to unwrap the EntityMut yourself.
use bevy_ecs::world::World; struct Position { x: f32, y: f32, } let mut world = World::new(); let entity = world.spawn() .insert(Position { x: 0.0, y: 0.0 }) .id(); let mut entity_mut = world.get_entity_mut(entity).unwrap(); let mut position = entity_mut.get_mut::<Position>().unwrap(); position.x = 1.0;
Spawns a new Entity and returns a corresponding EntityMut, which can be used to add components to the entity or retrieve its id.
use bevy_ecs::world::World; struct Position { x: f32, y: f32, } let mut world = World::new(); let entity = world.spawn() .insert(Position { x: 0.0, y: 0.0 }) // add a single component .insert_bundle((1, 2.0, "hello")) // add a bundle of components .id(); let position = world.entity(entity).get::<Position>().unwrap(); assert_eq!(position.x, 0.0);
pub fn spawn_batch<I>(
&mut self,
iter: I
) -> SpawnBatchIter<'_, <I as IntoIterator>::IntoIter>ⓘNotable traits for SpawnBatchIter<'_, I>
impl<'_, I> Iterator for SpawnBatchIter<'_, I> where
I: Iterator,
<I as Iterator>::Item: Bundle, type Item = Entity;
where
I: IntoIterator,
<I as IntoIterator>::Item: Bundle,
pub fn spawn_batch<I>(
&mut self,
iter: I
) -> SpawnBatchIter<'_, <I as IntoIterator>::IntoIter>ⓘNotable traits for SpawnBatchIter<'_, I>
impl<'_, I> Iterator for SpawnBatchIter<'_, I> where
I: Iterator,
<I as Iterator>::Item: Bundle, type Item = Entity;
where
I: IntoIterator,
<I as IntoIterator>::Item: Bundle,
Spawns a batch of entities with the same component Bundle type. Takes a given Bundle iterator and returns a corresponding Entity iterator. This is more efficient than spawning entities and adding components to them individually, but it is limited to spawning entities with the same Bundle type, whereas spawning individually is more flexible.
use bevy_ecs::{entity::Entity, world::World}; let mut world = World::new(); let entities = world.spawn_batch(vec![ ("a", 0.0), // the first entity ("b", 1.0), // the second entity ]).collect::<Vec<Entity>>(); assert_eq!(entities.len(), 2);
Retrieves a reference to the given entity
’s Component of the given type.
Returns None if the entity
does not have a Component of the given type.
use bevy_ecs::world::World; struct Position { x: f32, y: f32, } let mut world = World::new(); let entity = world.spawn() .insert(Position { x: 0.0, y: 0.0 }) .id(); let position = world.get::<Position>(entity).unwrap(); assert_eq!(position.x, 0.0);
Retrieves a mutable reference to the given entity
’s Component of the given type.
Returns None if the entity
does not have a Component of the given type.
use bevy_ecs::world::World; struct Position { x: f32, y: f32, } let mut world = World::new(); let entity = world.spawn() .insert(Position { x: 0.0, y: 0.0 }) .id(); let mut position = world.get_mut::<Position>(entity).unwrap(); position.x = 1.0;
Despawns the given entity
, if it exists. This will also remove all of the entity’s
Components. Returns true
if the entity
is successfully despawned and false
if
the entity
does not exist.
use bevy_ecs::world::World; struct Position { x: f32, y: f32, } let mut world = World::new(); let entity = world.spawn() .insert(Position { x: 0.0, y: 0.0 }) .id(); assert!(world.despawn(entity)); assert!(world.get_entity(entity).is_none()); assert!(world.get::<Position>(entity).is_none());
Clears component tracker state
Returns QueryState for the given WorldQuery, which is used to efficiently run queries on the World by storing and reusing the QueryState.
use bevy_ecs::{entity::Entity, world::World}; #[derive(Debug, PartialEq)] struct Position { x: f32, y: f32, } struct Velocity { x: f32, y: f32, } let mut world = World::new(); let entities = world.spawn_batch(vec![ (Position { x: 0.0, y: 0.0}, Velocity { x: 1.0, y: 0.0 }), (Position { x: 0.0, y: 0.0}, Velocity { x: 0.0, y: 1.0 }), ]).collect::<Vec<Entity>>(); let mut query = world.query::<(&mut Position, &Velocity)>(); for (mut position, velocity) in query.iter_mut(&mut world) { position.x += velocity.x; position.y += velocity.y; } assert_eq!(world.get::<Position>(entities[0]).unwrap(), &Position { x: 1.0, y: 0.0 }); assert_eq!(world.get::<Position>(entities[1]).unwrap(), &Position { x: 0.0, y: 1.0 });
pub fn query_filtered<Q, F>(&mut self) -> QueryState<Q, F> where
F: WorldQuery,
Q: WorldQuery,
<F as WorldQuery>::Fetch: FilterFetch,
pub fn query_filtered<Q, F>(&mut self) -> QueryState<Q, F> where
F: WorldQuery,
Q: WorldQuery,
<F as WorldQuery>::Fetch: FilterFetch,
Returns QueryState for the given filtered WorldQuery, which is used to efficiently run queries on the World by storing and reusing the QueryState.
use bevy_ecs::{entity::Entity, world::World, query::With}; struct A; struct B; let mut world = World::new(); let e1 = world.spawn().insert(A).id(); let e2 = world.spawn().insert_bundle((A, B)).id(); let mut query = world.query_filtered::<Entity, With<B>>(); let matching_entities = query.iter(&world).collect::<Vec<Entity>>(); assert_eq!(matching_entities, vec![e2]);
Returns an iterator of entities that had components of type T
removed
since the last call to World::clear_trackers.
Returns an iterator of entities that had components with the given component_id
removed
since the last call to World::clear_trackers.
Inserts a new resource with the given value
.
Resources are “unique” data of a given type.
Inserts a new non-send resource with the given value
.
Resources are “unique” data of a given type.
Removes the resource of a given type and returns it, if it exists. Otherwise returns None. Resources are “unique” data of a given type.
Safety
make sure you’re on main thread if T isn’t Send + Sync
Returns true
if a resource of type T
exists. Otherwise returns false
.
Gets a reference to the resource of the given type, if it exists. Otherwise returns None Resources are “unique” data of a given type.
Gets a mutable reference to the resource of the given type, if it exists. Otherwise returns None Resources are “unique” data of a given type.
pub fn get_resource_or_insert_with<T>(
&mut self,
func: impl FnOnce() -> T
) -> Mut<'_, T> where
T: Component,
pub fn get_resource_or_insert_with<T>(
&mut self,
func: impl FnOnce() -> T
) -> Mut<'_, T> where
T: Component,
Gets a resource of type T
if it exists, otherwise inserts the resource using the result of
calling func
.
Gets a reference to the non-send resource of the given type, if it exists. Otherwise returns None Resources are “unique” data of a given type.
Gets a mutable reference to the non-send resource of the given type, if it exists. Otherwise returns None Resources are “unique” data of a given type.
pub unsafe fn get_non_send_resource_unchecked_mut<T>(
&self
) -> Option<Mut<'_, T>> where
T: 'static,
pub unsafe fn get_non_send_resource_unchecked_mut<T>(
&self
) -> Option<Mut<'_, T>> where
T: 'static,
Gets a mutable reference to the non-send resource of the given type, if it exists. Otherwise returns None Resources are “unique” data of a given type.
Safety
This will allow aliased mutable access to the given non-send resource type. The caller must ensure that only one mutable access exists at a time.
Temporarily removes the requested resource from this World, then re-adds it before returning. This enables safe mutable access to a resource while still providing mutable world access
use bevy_ecs::world::{World, Mut}; struct A(u32); struct B(u32); let mut world = World::new(); world.insert_resource(A(1)); let entity = world.spawn().insert(B(1)).id(); world.resource_scope(|world, mut a: Mut<A>| { let b = world.get_mut::<B>(entity).unwrap(); a.0 += b.0; }); assert_eq!(world.get_resource::<A>().unwrap().0, 2);
Trait Implementations
impl<'_, F> IntoExclusiveSystem<&'_ mut World, ExclusiveSystemFn> for F where
F: FnMut(&mut World) + Send + Sync + 'static,
impl<'_, F> IntoExclusiveSystem<&'_ mut World, ExclusiveSystemFn> for F where
F: FnMut(&mut World) + Send + Sync + 'static,
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pub fn vzip(self) -> V