pub struct World {Show 16 fields
id: WorldId,
pub(crate) entities: Entities,
pub(crate) entity_allocator: EntityAllocator,
pub(crate) components: Components,
pub(crate) component_ids: ComponentIds,
pub(crate) resource_entities: ResourceEntities,
pub(crate) archetypes: Archetypes,
pub(crate) storages: Storages,
pub(crate) bundles: Bundles,
pub(crate) observers: Observers,
pub(crate) removed_components: RemovedComponentMessages,
pub(crate) change_tick: Atomic<u32>,
pub(crate) last_change_tick: Tick,
pub(crate) last_check_tick: Tick,
pub(crate) last_trigger_id: u32,
pub(crate) command_queue: RawCommandQueue,
}Expand description
Stores and exposes operations on entities, components, resources, and their associated metadata.
Each Entity has a set of unique components, based on their type.
Entity components can be created, updated, removed, and queried using a given World.
For complex access patterns involving SystemParam,
consider using SystemState.
To mutate different parts of the world simultaneously,
use World::resource_scope or SystemState.
§Resources
Worlds can also store Resources,
which are unique instances of a given type that belong to a specific unique Entity.
There are also non send resources, which can only be accessed on the main thread.
These are stored outside of the ECS.
See Resource for usage.
Fields§
§id: WorldId§entities: Entities§entity_allocator: EntityAllocator§components: Components§component_ids: ComponentIds§resource_entities: ResourceEntities§archetypes: Archetypes§storages: Storages§bundles: Bundles§observers: Observers§removed_components: RemovedComponentMessages§change_tick: Atomic<u32>§last_change_tick: Tick§last_check_tick: Tick§last_trigger_id: u32§command_queue: RawCommandQueueImplementations§
Source§impl World
impl World
Sourcepub fn register_event_key<E>(&mut self) -> EventKeywhere
E: Event,
pub fn register_event_key<E>(&mut self) -> EventKeywhere
E: Event,
Generates the EventKey for this event type.
If this type has already been registered,
this will return the existing EventKey.
This is used by various dynamically typed observer APIs,
such as DeferredWorld::trigger_raw.
Source§impl World
impl World
Sourcepub fn add_observer<M>(
&mut self,
observer: impl IntoObserver<M>,
) -> EntityWorldMut<'_>
pub fn add_observer<M>( &mut self, observer: impl IntoObserver<M>, ) -> EntityWorldMut<'_>
Spawns a “global” Observer which will watch for the given event.
Returns its Entity as a EntityWorldMut.
system can be any system whose first parameter is On.
§Example
#[derive(Component)]
struct A;
world.add_observer(|_: On<Add, A>| {
// ...
});
world.add_observer(|_: On<Remove, A>| {
// ...
});Calling observe on the returned
EntityWorldMut will observe the observer itself, which you very
likely do not want.
§Panics
Panics if the given system is an exclusive system.
Sourcepub fn trigger<'a, E>(&mut self, event: E)
pub fn trigger<'a, E>(&mut self, event: E)
Triggers the given Event, which will run any Observers watching for it.
For a variant that borrows the event rather than consuming it, use World::trigger_ref instead.
Sourcepub fn trigger_with<'a, E>(
&mut self,
event: E,
trigger: <E as Event>::Trigger<'a>,
)where
E: Event,
pub fn trigger_with<'a, E>(
&mut self,
event: E,
trigger: <E as Event>::Trigger<'a>,
)where
E: Event,
Triggers the given Event using the given Trigger, which will run any Observers watching for it.
For a variant that borrows the event rather than consuming it, use World::trigger_ref instead.
Sourcepub fn trigger_ref<'a, E>(&mut self, event: &mut E)
pub fn trigger_ref<'a, E>(&mut self, event: &mut E)
Triggers the given mutable Event reference, which will run any Observers watching for it.
Compared to World::trigger, this method is most useful when it’s necessary to check
or use the event after it has been modified by observers.
Sourcepub fn trigger_ref_with<'a, E>(
&mut self,
event: &mut E,
trigger: &mut <E as Event>::Trigger<'a>,
)where
E: Event,
pub fn trigger_ref_with<'a, E>(
&mut self,
event: &mut E,
trigger: &mut <E as Event>::Trigger<'a>,
)where
E: Event,
Triggers the given mutable Event reference using the given mutable Trigger reference, which
will run any Observers watching for it.
Compared to World::trigger, this method is most useful when it’s necessary to check
or use the event after it has been modified by observers.
Sourcepub unsafe fn trigger_dynamic(
&mut self,
event_key: EventKey,
event_data: PtrMut<'_>,
trigger_data: PtrMut<'_>,
)
pub unsafe fn trigger_dynamic( &mut self, event_key: EventKey, event_data: PtrMut<'_>, trigger_data: PtrMut<'_>, )
Triggers global Observers for event_key with untyped event and
trigger data.
Dynamic equivalent of World::trigger. Only fires global observers,
not entity- or component-scoped ones.
Use World::trigger_dynamic_targets to also fire entity-scoped
observers.
§Safety
event_datamust point to a valid, aligned value whose layout matches what observers registered for thisevent_keyexpect.trigger_datamust point to a valid, aligned value whose layout matches what observers registered for thisevent_keyexpect.
Examples found in repository?
69fn main() {
70 let mut world = World::new();
71 let mut lines = std::io::stdin().lines();
72 let mut component_names = HashMap::<String, ComponentId>::new();
73 let mut component_info = HashMap::<ComponentId, ComponentInfo>::new();
74 let mut event_names = HashMap::<String, EventKey>::new();
75
76 println!("{PROMPT}");
77 loop {
78 print!("\n> ");
79 let _ = std::io::stdout().flush();
80 let Some(Ok(line)) = lines.next() else {
81 return;
82 };
83
84 if line.is_empty() {
85 return;
86 };
87
88 let Some((first, rest)) = line.trim().split_once(|c: char| c.is_whitespace()) else {
89 match &line.chars().next() {
90 Some('c') => println!("{COMPONENT_PROMPT}"),
91 Some('s') => println!("{ENTITY_PROMPT}"),
92 Some('q') => println!("{QUERY_PROMPT}"),
93 Some('e') => println!("{EVENT_PROMPT}"),
94 Some('t') => println!("{EMIT_PROMPT}"),
95 _ => println!("{PROMPT}"),
96 }
97 continue;
98 };
99
100 match &first[0..1] {
101 "c" => {
102 rest.split(',').for_each(|component| {
103 let mut component = component.split_whitespace();
104 let Some(name) = component.next() else {
105 return;
106 };
107 let size = match component.next().map(str::parse) {
108 Some(Ok(size)) => size,
109 _ => 0,
110 };
111 // Register our new component to the world with a layout specified by it's size
112 // SAFETY: [u64] is Send + Sync
113 let id = world.register_component_with_descriptor(unsafe {
114 ComponentDescriptor::new_with_layout(
115 name.to_string(),
116 StorageType::Table,
117 Layout::array::<u64>(size).unwrap(),
118 None,
119 true,
120 ComponentCloneBehavior::Default,
121 None,
122 )
123 });
124 let Some(info) = world.components().get_info(id) else {
125 return;
126 };
127 component_names.insert(name.to_string(), id);
128 component_info.insert(id, info.clone());
129 println!("Component {} created with id: {}", name, id.index());
130 });
131 }
132 "s" => {
133 let mut to_insert_ids = Vec::new();
134 let mut to_insert_data = Vec::new();
135 rest.split(',').for_each(|component| {
136 let mut component = component.split_whitespace();
137 let Some(name) = component.next() else {
138 return;
139 };
140
141 // Get the id for the component with the given name
142 let Some(&id) = component_names.get(name) else {
143 println!("Component {name} does not exist");
144 return;
145 };
146
147 // Calculate the length for the array based on the layout created for this component id
148 let info = world.components().get_info(id).unwrap();
149 let len = info.layout().size() / size_of::<u64>();
150 let mut values: Vec<u64> = component
151 .take(len)
152 .filter_map(|value| value.parse::<u64>().ok())
153 .collect();
154 values.resize(len, 0);
155
156 // Collect the id and array to be inserted onto our entity
157 to_insert_ids.push(id);
158 to_insert_data.push(values);
159 });
160
161 let mut entity = world.spawn_empty();
162
163 // Construct an `OwningPtr` for each component in `to_insert_data`
164 let to_insert_ptr = to_owning_ptrs(&mut to_insert_data);
165
166 // SAFETY:
167 // - Component ids have been taken from the same world
168 // - Each array is created to the layout specified in the world
169 unsafe {
170 entity.insert_by_ids(&to_insert_ids, to_insert_ptr.into_iter());
171 }
172
173 println!("Entity spawned with id: {}", entity.id());
174 }
175 "q" => {
176 let mut builder = QueryBuilder::<FilteredEntityMut>::new(&mut world);
177 parse_query(rest, &mut builder, &component_names);
178 let mut query = builder.build();
179 query.iter_mut(&mut world).for_each(|filtered_entity| {
180 let terms = filtered_entity
181 .access()
182 .try_iter_access()
183 .unwrap()
184 .map(|component_access| {
185 let id = *component_access.index();
186 let ptr = filtered_entity.get_by_id(id).unwrap();
187 let info = component_info.get(&id).unwrap();
188 let len = info.layout().size() / size_of::<u64>();
189
190 // SAFETY:
191 // - All components are created with layout [u64]
192 // - len is calculated from the component descriptor
193 let data = unsafe {
194 std::slice::from_raw_parts_mut(
195 ptr.assert_unique().as_ptr().cast::<u64>(),
196 len,
197 )
198 };
199
200 // If we have write access, increment each value once
201 if matches!(component_access, ComponentAccessKind::Exclusive(_)) {
202 data.iter_mut().for_each(|data| {
203 *data += 1;
204 });
205 }
206
207 format!("{}: {:?}", info.name(), data[0..len].to_vec())
208 })
209 .collect::<Vec<_>>()
210 .join(", ");
211
212 println!("{}: {}", filtered_entity.id(), terms);
213 });
214 }
215 "e" => {
216 rest.split(',').for_each(|event| {
217 let name = event.trim();
218 if name.is_empty() {
219 return;
220 }
221
222 // Register a ComponentId for this event, no Rust type needed.
223 // SAFETY: ZST with no drop
224 let event_component_id = world.register_component_with_descriptor(unsafe {
225 ComponentDescriptor::new_with_layout(
226 format!("event:{name}"),
227 StorageType::Table,
228 Layout::new::<()>(),
229 None,
230 false,
231 ComponentCloneBehavior::Ignore,
232 None,
233 )
234 });
235 // SAFETY: event_component_id was just registered for this event
236 let event_key = unsafe { EventKey::new(event_component_id) };
237 event_names.insert(name.to_string(), event_key);
238
239 // Build a dynamic observer that prints when the event fires.
240 let runner: ObserverRunner = |mut world, _observer, ctx, _event, _trigger| {
241 println!(" Observer fired!");
242 if let Some(mut counts) = world.get_resource_mut::<EventFireCount>() {
243 *counts.0.entry(ctx.event_key).or_insert(0) += 1;
244 }
245 };
246
247 // SAFETY: event_key was just registered, runner ignores pointers
248 let observer =
249 unsafe { Observer::with_dynamic_runner(runner).with_event_key(event_key) };
250 world.spawn(observer);
251
252 println!(
253 "Event '{name}' registered (key: {}) with a dynamic observer",
254 event_component_id.index()
255 );
256 });
257
258 // Ensure the counter resource exists.
259 world.init_resource::<EventFireCount>();
260 }
261 "t" => {
262 let name = rest.trim();
263 let Some(&event_key) = event_names.get(name) else {
264 println!(
265 "Event '{name}' does not exist. Register it first with 'event {name}'"
266 );
267 continue;
268 };
269
270 let mut event_data = ();
271 let mut trigger_data = ();
272 // SAFETY: event_key was registered in this world, both pointers are valid ZSTs
273 unsafe {
274 world.trigger_dynamic(
275 event_key,
276 PtrMut::from(&mut event_data),
277 PtrMut::from(&mut trigger_data),
278 );
279 }
280
281 let count = world
282 .get_resource::<EventFireCount>()
283 .map_or(0, |c| c.0.get(&event_key).copied().unwrap_or(0));
284 println!("Event '{name}' triggered ({count} fires)");
285 }
286 _ => continue,
287 }
288 }
289}Sourcepub unsafe fn trigger_dynamic_targets(
&mut self,
event_key: EventKey,
entity: Entity,
event_data: PtrMut<'_>,
trigger_data: PtrMut<'_>,
)
pub unsafe fn trigger_dynamic_targets( &mut self, event_key: EventKey, entity: Entity, event_data: PtrMut<'_>, trigger_data: PtrMut<'_>, )
Triggers Observers for event_key targeting entity, with untyped
event and trigger data.
Fires global and entity-scoped observers. Dynamic equivalent of
EntityWorldMut::trigger.
§Safety
event_datamust point to a valid, aligned value whose layout matches what observers registered for thisevent_keyexpect.trigger_datamust point to a valid, aligned value whose layout matches what observers registered for thisevent_keyexpect.
Sourcepub unsafe fn trigger_dynamic_targets_components(
&mut self,
event_key: EventKey,
entity: Entity,
components: &[ComponentId],
event_data: PtrMut<'_>,
trigger_data: PtrMut<'_>,
)
pub unsafe fn trigger_dynamic_targets_components( &mut self, event_key: EventKey, entity: Entity, components: &[ComponentId], event_data: PtrMut<'_>, trigger_data: PtrMut<'_>, )
Triggers Observers for event_key targeting entity and
components, with untyped event and trigger data.
Fires global, entity-scoped, and component-scoped observers.
Dynamic equivalent of EntityComponentsTrigger.
§Safety
event_datamust point to a valid, aligned value whose layout matches what observers registered for thisevent_keyexpect.trigger_datamust point to a valid, aligned value whose layout matches what observers registered for thisevent_keyexpect.
Source§impl World
impl World
Sourcepub fn register_system<I, O, M>(
&mut self,
system: impl IntoSystem<I, O, M> + 'static,
) -> SystemId<I, O>where
I: SystemInput + 'static,
O: 'static,
pub fn register_system<I, O, M>(
&mut self,
system: impl IntoSystem<I, O, M> + 'static,
) -> SystemId<I, O>where
I: SystemInput + 'static,
O: 'static,
Registers a system and returns a SystemId so it can later be called by World::run_system.
It’s possible to register multiple copies of the same system by calling this function
multiple times. If that’s not what you want, consider using World::register_system_cached
instead.
This is different from adding systems to a Schedule,
because the SystemId that is returned can be used anywhere in the World to run the associated system.
This allows for running systems in a pushed-based fashion.
Using a Schedule is still preferred for most cases
due to its better performance and ability to run non-conflicting systems simultaneously.
Sourcepub fn register_boxed_system<I, O>(
&mut self,
system: Box<dyn System<In = I, Out = O>>,
) -> SystemId<I, O>where
I: SystemInput + 'static,
O: 'static,
pub fn register_boxed_system<I, O>(
&mut self,
system: Box<dyn System<In = I, Out = O>>,
) -> SystemId<I, O>where
I: SystemInput + 'static,
O: 'static,
Similar to Self::register_system, but allows passing in a BoxedSystem.
This is useful if the IntoSystem implementor has already been turned into a
System trait object and put in a Box.
Sourcepub fn unregister_system<I, O>(
&mut self,
id: SystemId<I, O>,
) -> Result<RemovedSystem<I, O>, RegisteredSystemError<I, O>>where
I: SystemInput + 'static,
O: 'static,
pub fn unregister_system<I, O>(
&mut self,
id: SystemId<I, O>,
) -> Result<RemovedSystem<I, O>, RegisteredSystemError<I, O>>where
I: SystemInput + 'static,
O: 'static,
Removes a registered system and returns the system, if it exists.
After removing a system, the SystemId becomes invalid and attempting to use it afterwards will result in errors.
Re-adding the removed system will register it on a new SystemId.
If no system corresponds to the given SystemId, this method returns an error.
Systems are also not allowed to remove themselves, this returns an error too.
Sourcepub fn run_system<O>(
&mut self,
id: SystemId<(), O>,
) -> Result<O, RegisteredSystemError<(), O>>where
O: 'static,
pub fn run_system<O>(
&mut self,
id: SystemId<(), O>,
) -> Result<O, RegisteredSystemError<(), O>>where
O: 'static,
Run stored systems by their SystemId.
Before running a system, it must first be registered.
The method World::register_system stores a given system and returns a SystemId.
This is different from RunSystemOnce::run_system_once,
because it keeps local state between calls and change detection works correctly.
Also runs any queued-up commands.
In order to run a chained system with an input, use World::run_system_with instead.
§Examples
§Running a system
fn increment(mut counter: Local<u8>) {
*counter += 1;
println!("{}", *counter);
}
let mut world = World::default();
let counter_one = world.register_system(increment);
let counter_two = world.register_system(increment);
world.run_system(counter_one); // -> 1
world.run_system(counter_one); // -> 2
world.run_system(counter_two); // -> 1§Change detection
#[derive(Resource, Default)]
struct ChangeDetector;
let mut world = World::default();
world.init_resource::<ChangeDetector>();
let detector = world.register_system(|change_detector: ResMut<ChangeDetector>| {
if change_detector.is_changed() {
println!("Something happened!");
} else {
println!("Nothing happened.");
}
});
// Resources are changed when they are first added
let _ = world.run_system(detector); // -> Something happened!
let _ = world.run_system(detector); // -> Nothing happened.
world.resource_mut::<ChangeDetector>().set_changed();
let _ = world.run_system(detector); // -> Something happened!§Getting system output
#[derive(Resource)]
struct PlayerScore(i32);
#[derive(Resource)]
struct OpponentScore(i32);
fn get_player_score(player_score: Res<PlayerScore>) -> i32 {
player_score.0
}
fn get_opponent_score(opponent_score: Res<OpponentScore>) -> i32 {
opponent_score.0
}
let mut world = World::default();
world.insert_resource(PlayerScore(3));
world.insert_resource(OpponentScore(2));
let scoring_systems = [
("player", world.register_system(get_player_score)),
("opponent", world.register_system(get_opponent_score)),
];
for (label, scoring_system) in scoring_systems {
println!("{label} has score {}", world.run_system(scoring_system).expect("system succeeded"));
}Sourcepub fn run_system_with<I, O>(
&mut self,
id: SystemId<I, O>,
input: <I as SystemInput>::Inner<'_>,
) -> Result<O, RegisteredSystemError<I, O>>where
I: SystemInput + 'static,
O: 'static,
pub fn run_system_with<I, O>(
&mut self,
id: SystemId<I, O>,
input: <I as SystemInput>::Inner<'_>,
) -> Result<O, RegisteredSystemError<I, O>>where
I: SystemInput + 'static,
O: 'static,
Run a stored chained system by its SystemId, providing an input value.
Before running a system, it must first be registered.
The method World::register_system stores a given system and returns a SystemId.
To use the supplied input, the system should have a SystemInput as the first parameter.
Also runs any queued-up commands.
§Examples
fn increment(In(increment_by): In<u8>, mut counter: Local<u8>) -> u8 {
*counter += increment_by;
*counter
}
let mut world = World::default();
let counter_one = world.register_system(increment);
let counter_two = world.register_system(increment);
assert_eq!(world.run_system_with(counter_one, 1).unwrap(), 1);
assert_eq!(world.run_system_with(counter_one, 20).unwrap(), 21);
assert_eq!(world.run_system_with(counter_two, 30).unwrap(), 30);See World::run_system for more examples.
Sourcepub fn register_system_cached<I, O, M, S>(
&mut self,
system: S,
) -> SystemId<I, O>where
I: SystemInput + 'static,
O: 'static,
S: IntoSystem<I, O, M> + 'static,
pub fn register_system_cached<I, O, M, S>(
&mut self,
system: S,
) -> SystemId<I, O>where
I: SystemInput + 'static,
O: 'static,
S: IntoSystem<I, O, M> + 'static,
Registers a system or returns its cached SystemId.
If you want to run the system immediately and you don’t need its SystemId, see
World::run_system_cached.
The first time this function is called for a particular system, it will register it and
store its SystemId in a CachedSystemId resource for later. If you would rather
manage the SystemId yourself, or register multiple copies of the same system, use
World::register_system instead.
§Limitations
This function only accepts ZST (zero-sized) systems to guarantee that any two systems of the same type must be equal. This means that closures that capture the environment, and function pointers, are not accepted.
If you want to access values from the environment within a system, consider passing them in
as inputs via World::run_system_cached_with. If that’s not an option, consider
World::register_system instead.
Sourcepub fn unregister_system_cached<I, O, M, S>(
&mut self,
_system: S,
) -> Result<RemovedSystem<I, O>, RegisteredSystemError<I, O>>where
I: SystemInput + 'static,
O: 'static,
S: IntoSystem<I, O, M> + 'static,
pub fn unregister_system_cached<I, O, M, S>(
&mut self,
_system: S,
) -> Result<RemovedSystem<I, O>, RegisteredSystemError<I, O>>where
I: SystemInput + 'static,
O: 'static,
S: IntoSystem<I, O, M> + 'static,
Removes a cached system and its CachedSystemId resource.
See World::register_system_cached for more information.
Sourcepub fn run_system_cached<O, M, S>(
&mut self,
system: S,
) -> Result<O, RegisteredSystemError<(), O>>where
O: 'static,
S: IntoSystem<(), O, M> + 'static,
pub fn run_system_cached<O, M, S>(
&mut self,
system: S,
) -> Result<O, RegisteredSystemError<(), O>>where
O: 'static,
S: IntoSystem<(), O, M> + 'static,
Runs a cached system, registering it if necessary.
See World::register_system_cached for more information.
Sourcepub fn run_system_cached_with<I, O, M, S>(
&mut self,
system: S,
input: <I as SystemInput>::Inner<'_>,
) -> Result<O, RegisteredSystemError<I, O>>where
I: SystemInput + 'static,
O: 'static,
S: IntoSystem<I, O, M> + 'static,
pub fn run_system_cached_with<I, O, M, S>(
&mut self,
system: S,
input: <I as SystemInput>::Inner<'_>,
) -> Result<O, RegisteredSystemError<I, O>>where
I: SystemInput + 'static,
O: 'static,
S: IntoSystem<I, O, M> + 'static,
Runs a cached system with an input, registering it if necessary.
To use the supplied input, the system should have a SystemInput as the first parameter.
See World::register_system_cached for more information.
Source§impl World
impl World
Sourcepub fn get_reflect(
&self,
entity: Entity,
type_id: TypeId,
) -> Result<&(dyn Reflect + 'static), GetComponentReflectError>
pub fn get_reflect( &self, entity: Entity, type_id: TypeId, ) -> Result<&(dyn Reflect + 'static), GetComponentReflectError>
Retrieves a reference to the given entity’s Component of the given type_id using
reflection.
Requires implementing Reflect for the Component (e.g., using #[derive(Reflect))
and app.register_type::<TheComponent>() to have been called1.
If you want to call this with a ComponentId, see World::components and Components::get_id to get
the corresponding TypeId.
Also see the crate documentation for bevy_reflect for more information on
Reflect and bevy’s reflection capabilities.
§Errors
See GetComponentReflectError for the possible errors and their descriptions.
§Example
use bevy_ecs::prelude::*;
use bevy_reflect::Reflect;
use std::any::TypeId;
// define a `Component` and derive `Reflect` for it
#[derive(Component, Reflect)]
struct MyComponent;
// create a `World` for this example
let mut world = World::new();
// Note: This is usually handled by `App::register_type()`, but this example cannot use `App`.
world.init_resource::<AppTypeRegistry>();
world.get_resource_mut::<AppTypeRegistry>().unwrap().write().register::<MyComponent>();
// spawn an entity with a `MyComponent`
let entity = world.spawn(MyComponent).id();
// retrieve a reflected reference to the entity's `MyComponent`
let comp_reflected: &dyn Reflect = world.get_reflect(entity, TypeId::of::<MyComponent>()).unwrap();
// make sure we got the expected type
assert!(comp_reflected.is::<MyComponent>());§Note
Requires the bevy_reflect feature (included in the default features).
More specifically: Requires
TypeDataforReflectFromPtrto be registered for the giventype_id, which is automatically handled when derivingReflectand callingApp::register_type. ↩
Sourcepub fn get_reflect_mut(
&mut self,
entity: Entity,
type_id: TypeId,
) -> Result<Mut<'_, dyn Reflect>, GetComponentReflectError>
pub fn get_reflect_mut( &mut self, entity: Entity, type_id: TypeId, ) -> Result<Mut<'_, dyn Reflect>, GetComponentReflectError>
Retrieves a mutable reference to the given entity’s Component of the given type_id using
reflection.
Requires implementing Reflect for the Component (e.g., using #[derive(Reflect))
and app.register_type::<TheComponent>() to have been called.
This is the mutable version of World::get_reflect, see its docs for more information
and an example.
Just calling this method does not trigger change detection.
§Errors
See GetComponentReflectError for the possible errors and their descriptions.
§Example
See the documentation for World::get_reflect.
§Note
Requires the feature bevy_reflect (included in the default features).
Sourcepub fn insert_reflect_resource(
&mut self,
resource_id: ComponentId,
reflected_resource: Box<dyn PartialReflect>,
)
pub fn insert_reflect_resource( &mut self, resource_id: ComponentId, reflected_resource: Box<dyn PartialReflect>, )
Inserts a reflected resource into the world. If the resource already exists, it is overwritten.
Source§impl World
impl World
Sourcepub fn new() -> World
pub fn new() -> World
Creates a new empty World.
§Panics
If usize::MAX Worlds have been created.
This guarantee allows System Parameters to safely uniquely identify a World,
since its WorldId is unique
Examples found in repository?
45fn main() {
46 let mut world = World::new();
47 world.init_resource::<Counter>();
48
49 let mut schedule = Schedule::default();
50 schedule.set_executor(CustomExecutor);
51 schedule.add_systems((increment, print_counter).chain());
52
53 for _ in 0..5 {
54 schedule.run(&mut world);
55 }
56}More examples
14fn main() {
15 // Create a world
16 let mut world = World::new();
17
18 // Add the counter resource
19 world.insert_resource(Counter { value: 0 });
20
21 // Create a schedule
22 let mut schedule = Schedule::default();
23
24 // Add systems to increase the counter and to print out the current value
25 schedule.add_systems((increase_counter, print_counter).chain());
26
27 for iteration in 1..=10 {
28 println!("Simulating frame {iteration}/10");
29 schedule.run(&mut world);
30 }
31}19fn main() {
20 // Create a new empty World to hold our Entities, Components and Resources
21 let mut world = World::new();
22
23 // Add the counter resource to remember how many entities where spawned
24 world.insert_resource(EntityCounter { value: 0 });
25
26 // Create a new Schedule, which stores systems and controls their relative ordering
27 let mut schedule = Schedule::default();
28
29 // Add systems to the Schedule to execute our app logic
30 // We can label our systems to force a specific run-order between some of them
31 schedule.add_systems((
32 spawn_entities.in_set(SimulationSystems::Spawn),
33 print_counter_when_changed.after(SimulationSystems::Spawn),
34 age_all_entities.in_set(SimulationSystems::Age),
35 remove_old_entities.after(SimulationSystems::Age),
36 print_changed_entities.after(SimulationSystems::Age),
37 ));
38
39 // Simulate 10 frames in our world
40 for iteration in 1..=10 {
41 println!("Simulating frame {iteration}/10");
42 schedule.run(&mut world);
43 }
44}8fn main() {
9 // Create a new empty world.
10 let mut world = World::new();
11 // The message registry is stored as a resource, and allows us to quickly update all messages at once.
12 // This call adds both the registry resource and the `Messages` resource into the world.
13 MessageRegistry::register_message::<MyMessage>(&mut world);
14
15 // Create a schedule to store our systems
16 let mut schedule = Schedule::default();
17
18 // Messages need to be updated every frame in order to clear our buffers.
19 // This update should happen before we use the messages.
20 // Here, we use system sets to control the ordering.
21 #[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
22 pub struct EventFlusherSystems;
23
24 schedule.add_systems(bevy_ecs::message::message_update_system.in_set(EventFlusherSystems));
25
26 // Add systems sending and receiving messages after the messages are flushed.
27 schedule.add_systems((
28 sending_system.after(EventFlusherSystems),
29 receiving_system.after(sending_system),
30 ));
31
32 // Simulate 10 frames of our world
33 for iteration in 1..=10 {
34 println!("Simulating frame {iteration}/10");
35 schedule.run(&mut world);
36 }
37}166fn save_world_system(world: &mut World) {
167 let asset_server = world.resource::<AssetServer>().clone();
168 // The `TypeRegistry` resource contains information about all registered types (including components).
169 // This is used to construct worlds, so we'll want to ensure that we use the registry from the
170 // main world. To do this, we can simply clone the `AppTypeRegistry` resource.
171 let type_registry = world.resource::<AppTypeRegistry>().clone();
172
173 // Any ECS World can be serialized.
174 // For demonstration purposes, we'll create a new one.
175 let mut scene_world = World::new();
176
177 let mut component_b = ComponentB::from_world(world);
178 component_b.value = "hello".to_string();
179 scene_world.spawn((
180 component_b,
181 ComponentA { x: 1.0, y: 2.0 },
182 Transform::IDENTITY,
183 Name::new("joe"),
184 WorldAssetRoot(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0")),
185 ));
186 scene_world.spawn(ComponentA { x: 3.0, y: 4.0 });
187 scene_world.insert_resource(ResourceA { score: 1 });
188
189 // With our sample world ready to go, we can now create a DynamicWorld from it.
190 // For simplicity, we will create our scene using DynamicWorld directly, but if
191 // you need more control, you can use DynamicWorldBuilder.
192 let dynamic_world = DynamicWorld::from_world_with(&scene_world, &type_registry.read());
193
194 // Dynamic Worlds can be serialized like this:
195 let type_registry = world.resource::<AppTypeRegistry>();
196 let type_registry = type_registry.read();
197 let serialized_world = dynamic_world.serialize(&type_registry).unwrap();
198
199 // Shows the serialized world in the console
200 info!("{}", serialized_world);
201
202 // Writing the world to a new file. Using a task to avoid calling the filesystem APIs in a system
203 // as they are blocking.
204 //
205 // This can't work in Wasm as there is no filesystem access.
206 #[cfg(not(target_arch = "wasm32"))]
207 IoTaskPool::get()
208 .spawn(async move {
209 // Write the world RON data to file
210 File::create(format!("assets/{NEW_WORLD_FILE_PATH}"))
211 .and_then(|mut file| file.write(serialized_world.as_bytes()))
212 .expect("Error while writing world to file");
213 })
214 .detach();
215}36fn main() {
37 // Operating on a raw `World` and running systems one at a time
38 // is great for writing tests and teaching abstract concepts!
39 let mut world = World::new();
40
41 // We're going to spawn a few entities and relate them to each other in a complex way.
42 // To start, Bob will target Alice, Charlie will target Bob,
43 // and Alice will target Charlie. This creates a loop in the relationship graph.
44 //
45 // Then, we'll spawn Devon, who will target Charlie,
46 // creating a more complex graph with a branching structure.
47 fn spawning_entities_with_relationships(mut commands: Commands) {
48 // Calling .id() after spawning an entity will return the `Entity` identifier of the spawned entity,
49 // even though the entity itself is not yet instantiated in the world.
50 // This works because Commands will reserve the entity ID before actually spawning the entity,
51 // through the use of atomic counters.
52 let alice = commands.spawn(Name::new("Alice")).id();
53 // Relations are just components, so we can add them into the bundle that we're spawning.
54 let bob = commands.spawn((Name::new("Bob"), Targeting(alice))).id();
55
56 // The `with_related` and `with_related_entities` helper methods on `EntityCommands` can be used to add relations in a more ergonomic way.
57 let charlie = commands
58 .spawn((Name::new("Charlie"), Targeting(bob)))
59 // The `with_related` method will spawn a bundle with `Targeting` relationship
60 .with_related::<Targeting>(Name::new("James"))
61 // The `with_related_entities` method will automatically add the `Targeting` component to any entities spawned within the closure,
62 // targeting the entity that we're calling `with_related` on.
63 .with_related_entities::<Targeting>(|related_spawner_commands| {
64 // We could spawn multiple entities here, and they would all target `charlie`.
65 related_spawner_commands.spawn(Name::new("Devon"));
66 })
67 .id();
68
69 // Simply inserting the `Targeting` component will automatically create and update the `TargetedBy` component on the target entity.
70 // We can do this at any point; not just when the entity is spawned.
71 commands.entity(alice).insert(Targeting(charlie));
72 }
73
74 world
75 .run_system_once(spawning_entities_with_relationships)
76 .unwrap();
77
78 fn debug_relationships(
79 // Not all of our entities are targeted by something, so we use `Option` in our query to handle this case.
80 relations_query: Query<(&Name, &Targeting, Option<&TargetedBy>)>,
81 name_query: Query<&Name>,
82 ) {
83 let mut relationships = String::new();
84
85 for (name, targeting, maybe_targeted_by) in relations_query.iter() {
86 let targeting_name = name_query.get(targeting.0).unwrap();
87 let targeted_by_string = if let Some(targeted_by) = maybe_targeted_by {
88 let mut vec_of_names = Vec::<&Name>::new();
89
90 for entity in targeted_by.iter() {
91 let name = name_query.get(entity).unwrap();
92 vec_of_names.push(name);
93 }
94
95 // Convert this to a nice string for printing.
96 let vec_of_str: Vec<&str> = vec_of_names.iter().map(|name| name.as_str()).collect();
97 vec_of_str.join(", ")
98 } else {
99 "nobody".to_string()
100 };
101
102 relationships.push_str(&format!(
103 "{name} is targeting {targeting_name}, and is targeted by {targeted_by_string}\n",
104 ));
105 }
106
107 println!("{relationships}");
108 }
109
110 world.run_system_once(debug_relationships).unwrap();
111
112 // Demonstrates how to correctly mutate relationships.
113 // Relationship components are immutable! We can't query for the `Targeting` component mutably and modify it directly,
114 // but we can insert a new `Targeting` component to replace the old one.
115 // This allows the hooks on the `Targeting` component to update the `TargetedBy` component correctly.
116 // The `TargetedBy` component will be updated automatically!
117 fn mutate_relationships(name_query: Query<(Entity, &Name)>, mut commands: Commands) {
118 // Let's find Devon by doing a linear scan of the entity names.
119 let devon = name_query
120 .iter()
121 .find(|(_entity, name)| name.as_str() == "Devon")
122 .unwrap()
123 .0;
124
125 let alice = name_query
126 .iter()
127 .find(|(_entity, name)| name.as_str() == "Alice")
128 .unwrap()
129 .0;
130
131 println!("Making Devon target Alice.\n");
132 commands.entity(devon).insert(Targeting(alice));
133 }
134
135 world.run_system_once(mutate_relationships).unwrap();
136 world.run_system_once(debug_relationships).unwrap();
137
138 // Systems can return errors,
139 // which can be used to signal that something went wrong during the system's execution.
140 #[derive(Debug)]
141 #[expect(
142 dead_code,
143 reason = "Rust considers types that are only used by their debug trait as dead code."
144 )]
145 struct TargetingCycle {
146 initial_entity: Entity,
147 visited: EntityHashSet,
148 }
149
150 /// Bevy's relationships come with all sorts of useful methods for traversal.
151 /// Here, we're going to look for cycles using a depth-first search.
152 fn check_for_cycles(
153 // We want to check every entity for cycles
154 query_to_check: Query<Entity, With<Targeting>>,
155 // Fetch the names for easier debugging.
156 name_query: Query<&Name>,
157 // The targeting_query allows us to traverse the relationship graph.
158 targeting_query: Query<&Targeting>,
159 ) -> Result<(), TargetingCycle> {
160 for initial_entity in query_to_check.iter() {
161 let mut visited = EntityHashSet::new();
162 let mut targeting_name = name_query.get(initial_entity).unwrap().clone();
163 println!("Checking for cycles starting at {targeting_name}",);
164
165 // There's all sorts of methods like this; check the `Query` docs for more!
166 // This would also be easy to do by just manually checking the `Targeting` component,
167 // and calling `query.get(targeted_entity)` on the entity that it targets in a loop.
168 for targeting in targeting_query.iter_ancestors(initial_entity) {
169 let target_name = name_query.get(targeting).unwrap();
170 println!("{targeting_name} is targeting {target_name}",);
171 targeting_name = target_name.clone();
172
173 if !visited.insert(targeting) {
174 return Err(TargetingCycle {
175 initial_entity,
176 visited,
177 });
178 }
179 }
180 }
181
182 // If we've checked all the entities and haven't found a cycle, we're good!
183 Ok(())
184 }
185
186 // Calling `world.run_system_once` on systems which return Results gives us two layers of errors:
187 // the first checks if running the system failed, and the second checks if the system itself returned an error.
188 // We're unwrapping the first, but checking the output of the system itself.
189 let cycle_result = world.run_system_once(check_for_cycles).unwrap();
190 println!("{cycle_result:?} \n");
191 // We deliberately introduced a cycle during spawning!
192 assert!(cycle_result.is_err());
193
194 // Now, let's demonstrate removing relationships and break the cycle.
195 fn untarget(mut commands: Commands, name_query: Query<(Entity, &Name)>) {
196 // Let's find Charlie by doing a linear scan of the entity names.
197 let charlie = name_query
198 .iter()
199 .find(|(_entity, name)| name.as_str() == "Charlie")
200 .unwrap()
201 .0;
202
203 // We can remove the `Targeting` component to remove the relationship
204 // and break the cycle we saw earlier.
205 println!("Removing Charlie's targeting relationship.\n");
206 commands.entity(charlie).remove::<Targeting>();
207 }
208
209 world.run_system_once(untarget).unwrap();
210 world.run_system_once(debug_relationships).unwrap();
211 // Cycle free!
212 let cycle_result = world.run_system_once(check_for_cycles).unwrap();
213 println!("{cycle_result:?} \n");
214 assert!(cycle_result.is_ok());
215}Sourcepub fn as_unsafe_world_cell(&mut self) -> UnsafeWorldCell<'_>
pub fn as_unsafe_world_cell(&mut self) -> UnsafeWorldCell<'_>
Creates a new UnsafeWorldCell view with complete read+write access.
Sourcepub fn as_unsafe_world_cell_readonly(&self) -> UnsafeWorldCell<'_>
pub fn as_unsafe_world_cell_readonly(&self) -> UnsafeWorldCell<'_>
Creates a new UnsafeWorldCell view with only read access to everything.
Sourcepub fn entities(&self) -> &Entities
pub fn entities(&self) -> &Entities
Retrieves this world’s Entities collection.
Examples found in repository?
21fn setup_callbacks(mut commands: Commands) {
22 let trivial_callback = Callback {
23 system_id: commands.register_system(|| {
24 println!("This is the trivial callback system");
25 }),
26 };
27
28 let ordinary_system_callback = Callback {
29 system_id: commands.register_system(|query: Query<&Callback>| {
30 let n_callbacks = query.iter().len();
31 println!("This is the ordinary callback system. There are currently {n_callbacks} callbacks in the world.");
32 }),
33 };
34
35 let exclusive_callback = Callback {
36 system_id: commands.register_system(|world: &mut World| {
37 let n_entities = world.entities().len();
38 println!("This is the exclusive callback system. There are currently {n_entities} entities in the world.");
39 }),
40 };
41
42 commands.spawn(trivial_callback);
43 commands.spawn(ordinary_system_callback);
44 commands.spawn(exclusive_callback);
45}Sourcepub fn entity_allocator(&self) -> &EntityAllocator
pub fn entity_allocator(&self) -> &EntityAllocator
Retrieves this world’s EntityAllocator collection.
Sourcepub fn entity_allocator_mut(&mut self) -> &mut EntityAllocator
pub fn entity_allocator_mut(&mut self) -> &mut EntityAllocator
Retrieves this world’s EntityAllocator collection mutably.
Sourcepub unsafe fn entities_mut(&mut self) -> &mut Entities
pub unsafe fn entities_mut(&mut self) -> &mut Entities
Sourcepub fn entity_count(&self) -> u32
pub fn entity_count(&self) -> u32
Retrieves the number of Entities in the world.
This is helpful as a diagnostic, but it can also be used effectively in tests.
Sourcepub fn archetypes(&self) -> &Archetypes
pub fn archetypes(&self) -> &Archetypes
Retrieves this world’s Archetypes collection.
Sourcepub fn components(&self) -> &Components
pub fn components(&self) -> &Components
Retrieves this world’s Components collection.
Examples found in repository?
69fn main() {
70 let mut world = World::new();
71 let mut lines = std::io::stdin().lines();
72 let mut component_names = HashMap::<String, ComponentId>::new();
73 let mut component_info = HashMap::<ComponentId, ComponentInfo>::new();
74 let mut event_names = HashMap::<String, EventKey>::new();
75
76 println!("{PROMPT}");
77 loop {
78 print!("\n> ");
79 let _ = std::io::stdout().flush();
80 let Some(Ok(line)) = lines.next() else {
81 return;
82 };
83
84 if line.is_empty() {
85 return;
86 };
87
88 let Some((first, rest)) = line.trim().split_once(|c: char| c.is_whitespace()) else {
89 match &line.chars().next() {
90 Some('c') => println!("{COMPONENT_PROMPT}"),
91 Some('s') => println!("{ENTITY_PROMPT}"),
92 Some('q') => println!("{QUERY_PROMPT}"),
93 Some('e') => println!("{EVENT_PROMPT}"),
94 Some('t') => println!("{EMIT_PROMPT}"),
95 _ => println!("{PROMPT}"),
96 }
97 continue;
98 };
99
100 match &first[0..1] {
101 "c" => {
102 rest.split(',').for_each(|component| {
103 let mut component = component.split_whitespace();
104 let Some(name) = component.next() else {
105 return;
106 };
107 let size = match component.next().map(str::parse) {
108 Some(Ok(size)) => size,
109 _ => 0,
110 };
111 // Register our new component to the world with a layout specified by it's size
112 // SAFETY: [u64] is Send + Sync
113 let id = world.register_component_with_descriptor(unsafe {
114 ComponentDescriptor::new_with_layout(
115 name.to_string(),
116 StorageType::Table,
117 Layout::array::<u64>(size).unwrap(),
118 None,
119 true,
120 ComponentCloneBehavior::Default,
121 None,
122 )
123 });
124 let Some(info) = world.components().get_info(id) else {
125 return;
126 };
127 component_names.insert(name.to_string(), id);
128 component_info.insert(id, info.clone());
129 println!("Component {} created with id: {}", name, id.index());
130 });
131 }
132 "s" => {
133 let mut to_insert_ids = Vec::new();
134 let mut to_insert_data = Vec::new();
135 rest.split(',').for_each(|component| {
136 let mut component = component.split_whitespace();
137 let Some(name) = component.next() else {
138 return;
139 };
140
141 // Get the id for the component with the given name
142 let Some(&id) = component_names.get(name) else {
143 println!("Component {name} does not exist");
144 return;
145 };
146
147 // Calculate the length for the array based on the layout created for this component id
148 let info = world.components().get_info(id).unwrap();
149 let len = info.layout().size() / size_of::<u64>();
150 let mut values: Vec<u64> = component
151 .take(len)
152 .filter_map(|value| value.parse::<u64>().ok())
153 .collect();
154 values.resize(len, 0);
155
156 // Collect the id and array to be inserted onto our entity
157 to_insert_ids.push(id);
158 to_insert_data.push(values);
159 });
160
161 let mut entity = world.spawn_empty();
162
163 // Construct an `OwningPtr` for each component in `to_insert_data`
164 let to_insert_ptr = to_owning_ptrs(&mut to_insert_data);
165
166 // SAFETY:
167 // - Component ids have been taken from the same world
168 // - Each array is created to the layout specified in the world
169 unsafe {
170 entity.insert_by_ids(&to_insert_ids, to_insert_ptr.into_iter());
171 }
172
173 println!("Entity spawned with id: {}", entity.id());
174 }
175 "q" => {
176 let mut builder = QueryBuilder::<FilteredEntityMut>::new(&mut world);
177 parse_query(rest, &mut builder, &component_names);
178 let mut query = builder.build();
179 query.iter_mut(&mut world).for_each(|filtered_entity| {
180 let terms = filtered_entity
181 .access()
182 .try_iter_access()
183 .unwrap()
184 .map(|component_access| {
185 let id = *component_access.index();
186 let ptr = filtered_entity.get_by_id(id).unwrap();
187 let info = component_info.get(&id).unwrap();
188 let len = info.layout().size() / size_of::<u64>();
189
190 // SAFETY:
191 // - All components are created with layout [u64]
192 // - len is calculated from the component descriptor
193 let data = unsafe {
194 std::slice::from_raw_parts_mut(
195 ptr.assert_unique().as_ptr().cast::<u64>(),
196 len,
197 )
198 };
199
200 // If we have write access, increment each value once
201 if matches!(component_access, ComponentAccessKind::Exclusive(_)) {
202 data.iter_mut().for_each(|data| {
203 *data += 1;
204 });
205 }
206
207 format!("{}: {:?}", info.name(), data[0..len].to_vec())
208 })
209 .collect::<Vec<_>>()
210 .join(", ");
211
212 println!("{}: {}", filtered_entity.id(), terms);
213 });
214 }
215 "e" => {
216 rest.split(',').for_each(|event| {
217 let name = event.trim();
218 if name.is_empty() {
219 return;
220 }
221
222 // Register a ComponentId for this event, no Rust type needed.
223 // SAFETY: ZST with no drop
224 let event_component_id = world.register_component_with_descriptor(unsafe {
225 ComponentDescriptor::new_with_layout(
226 format!("event:{name}"),
227 StorageType::Table,
228 Layout::new::<()>(),
229 None,
230 false,
231 ComponentCloneBehavior::Ignore,
232 None,
233 )
234 });
235 // SAFETY: event_component_id was just registered for this event
236 let event_key = unsafe { EventKey::new(event_component_id) };
237 event_names.insert(name.to_string(), event_key);
238
239 // Build a dynamic observer that prints when the event fires.
240 let runner: ObserverRunner = |mut world, _observer, ctx, _event, _trigger| {
241 println!(" Observer fired!");
242 if let Some(mut counts) = world.get_resource_mut::<EventFireCount>() {
243 *counts.0.entry(ctx.event_key).or_insert(0) += 1;
244 }
245 };
246
247 // SAFETY: event_key was just registered, runner ignores pointers
248 let observer =
249 unsafe { Observer::with_dynamic_runner(runner).with_event_key(event_key) };
250 world.spawn(observer);
251
252 println!(
253 "Event '{name}' registered (key: {}) with a dynamic observer",
254 event_component_id.index()
255 );
256 });
257
258 // Ensure the counter resource exists.
259 world.init_resource::<EventFireCount>();
260 }
261 "t" => {
262 let name = rest.trim();
263 let Some(&event_key) = event_names.get(name) else {
264 println!(
265 "Event '{name}' does not exist. Register it first with 'event {name}'"
266 );
267 continue;
268 };
269
270 let mut event_data = ();
271 let mut trigger_data = ();
272 // SAFETY: event_key was registered in this world, both pointers are valid ZSTs
273 unsafe {
274 world.trigger_dynamic(
275 event_key,
276 PtrMut::from(&mut event_data),
277 PtrMut::from(&mut trigger_data),
278 );
279 }
280
281 let count = world
282 .get_resource::<EventFireCount>()
283 .map_or(0, |c| c.0.get(&event_key).copied().unwrap_or(0));
284 println!("Event '{name}' triggered ({count} fires)");
285 }
286 _ => continue,
287 }
288 }
289}Sourcepub fn resource_entities(&self) -> &ResourceEntities
pub fn resource_entities(&self) -> &ResourceEntities
Retrieves this world’s ResourceEntities.
Sourcepub fn components_queue(&self) -> ComponentsQueuedRegistrator<'_>
pub fn components_queue(&self) -> ComponentsQueuedRegistrator<'_>
Prepares a ComponentsQueuedRegistrator for the world.
NOTE: ComponentsQueuedRegistrator is easily misused.
See its docs for important notes on when and how it should be used.
Sourcepub fn components_registrator(&mut self) -> ComponentsRegistrator<'_>
pub fn components_registrator(&mut self) -> ComponentsRegistrator<'_>
Prepares a ComponentsRegistrator for the world.
Sourcepub fn removed_components(&self) -> &RemovedComponentMessages
pub fn removed_components(&self) -> &RemovedComponentMessages
Retrieves this world’s RemovedComponentMessages collection
Sourcepub fn commands(&mut self) -> Commands<'_, '_>
pub fn commands(&mut self) -> Commands<'_, '_>
Creates a new Commands instance that writes to the world’s command queue
Use World::flush to apply all queued commands
Sourcepub fn register_component<T>(&mut self) -> ComponentIdwhere
T: Component,
pub fn register_component<T>(&mut self) -> ComponentIdwhere
T: Component,
Registers a new Component type and returns the ComponentId created for it.
§Usage Notes
In most cases, you don’t need to call this method directly since component registration happens automatically during system initialization.
Sourcepub fn register_disabling_component<C>(&mut self)where
C: Component,
pub fn register_disabling_component<C>(&mut self)where
C: Component,
Registers a component type as “disabling”, using default query filters to exclude entities with the component from queries.
Sourcepub fn register_component_hooks<T>(&mut self) -> &mut ComponentHookswhere
T: Component,
pub fn register_component_hooks<T>(&mut self) -> &mut ComponentHookswhere
T: Component,
Returns a mutable reference to the ComponentHooks for a Component type.
Will panic if T exists in any archetypes.
Examples found in repository?
61fn setup(world: &mut World) {
62 // In order to register component hooks the component must:
63 // - not be currently in use by any entities in the world
64 // - not already have a hook of that kind registered
65 // This is to prevent overriding hooks defined in plugins and other crates as well as keeping things fast
66 world
67 .register_component_hooks::<MyComponent>()
68 // There are 4 component lifecycle hooks: `on_add`, `on_insert`, `on_discard` and `on_remove`
69 // A hook has 2 arguments:
70 // - a `DeferredWorld`, this allows access to resource and component data as well as `Commands`
71 // - a `HookContext`, this provides access to the following contextual information:
72 // - the entity that triggered the hook
73 // - the component id of the triggering component, this is mostly used for dynamic components
74 // - the location of the code that caused the hook to trigger
75 //
76 // `on_add` will trigger when a component is inserted onto an entity without it
77 .on_add(
78 |mut world,
79 HookContext {
80 entity,
81 component_id,
82 caller,
83 ..
84 }| {
85 // You can access component data from within the hook
86 let value = world.get::<MyComponent>(entity).unwrap().0;
87 println!(
88 "{component_id:?} added to {entity} with value {value:?}{}",
89 caller
90 .map(|location| format!("due to {location}"))
91 .unwrap_or_default()
92 );
93 // Or access resources
94 world
95 .resource_mut::<MyComponentIndex>()
96 .insert(value, entity);
97 // Or send messages
98 world.write_message(MyMessage);
99 },
100 )
101 // `on_insert` will trigger when a component is inserted onto an entity,
102 // regardless of whether or not it already had it and after `on_add` if it ran
103 .on_insert(|world, _| {
104 println!("Current Index: {:?}", world.resource::<MyComponentIndex>());
105 })
106 // `on_discard` will trigger when a component is inserted onto an entity that already had it,
107 // and runs before the value is replaced.
108 // Also triggers when a component is removed from an entity, and runs before `on_remove`
109 .on_discard(|mut world, context| {
110 let value = world.get::<MyComponent>(context.entity).unwrap().0;
111 world.resource_mut::<MyComponentIndex>().remove(&value);
112 })
113 // `on_remove` will trigger when a component is removed from an entity,
114 // since it runs before the component is removed you can still access the component data
115 .on_remove(
116 |mut world,
117 HookContext {
118 entity,
119 component_id,
120 caller,
121 ..
122 }| {
123 let value = world.get::<MyComponent>(entity).unwrap().0;
124 println!(
125 "{component_id:?} removed from {entity} with value {value:?}{}",
126 caller
127 .map(|location| format!("due to {location}"))
128 .unwrap_or_default()
129 );
130 // You can also issue commands through `.commands()`
131 world.commands().entity(entity).despawn();
132 },
133 );
134}Sourcepub fn register_component_hooks_by_id(
&mut self,
id: ComponentId,
) -> Option<&mut ComponentHooks>
pub fn register_component_hooks_by_id( &mut self, id: ComponentId, ) -> Option<&mut ComponentHooks>
Returns a mutable reference to the ComponentHooks for a Component with the given id if it exists.
Will panic if id exists in any archetypes.
Sourcepub fn register_required_components<T, R>(&mut self)
pub fn register_required_components<T, R>(&mut self)
Registers the given component R as a required component for T.
When T is added to an entity, R and its own required components will also be added
if R was not already provided. The Default constructor will be used for the creation of R.
If a custom constructor is desired, use World::register_required_components_with instead.
For the non-panicking version, see World::try_register_required_components.
Note that requirements must currently be registered before T is inserted into the world
for the first time. This limitation may be fixed in the future.
§Panics
Panics if R is already a directly required component for T, or if T has ever been added
on an entity before the registration.
Indirect requirements through other components are allowed. In those cases, any existing requirements will only be overwritten if the new requirement is more specific.
§Example
#[derive(Component)]
struct A;
#[derive(Component, Default, PartialEq, Eq, Debug)]
struct B(usize);
#[derive(Component, Default, PartialEq, Eq, Debug)]
struct C(u32);
// Register B as required by A and C as required by B.
world.register_required_components::<A, B>();
world.register_required_components::<B, C>();
// This will implicitly also insert B and C with their Default constructors.
let id = world.spawn(A).id();
assert_eq!(&B(0), world.entity(id).get::<B>().unwrap());
assert_eq!(&C(0), world.entity(id).get::<C>().unwrap());Sourcepub fn register_required_components_with<T, R>(
&mut self,
constructor: fn() -> R,
)
pub fn register_required_components_with<T, R>( &mut self, constructor: fn() -> R, )
Registers the given component R as a required component for T.
When T is added to an entity, R and its own required components will also be added
if R was not already provided. The given constructor will be used for the creation of R.
If a Default constructor is desired, use World::register_required_components instead.
For the non-panicking version, see World::try_register_required_components_with.
Note that requirements must currently be registered before T is inserted into the world
for the first time. This limitation may be fixed in the future.
§Panics
Panics if R is already a directly required component for T, or if T has ever been added
on an entity before the registration.
Indirect requirements through other components are allowed. In those cases, any existing requirements will only be overwritten if the new requirement is more specific.
§Example
#[derive(Component)]
struct A;
#[derive(Component, Default, PartialEq, Eq, Debug)]
struct B(usize);
#[derive(Component, PartialEq, Eq, Debug)]
struct C(u32);
// Register B and C as required by A and C as required by B.
// A requiring C directly will overwrite the indirect requirement through B.
world.register_required_components::<A, B>();
world.register_required_components_with::<B, C>(|| C(1));
world.register_required_components_with::<A, C>(|| C(2));
// This will implicitly also insert B with its Default constructor and C
// with the custom constructor defined by A.
let id = world.spawn(A).id();
assert_eq!(&B(0), world.entity(id).get::<B>().unwrap());
assert_eq!(&C(2), world.entity(id).get::<C>().unwrap());Sourcepub fn try_register_required_components<T, R>(
&mut self,
) -> Result<(), RequiredComponentsError>
pub fn try_register_required_components<T, R>( &mut self, ) -> Result<(), RequiredComponentsError>
Tries to register the given component R as a required component for T.
When T is added to an entity, R and its own required components will also be added
if R was not already provided. The Default constructor will be used for the creation of R.
If a custom constructor is desired, use World::register_required_components_with instead.
For the panicking version, see World::register_required_components.
Note that requirements must currently be registered before T is inserted into the world
for the first time. This limitation may be fixed in the future.
§Errors
Returns a RequiredComponentsError if R is already a directly required component for T, or if T has ever been added
on an entity before the registration.
Indirect requirements through other components are allowed. In those cases, any existing requirements will only be overwritten if the new requirement is more specific.
§Example
#[derive(Component)]
struct A;
#[derive(Component, Default, PartialEq, Eq, Debug)]
struct B(usize);
#[derive(Component, Default, PartialEq, Eq, Debug)]
struct C(u32);
// Register B as required by A and C as required by B.
world.register_required_components::<A, B>();
world.register_required_components::<B, C>();
// Duplicate registration! This will fail.
assert!(world.try_register_required_components::<A, B>().is_err());
// This will implicitly also insert B and C with their Default constructors.
let id = world.spawn(A).id();
assert_eq!(&B(0), world.entity(id).get::<B>().unwrap());
assert_eq!(&C(0), world.entity(id).get::<C>().unwrap());Sourcepub fn try_register_required_components_with<T, R>(
&mut self,
constructor: fn() -> R,
) -> Result<(), RequiredComponentsError>
pub fn try_register_required_components_with<T, R>( &mut self, constructor: fn() -> R, ) -> Result<(), RequiredComponentsError>
Tries to register the given component R as a required component for T.
When T is added to an entity, R and its own required components will also be added
if R was not already provided. The given constructor will be used for the creation of R.
If a Default constructor is desired, use World::register_required_components instead.
For the panicking version, see World::register_required_components_with.
Note that requirements must currently be registered before T is inserted into the world
for the first time. This limitation may be fixed in the future.
§Errors
Returns a RequiredComponentsError if R is already a directly required component for T, or if T has ever been added
on an entity before the registration.
Indirect requirements through other components are allowed. In those cases, any existing requirements will only be overwritten if the new requirement is more specific.
§Example
#[derive(Component)]
struct A;
#[derive(Component, Default, PartialEq, Eq, Debug)]
struct B(usize);
#[derive(Component, PartialEq, Eq, Debug)]
struct C(u32);
// Register B and C as required by A and C as required by B.
// A requiring C directly will overwrite the indirect requirement through B.
world.register_required_components::<A, B>();
world.register_required_components_with::<B, C>(|| C(1));
world.register_required_components_with::<A, C>(|| C(2));
// Duplicate registration! Even if the constructors were different, this would fail.
assert!(world.try_register_required_components_with::<B, C>(|| C(1)).is_err());
// This will implicitly also insert B with its Default constructor and C
// with the custom constructor defined by A.
let id = world.spawn(A).id();
assert_eq!(&B(0), world.entity(id).get::<B>().unwrap());
assert_eq!(&C(2), world.entity(id).get::<C>().unwrap());Sourcepub fn get_required_components<C>(&self) -> Option<&RequiredComponents>where
C: Component,
pub fn get_required_components<C>(&self) -> Option<&RequiredComponents>where
C: Component,
Retrieves the required components for the given component type, if it exists.
Sourcepub fn get_required_components_by_id(
&self,
id: ComponentId,
) -> Option<&RequiredComponents>
pub fn get_required_components_by_id( &self, id: ComponentId, ) -> Option<&RequiredComponents>
Retrieves the required components for the component of the given ComponentId, if it exists.
Sourcepub fn register_component_with_descriptor(
&mut self,
descriptor: ComponentDescriptor,
) -> ComponentId
pub fn register_component_with_descriptor( &mut self, descriptor: ComponentDescriptor, ) -> ComponentId
Registers a new Component type and returns the ComponentId created for it.
This method differs from World::register_component in that it uses a ComponentDescriptor
to register the new component type instead of statically available type information. This
enables the dynamic registration of new component definitions at runtime for advanced use cases.
While the option to register a component from a descriptor is useful in type-erased
contexts, the standard World::register_component function should always be used instead
when type information is available at compile time.
Examples found in repository?
135fn demo_3(world: &mut World) {
136 // This is a list of dynamic components we will create.
137 // The first item is the name of the component, and the second is the size
138 // in bytes.
139 let my_dynamic_components = [("Foo", 1), ("Bar", 2), ("Baz", 4)];
140
141 // This pipeline takes our component descriptions, registers them, and gets
142 // their ComponentId's.
143 let my_registered_components = my_dynamic_components
144 .into_iter()
145 .map(|(name, size)| {
146 // SAFETY:
147 // - No drop command is required
148 // - The component will store [u8; size], which is Send + Sync
149 let descriptor = unsafe {
150 ComponentDescriptor::new_with_layout(
151 name.to_string(),
152 StorageType::Table,
153 Layout::array::<u8>(size).unwrap(),
154 None,
155 false,
156 ComponentCloneBehavior::Default,
157 None,
158 )
159 };
160
161 (name, size, descriptor)
162 })
163 .map(|(name, size, descriptor)| {
164 let component_id = world.register_component_with_descriptor(descriptor);
165
166 (name, size, component_id)
167 })
168 .collect::<Vec<(&str, usize, ComponentId)>>();
169
170 // Now that our components are registered, let's add them to an entity
171 let mut entity = world.spawn_empty();
172
173 for (_name, size, component_id) in &my_registered_components {
174 // We're just storing some zeroes for the sake of demonstration.
175 let data = core::iter::repeat_n(0, *size).collect::<Vec<u8>>();
176
177 OwningPtr::make(data, |ptr| {
178 // SAFETY:
179 // - ComponentId has been taken from the same world
180 // - Array is created to the layout specified in the world
181 unsafe {
182 entity.insert_by_id(*component_id, ptr);
183 }
184 });
185 }
186
187 for (_name, _size, component_id) in &my_registered_components {
188 // With immutable components, we can read the values...
189 assert!(entity.get_by_id(*component_id).is_ok());
190
191 // ...but we cannot gain a mutable reference.
192 assert!(entity.get_mut_by_id(*component_id).is_err());
193
194 // Instead, you must either remove or replace the value.
195 }
196}More examples
78fn stress_test(num_entities: u32, num_components: u32, num_systems: u32) {
79 let mut rng = ChaCha8Rng::seed_from_u64(42);
80 let mut app = App::default();
81 let world = app.world_mut();
82
83 // register a bunch of components
84 let component_ids: Vec<ComponentId> = (1..=num_components)
85 .map(|i| {
86 world.register_component_with_descriptor(
87 // SAFETY:
88 // * We don't implement a drop function
89 // * u8 is Sync and Send
90 unsafe {
91 ComponentDescriptor::new_with_layout(
92 format!("Component{i}").to_string(),
93 StorageType::Table,
94 Layout::new::<u8>(),
95 None,
96 true, // is mutable
97 ComponentCloneBehavior::Default,
98 None,
99 )
100 },
101 )
102 })
103 .collect();
104
105 // fill the schedule with systems
106 let mut schedule = Schedule::new(Update);
107 for _ in 1..=num_systems {
108 let num_access_components = rng.random_range(1..10);
109 let access_components: Vec<ComponentId> = component_ids
110 .sample(&mut rng, num_access_components)
111 .copied()
112 .collect();
113 let system = (QueryParamBuilder::new(|builder| {
114 for &access_component in &access_components {
115 if rand::random::<bool>() {
116 builder.mut_id(access_component);
117 } else {
118 builder.ref_id(access_component);
119 }
120 }
121 }),)
122 .build_state(world)
123 .build_any_system(base_system);
124 schedule.add_systems((move || access_components.clone()).pipe(system));
125 }
126
127 // spawn a bunch of entities
128 for _ in 1..=num_entities {
129 let num_components = rng.random_range(1..10);
130 let components: Vec<ComponentId> = component_ids
131 .sample(&mut rng, num_components)
132 .copied()
133 .collect();
134
135 let mut entity = world.spawn_empty();
136 // We use `ManuallyDrop` here as we need to avoid dropping the u8's when `values` is dropped
137 // since ownership of the values is passed to the world in `insert_by_ids`.
138 // But we do want to deallocate the memory when values is dropped.
139 let mut values: Vec<ManuallyDrop<u8>> = components
140 .iter()
141 .map(|_id| ManuallyDrop::new(rng.random_range(0..255)))
142 .collect();
143 let ptrs: Vec<OwningPtr> = values
144 .iter_mut()
145 .map(|value| {
146 // SAFETY:
147 // * We don't read/write `values` binding after this and values are `ManuallyDrop`,
148 // so we have the right to drop/move the values
149 unsafe { PtrMut::from(value).promote() }
150 })
151 .collect();
152 // SAFETY:
153 // * component_id's are from the same world
154 // * `values` was initialized above, so references are valid
155 unsafe {
156 entity.insert_by_ids(&components, ptrs.into_iter());
157 }
158 }
159
160 // overwrite Update schedule in the app
161 app.add_schedule(schedule);
162 app.add_plugins(MinimalPlugins)
163 .add_plugins(DiagnosticsPlugin)
164 .add_plugins(LogPlugin::default())
165 .add_plugins(FrameTimeDiagnosticsPlugin::default())
166 .add_plugins(LogDiagnosticsPlugin::filtered(HashSet::from_iter([
167 DiagnosticPath::new("fps"),
168 ])));
169 app.run();
170}69fn main() {
70 let mut world = World::new();
71 let mut lines = std::io::stdin().lines();
72 let mut component_names = HashMap::<String, ComponentId>::new();
73 let mut component_info = HashMap::<ComponentId, ComponentInfo>::new();
74 let mut event_names = HashMap::<String, EventKey>::new();
75
76 println!("{PROMPT}");
77 loop {
78 print!("\n> ");
79 let _ = std::io::stdout().flush();
80 let Some(Ok(line)) = lines.next() else {
81 return;
82 };
83
84 if line.is_empty() {
85 return;
86 };
87
88 let Some((first, rest)) = line.trim().split_once(|c: char| c.is_whitespace()) else {
89 match &line.chars().next() {
90 Some('c') => println!("{COMPONENT_PROMPT}"),
91 Some('s') => println!("{ENTITY_PROMPT}"),
92 Some('q') => println!("{QUERY_PROMPT}"),
93 Some('e') => println!("{EVENT_PROMPT}"),
94 Some('t') => println!("{EMIT_PROMPT}"),
95 _ => println!("{PROMPT}"),
96 }
97 continue;
98 };
99
100 match &first[0..1] {
101 "c" => {
102 rest.split(',').for_each(|component| {
103 let mut component = component.split_whitespace();
104 let Some(name) = component.next() else {
105 return;
106 };
107 let size = match component.next().map(str::parse) {
108 Some(Ok(size)) => size,
109 _ => 0,
110 };
111 // Register our new component to the world with a layout specified by it's size
112 // SAFETY: [u64] is Send + Sync
113 let id = world.register_component_with_descriptor(unsafe {
114 ComponentDescriptor::new_with_layout(
115 name.to_string(),
116 StorageType::Table,
117 Layout::array::<u64>(size).unwrap(),
118 None,
119 true,
120 ComponentCloneBehavior::Default,
121 None,
122 )
123 });
124 let Some(info) = world.components().get_info(id) else {
125 return;
126 };
127 component_names.insert(name.to_string(), id);
128 component_info.insert(id, info.clone());
129 println!("Component {} created with id: {}", name, id.index());
130 });
131 }
132 "s" => {
133 let mut to_insert_ids = Vec::new();
134 let mut to_insert_data = Vec::new();
135 rest.split(',').for_each(|component| {
136 let mut component = component.split_whitespace();
137 let Some(name) = component.next() else {
138 return;
139 };
140
141 // Get the id for the component with the given name
142 let Some(&id) = component_names.get(name) else {
143 println!("Component {name} does not exist");
144 return;
145 };
146
147 // Calculate the length for the array based on the layout created for this component id
148 let info = world.components().get_info(id).unwrap();
149 let len = info.layout().size() / size_of::<u64>();
150 let mut values: Vec<u64> = component
151 .take(len)
152 .filter_map(|value| value.parse::<u64>().ok())
153 .collect();
154 values.resize(len, 0);
155
156 // Collect the id and array to be inserted onto our entity
157 to_insert_ids.push(id);
158 to_insert_data.push(values);
159 });
160
161 let mut entity = world.spawn_empty();
162
163 // Construct an `OwningPtr` for each component in `to_insert_data`
164 let to_insert_ptr = to_owning_ptrs(&mut to_insert_data);
165
166 // SAFETY:
167 // - Component ids have been taken from the same world
168 // - Each array is created to the layout specified in the world
169 unsafe {
170 entity.insert_by_ids(&to_insert_ids, to_insert_ptr.into_iter());
171 }
172
173 println!("Entity spawned with id: {}", entity.id());
174 }
175 "q" => {
176 let mut builder = QueryBuilder::<FilteredEntityMut>::new(&mut world);
177 parse_query(rest, &mut builder, &component_names);
178 let mut query = builder.build();
179 query.iter_mut(&mut world).for_each(|filtered_entity| {
180 let terms = filtered_entity
181 .access()
182 .try_iter_access()
183 .unwrap()
184 .map(|component_access| {
185 let id = *component_access.index();
186 let ptr = filtered_entity.get_by_id(id).unwrap();
187 let info = component_info.get(&id).unwrap();
188 let len = info.layout().size() / size_of::<u64>();
189
190 // SAFETY:
191 // - All components are created with layout [u64]
192 // - len is calculated from the component descriptor
193 let data = unsafe {
194 std::slice::from_raw_parts_mut(
195 ptr.assert_unique().as_ptr().cast::<u64>(),
196 len,
197 )
198 };
199
200 // If we have write access, increment each value once
201 if matches!(component_access, ComponentAccessKind::Exclusive(_)) {
202 data.iter_mut().for_each(|data| {
203 *data += 1;
204 });
205 }
206
207 format!("{}: {:?}", info.name(), data[0..len].to_vec())
208 })
209 .collect::<Vec<_>>()
210 .join(", ");
211
212 println!("{}: {}", filtered_entity.id(), terms);
213 });
214 }
215 "e" => {
216 rest.split(',').for_each(|event| {
217 let name = event.trim();
218 if name.is_empty() {
219 return;
220 }
221
222 // Register a ComponentId for this event, no Rust type needed.
223 // SAFETY: ZST with no drop
224 let event_component_id = world.register_component_with_descriptor(unsafe {
225 ComponentDescriptor::new_with_layout(
226 format!("event:{name}"),
227 StorageType::Table,
228 Layout::new::<()>(),
229 None,
230 false,
231 ComponentCloneBehavior::Ignore,
232 None,
233 )
234 });
235 // SAFETY: event_component_id was just registered for this event
236 let event_key = unsafe { EventKey::new(event_component_id) };
237 event_names.insert(name.to_string(), event_key);
238
239 // Build a dynamic observer that prints when the event fires.
240 let runner: ObserverRunner = |mut world, _observer, ctx, _event, _trigger| {
241 println!(" Observer fired!");
242 if let Some(mut counts) = world.get_resource_mut::<EventFireCount>() {
243 *counts.0.entry(ctx.event_key).or_insert(0) += 1;
244 }
245 };
246
247 // SAFETY: event_key was just registered, runner ignores pointers
248 let observer =
249 unsafe { Observer::with_dynamic_runner(runner).with_event_key(event_key) };
250 world.spawn(observer);
251
252 println!(
253 "Event '{name}' registered (key: {}) with a dynamic observer",
254 event_component_id.index()
255 );
256 });
257
258 // Ensure the counter resource exists.
259 world.init_resource::<EventFireCount>();
260 }
261 "t" => {
262 let name = rest.trim();
263 let Some(&event_key) = event_names.get(name) else {
264 println!(
265 "Event '{name}' does not exist. Register it first with 'event {name}'"
266 );
267 continue;
268 };
269
270 let mut event_data = ();
271 let mut trigger_data = ();
272 // SAFETY: event_key was registered in this world, both pointers are valid ZSTs
273 unsafe {
274 world.trigger_dynamic(
275 event_key,
276 PtrMut::from(&mut event_data),
277 PtrMut::from(&mut trigger_data),
278 );
279 }
280
281 let count = world
282 .get_resource::<EventFireCount>()
283 .map_or(0, |c| c.0.get(&event_key).copied().unwrap_or(0));
284 println!("Event '{name}' triggered ({count} fires)");
285 }
286 _ => continue,
287 }
288 }
289}Sourcepub fn component_id<T>(&self) -> Option<ComponentId>where
T: Component,
pub fn component_id<T>(&self) -> Option<ComponentId>where
T: Component,
Returns the ComponentId of the given Component type T.
The returned ComponentId is specific to the World instance
it was retrieved from and should not be used with another World instance.
Returns None if the Component type has not yet been initialized within
the World using World::register_component.
use bevy_ecs::prelude::*;
let mut world = World::new();
#[derive(Component)]
struct ComponentA;
let component_a_id = world.register_component::<ComponentA>();
assert_eq!(component_a_id, world.component_id::<ComponentA>().unwrap())§See also
Sourcepub fn register_resource<R>(&mut self) -> ComponentIdwhere
R: Resource,
pub fn register_resource<R>(&mut self) -> ComponentIdwhere
R: Resource,
Registers a new Resource type and returns the ComponentId created for it.
The Resource doesn’t have a value in the World, it’s only registered. If you want
to insert the Resource in the World, use World::init_resource or
World::insert_resource instead.
Sourcepub fn resource_id<T>(&self) -> Option<ComponentId>where
T: Resource,
👎Deprecated since 0.19.0: use component_id
pub fn resource_id<T>(&self) -> Option<ComponentId>where
T: Resource,
use component_id
Returns the ComponentId of the given Resource type T.
The returned ComponentId is specific to the World instance it was retrieved from
and should not be used with another World instance.
Returns None if the Resource type has not yet been initialized within the
World using World::register_resource, World::init_resource or World::insert_resource.
Sourcepub fn entity<F>(&self, entities: F) -> <F as WorldEntityFetch>::Ref<'_>where
F: WorldEntityFetch,
pub fn entity<F>(&self, entities: F) -> <F as WorldEntityFetch>::Ref<'_>where
F: WorldEntityFetch,
Returns EntityRefs that expose read-only operations for the given
entities. This will panic if any of the given entities do not exist. Use
World::get_entity if you want to check for entity existence instead
of implicitly panicking.
This function supports fetching a single entity or multiple entities:
- Pass an
Entityto receive a singleEntityRef. - Pass a slice of
Entitys to receive aVec<EntityRef>. - Pass an array of
Entitys to receive an equally-sized array ofEntityRefs.
§Panics
If any of the given entities do not exist in the world.
§Examples
§Single Entity
#[derive(Component)]
struct Position {
x: f32,
y: f32,
}
let mut world = World::new();
let entity = world.spawn(Position { x: 0.0, y: 0.0 }).id();
let position = world.entity(entity).get::<Position>().unwrap();
assert_eq!(position.x, 0.0);§Array of Entitys
#[derive(Component)]
struct Position {
x: f32,
y: f32,
}
let mut world = World::new();
let e1 = world.spawn(Position { x: 0.0, y: 0.0 }).id();
let e2 = world.spawn(Position { x: 1.0, y: 1.0 }).id();
let [e1_ref, e2_ref] = world.entity([e1, e2]);
let e1_position = e1_ref.get::<Position>().unwrap();
assert_eq!(e1_position.x, 0.0);
let e2_position = e2_ref.get::<Position>().unwrap();
assert_eq!(e2_position.x, 1.0);§Slice of Entitys
#[derive(Component)]
struct Position {
x: f32,
y: f32,
}
let mut world = World::new();
let e1 = world.spawn(Position { x: 0.0, y: 1.0 }).id();
let e2 = world.spawn(Position { x: 0.0, y: 1.0 }).id();
let e3 = world.spawn(Position { x: 0.0, y: 1.0 }).id();
let ids = vec![e1, e2, e3];
for eref in world.entity(&ids[..]) {
assert_eq!(eref.get::<Position>().unwrap().y, 1.0);
}§EntityHashSet
#[derive(Component)]
struct Position {
x: f32,
y: f32,
}
let mut world = World::new();
let e1 = world.spawn(Position { x: 0.0, y: 1.0 }).id();
let e2 = world.spawn(Position { x: 0.0, y: 1.0 }).id();
let e3 = world.spawn(Position { x: 0.0, y: 1.0 }).id();
let ids = EntityHashSet::from_iter([e1, e2, e3]);
for (_id, eref) in world.entity(&ids) {
assert_eq!(eref.get::<Position>().unwrap().y, 1.0);
}Examples found in repository?
77fn on_insert_name(mut world: DeferredWorld<'_>, HookContext { entity, .. }: HookContext) {
78 let Some(&name) = world.entity(entity).get::<Name>() else {
79 unreachable!("Insert hook guarantees `Name` is available on entity")
80 };
81 let Some(mut index) = world.get_resource_mut::<NameIndex>() else {
82 return;
83 };
84
85 index.name_to_entity.insert(name, entity);
86}
87
88/// When a [`Name`] is removed or replaced, remove it from our [`NameIndex`].
89///
90/// Since all mutations to [`Name`] are captured by hooks, we know it is currently
91/// inserted in the index.
92fn on_discard_name(mut world: DeferredWorld<'_>, HookContext { entity, .. }: HookContext) {
93 let Some(&name) = world.entity(entity).get::<Name>() else {
94 unreachable!("Discard hook guarantees `Name` is available on entity")
95 };
96 let Some(mut index) = world.get_resource_mut::<NameIndex>() else {
97 return;
98 };
99
100 index.name_to_entity.remove(&name);
101}Sourcepub fn entity_mut<F>(&mut self, entities: F) -> <F as WorldEntityFetch>::Mut<'_>where
F: WorldEntityFetch,
pub fn entity_mut<F>(&mut self, entities: F) -> <F as WorldEntityFetch>::Mut<'_>where
F: WorldEntityFetch,
Returns EntityMuts that expose read and write operations for the
given entities. This will panic if any of the given entities do not
exist. Use World::get_entity_mut if you want to check for entity
existence instead of implicitly panicking.
This function supports fetching a single entity or multiple entities:
- Pass an
Entityto receive a singleEntityWorldMut.- This reference type allows for structural changes to the entity, such as adding or removing components, or despawning the entity.
- Pass a slice of
Entitys to receive aVec<EntityMut>. - Pass an array of
Entitys to receive an equally-sized array ofEntityMuts. - Pass a reference to a
EntityHashSetto receive anEntityHashMap<EntityMut>.
In order to perform structural changes on the returned entity reference,
such as adding or removing components, or despawning the entity, only a
single Entity can be passed to this function. Allowing multiple
entities at the same time with structural access would lead to undefined
behavior, so EntityMut is returned when requesting multiple entities.
§Panics
If any of the given entities do not exist in the world.
§Examples
§Single Entity
#[derive(Component)]
struct Position {
x: f32,
y: f32,
}
let mut world = World::new();
let entity = world.spawn(Position { x: 0.0, y: 0.0 }).id();
let mut entity_mut = world.entity_mut(entity);
let mut position = entity_mut.get_mut::<Position>().unwrap();
position.y = 1.0;
assert_eq!(position.x, 0.0);
entity_mut.despawn();§Array of Entitys
#[derive(Component)]
struct Position {
x: f32,
y: f32,
}
let mut world = World::new();
let e1 = world.spawn(Position { x: 0.0, y: 0.0 }).id();
let e2 = world.spawn(Position { x: 1.0, y: 1.0 }).id();
let [mut e1_ref, mut e2_ref] = world.entity_mut([e1, e2]);
let mut e1_position = e1_ref.get_mut::<Position>().unwrap();
e1_position.x = 1.0;
assert_eq!(e1_position.x, 1.0);
let mut e2_position = e2_ref.get_mut::<Position>().unwrap();
e2_position.x = 2.0;
assert_eq!(e2_position.x, 2.0);§Slice of Entitys
#[derive(Component)]
struct Position {
x: f32,
y: f32,
}
let mut world = World::new();
let e1 = world.spawn(Position { x: 0.0, y: 1.0 }).id();
let e2 = world.spawn(Position { x: 0.0, y: 1.0 }).id();
let e3 = world.spawn(Position { x: 0.0, y: 1.0 }).id();
let ids = vec![e1, e2, e3];
for mut eref in world.entity_mut(&ids[..]) {
let mut pos = eref.get_mut::<Position>().unwrap();
pos.y = 2.0;
assert_eq!(pos.y, 2.0);
}§EntityHashSet
#[derive(Component)]
struct Position {
x: f32,
y: f32,
}
let mut world = World::new();
let e1 = world.spawn(Position { x: 0.0, y: 1.0 }).id();
let e2 = world.spawn(Position { x: 0.0, y: 1.0 }).id();
let e3 = world.spawn(Position { x: 0.0, y: 1.0 }).id();
let ids = EntityHashSet::from_iter([e1, e2, e3]);
for (_id, mut eref) in world.entity_mut(&ids) {
let mut pos = eref.get_mut::<Position>().unwrap();
pos.y = 2.0;
assert_eq!(pos.y, 2.0);
}Examples found in repository?
103fn demo_2(world: &mut World) {
104 // Setup our name index
105 world.init_resource::<NameIndex>();
106
107 // Spawn some entities!
108 let alyssa = world.spawn(Name("Alyssa")).id();
109 let javier = world.spawn(Name("Javier")).id();
110
111 // Check our index
112 let index = world.resource::<NameIndex>();
113
114 assert_eq!(index.get_entity("Alyssa"), Some(alyssa));
115 assert_eq!(index.get_entity("Javier"), Some(javier));
116
117 // Changing the name of an entity is also fully capture by our index
118 world.entity_mut(javier).insert(Name("Steven"));
119
120 // Javier changed their name to Steven
121 let steven = javier;
122
123 // Check our index
124 let index = world.resource::<NameIndex>();
125
126 assert_eq!(index.get_entity("Javier"), None);
127 assert_eq!(index.get_entity("Steven"), Some(steven));
128}More examples
257 fn on_scene_completed(
258 &mut self,
259 load_context: &mut LoadContext<'_>,
260 _scene: &gltf::Scene,
261 _world_root_id: Entity,
262 world: &mut World,
263 ) {
264 // Create an AnimationGraph from the desired clip
265 let (graph, index) = AnimationGraph::from_clip(self.clip.clone().unwrap());
266 // Store the animation graph as an asset with an arbitrary label
267 // We only have one graph, so this label will be unique
268 let graph_handle =
269 load_context.add_labeled_asset("MyAnimationGraphLabel".to_string(), graph);
270
271 // Create a component that stores a reference to our animation
272 let animation_to_play = AnimationToPlay {
273 graph_handle,
274 index,
275 };
276
277 // Insert the `AnimationToPlay` component on the first animation root
278 let mut entity = world.entity_mut(*self.animation_root_entities.iter().next().unwrap());
279 entity.insert(animation_to_play);
280 }66fn spawn_tasks(mut commands: Commands) {
67 let thread_pool = AsyncComputeTaskPool::get();
68 for x in 0..NUM_CUBES {
69 for y in 0..NUM_CUBES {
70 for z in 0..NUM_CUBES {
71 // Spawn new task on the AsyncComputeTaskPool; the task will be
72 // executed in the background, and the Task future returned by
73 // spawn() can be used to poll for the result
74 let entity = commands.spawn_empty().id();
75 let task = thread_pool.spawn(async move {
76 let duration = Duration::from_secs_f32(rand::rng().random_range(0.05..5.0));
77
78 // Pretend this is a time-intensive function. :)
79 Delay::new(duration).await;
80
81 // Such hard work, all done!
82 let transform = Transform::from_xyz(x as f32, y as f32, z as f32);
83 let mut command_queue = CommandQueue::default();
84
85 // we use a raw command queue to pass a FnOnce(&mut World) back to be
86 // applied in a deferred manner.
87 command_queue.push(move |world: &mut World| {
88 let (box_mesh_handle, box_material_handle) = {
89 let mut system_state = SystemState::<(
90 Res<BoxMeshHandle>,
91 Res<BoxMaterialHandle>,
92 )>::new(world);
93 let (box_mesh_handle, box_material_handle) =
94 system_state.get_mut(world).unwrap();
95
96 (box_mesh_handle.clone(), box_material_handle.clone())
97 };
98
99 world
100 .entity_mut(entity)
101 // Add our new `Mesh3d` and `MeshMaterial3d` to our tagged entity
102 .insert((
103 Mesh3d(box_mesh_handle),
104 MeshMaterial3d(box_material_handle),
105 transform,
106 ));
107 });
108
109 command_queue
110 });
111
112 // Add our new task as a component
113 commands.entity(entity).insert(ComputeTransform(task));
114 }
115 }
116 }
117}Sourcepub fn inspect_entity(
&self,
entity: Entity,
) -> Result<impl Iterator<Item = &ComponentInfo>, EntityNotSpawnedError>
pub fn inspect_entity( &self, entity: Entity, ) -> Result<impl Iterator<Item = &ComponentInfo>, EntityNotSpawnedError>
Returns the components of an Entity through ComponentInfo.
Sourcepub fn get_entity<F>(
&self,
entities: F,
) -> Result<<F as WorldEntityFetch>::Ref<'_>, EntityNotSpawnedError>where
F: WorldEntityFetch,
pub fn get_entity<F>(
&self,
entities: F,
) -> Result<<F as WorldEntityFetch>::Ref<'_>, EntityNotSpawnedError>where
F: WorldEntityFetch,
Returns EntityRefs that expose read-only operations for the given
entities, returning Err if any of the given entities do not exist.
Instead of immediately unwrapping the value returned from this function,
prefer World::entity.
This function supports fetching a single entity or multiple entities:
- Pass an
Entityto receive a singleEntityRef. - Pass a slice of
Entitys to receive aVec<EntityRef>. - Pass an array of
Entitys to receive an equally-sized array ofEntityRefs. - Pass a reference to a
EntityHashSetto receive anEntityHashMap<EntityRef>.
§Errors
If any of the given entities do not exist in the world, the first
Entity found to be missing will return an EntityNotSpawnedError.
§Examples
For examples, see World::entity.
Sourcepub fn get_entity_mut<F>(
&mut self,
entities: F,
) -> Result<<F as WorldEntityFetch>::Mut<'_>, EntityMutableFetchError>where
F: WorldEntityFetch,
pub fn get_entity_mut<F>(
&mut self,
entities: F,
) -> Result<<F as WorldEntityFetch>::Mut<'_>, EntityMutableFetchError>where
F: WorldEntityFetch,
Returns EntityMuts that expose read and write operations for the
given entities, returning Err if any of the given entities do not
exist. Instead of immediately unwrapping the value returned from this
function, prefer World::entity_mut.
This function supports fetching a single entity or multiple entities:
- Pass an
Entityto receive a singleEntityWorldMut.- This reference type allows for structural changes to the entity, such as adding or removing components, or despawning the entity.
- Pass a slice of
Entitys to receive aVec<EntityMut>. - Pass an array of
Entitys to receive an equally-sized array ofEntityMuts. - Pass a reference to a
EntityHashSetto receive anEntityHashMap<EntityMut>.
In order to perform structural changes on the returned entity reference,
such as adding or removing components, or despawning the entity, only a
single Entity can be passed to this function. Allowing multiple
entities at the same time with structural access would lead to undefined
behavior, so EntityMut is returned when requesting multiple entities.
§Errors
- Returns
EntityMutableFetchError::NotSpawnedif any of the givenentitiesdo not exist in the world.- Only the first entity found to be missing will be returned.
- Returns
EntityMutableFetchError::AliasedMutabilityif the same entity is requested multiple times.
§Examples
For examples, see World::entity_mut.
Sourcepub fn iter_entities(&self) -> impl Iterator<Item = EntityRef<'_>>
pub fn iter_entities(&self) -> impl Iterator<Item = EntityRef<'_>>
Returns an Entity iterator of current entities.
This is useful in contexts where you only have immutable access to the World.
If you have mutable access to the World, use
query()::<EntityRef>().iter(&world) instead.
Note that this does iterate through all entities, including resource entities.
Sourcepub fn entities_and_commands(&mut self) -> (EntityFetcher<'_>, Commands<'_, '_>)
pub fn entities_and_commands(&mut self) -> (EntityFetcher<'_>, Commands<'_, '_>)
Simultaneously provides access to entity data and a command queue, which will be applied when the world is next flushed.
This allows using borrowed entity data to construct commands where the borrow checker would otherwise prevent it.
See DeferredWorld::entities_and_commands for the deferred version.
§Example
#[derive(Component)]
struct Targets(Vec<Entity>);
#[derive(Component)]
struct TargetedBy(Entity);
let mut world: World = // ...
let (entities, mut commands) = world.entities_and_commands();
let entity = entities.get(eid).unwrap();
for &target in entity.get::<Targets>().unwrap().0.iter() {
commands.entity(target).insert(TargetedBy(eid));
}Sourcepub fn spawn_at<B>(
&mut self,
entity: Entity,
bundle: B,
) -> Result<EntityWorldMut<'_>, SpawnError>where
B: Bundle,
pub fn spawn_at<B>(
&mut self,
entity: Entity,
bundle: B,
) -> Result<EntityWorldMut<'_>, SpawnError>where
B: Bundle,
Spawns the bundle on the valid but not spawned entity. If the entity can not be spawned for any reason, returns an error.
If it succeeds, this declares the entity to have this bundle.
In general, you should prefer spawn.
Spawn internally calls this method, but it takes care of finding a suitable Entity for you.
This is made available for advanced use, which you can see at EntityAllocator::alloc.
§Risk
It is possible to spawn an entity that has not been allocated yet;
however, doing so is currently a bad idea as the allocator may hand out this entity index in the future, assuming it to be not spawned.
This would cause a panic.
Manual spawning is a powerful tool, but must be used carefully.
§Example
Currently, this is primarily used to spawn entities that come from EntityAllocator::alloc.
See that for an example.
Sourcepub fn spawn_empty_at(
&mut self,
entity: Entity,
) -> Result<EntityWorldMut<'_>, SpawnError>
pub fn spawn_empty_at( &mut self, entity: Entity, ) -> Result<EntityWorldMut<'_>, SpawnError>
A faster version of spawn_at for the empty bundle.
Examples found in repository?
151fn failing_system(world: &mut World) -> Result {
152 world
153 // `get_resource` returns an `Option<T>`, so we use `ok_or` to convert it to a `Result` on
154 // which we can call `?` to propagate the error.
155 .get_resource::<UninitializedResource>()
156 // We can provide a `str` here because `BevyError` implements `From<&str>`.
157 .ok_or("Resource not initialized")
158 // The default error severity is Severity::Panic.
159 // We can add a Severity level to any Result locally to downgrade it appropriately.
160 .with_severity(Severity::Warning)?;
161
162 world
163 // This entity doesn't exist!
164 .spawn_empty_at(Entity::from_raw_u32(12345678).unwrap())
165 .map_severity(|e| match e {
166 // Not that concerning, we just need to make sure to find a different entity
167 SpawnError::AlreadySpawned => Severity::Debug,
168 // Oh no
169 SpawnError::Invalid(_) => Severity::Error,
170 })?;
171
172 Ok(())
173}Sourcepub fn spawn<B>(&mut self, bundle: B) -> EntityWorldMut<'_>where
B: Bundle,
pub fn spawn<B>(&mut self, bundle: B) -> EntityWorldMut<'_>where
B: Bundle,
Spawns a new Entity with a given Bundle of components and returns
a corresponding EntityWorldMut, which can be used to add components to the entity or
retrieve its id. In case large batches of entities need to be spawned, consider using
World::spawn_batch instead.
use bevy_ecs::{bundle::Bundle, component::Component, world::World};
#[derive(Component)]
struct Position {
x: f32,
y: f32,
}
#[derive(Component)]
struct Velocity {
x: f32,
y: f32,
};
#[derive(Component)]
struct Name(&'static str);
#[derive(Bundle)]
struct PhysicsBundle {
position: Position,
velocity: Velocity,
}
let mut world = World::new();
// `spawn` can accept a single component:
world.spawn(Position { x: 0.0, y: 0.0 });
// It can also accept a tuple of components:
world.spawn((
Position { x: 0.0, y: 0.0 },
Velocity { x: 1.0, y: 1.0 },
));
// Or it can accept a pre-defined Bundle of components:
world.spawn(PhysicsBundle {
position: Position { x: 2.0, y: 2.0 },
velocity: Velocity { x: 0.0, y: 4.0 },
});
let entity = world
// Tuples can also mix Bundles and Components
.spawn((
PhysicsBundle {
position: Position { x: 2.0, y: 2.0 },
velocity: Velocity { x: 0.0, y: 4.0 },
},
Name("Elaina Proctor"),
))
// Calling id() will return the unique identifier for the spawned entity
.id();
let position = world.entity(entity).get::<Position>().unwrap();
assert_eq!(position.x, 2.0);Examples found in repository?
96 fn spawn_camera(&mut self, target: RenderTarget) -> Entity {
97 self.0
98 .main
99 .world_mut()
100 .spawn((Camera3d::default(), target, Transform::IDENTITY))
101 .id()
102 }
103
104 // Run one world update and wait for rendering to finish.
105 fn update(&mut self) {
106 self.0.update();
107 // Wait for frame to finish rendering by wait polling the device
108 self.0
109 .main
110 .world()
111 .resource::<RenderDevice>()
112 .wgpu_device()
113 .poll(PollType::Wait {
114 submission_index: None,
115 timeout: None,
116 })
117 .unwrap();
118 }
119
120 // Schedules a screenshot to be captured on the next update.
121 fn screenshot(&mut self, target: RenderTarget, i: u32) {
122 self.0
123 .main
124 .world_mut()
125 .spawn(Screenshot::image(target.as_image().unwrap().clone()))
126 .observe(save_to_disk(format!("test_images/screenshot{i}.png")));
127 }More examples
244fn exclusive_player_system(world: &mut World) {
245 // this does the same thing as "new_player_system"
246 let total_players = world.resource_mut::<GameState>().total_players;
247 let should_add_player = {
248 let game_rules = world.resource::<GameRules>();
249 let add_new_player = random::<bool>();
250 add_new_player && total_players < game_rules.max_players
251 };
252 // Randomly add a new player
253 if should_add_player {
254 println!("Player {} has joined the game!", total_players + 1);
255 world.spawn((
256 Player {
257 name: format!("Player {}", total_players + 1),
258 },
259 Score { value: 0 },
260 PlayerStreak::None,
261 ));
262
263 let mut game_state = world.resource_mut::<GameState>();
264 game_state.total_players += 1;
265 }
266}30fn demo_1(world: &mut World) {
31 // Immutable components can be inserted just like mutable components.
32 let mut entity = world.spawn((MyMutableComponent(false), MyImmutableComponent(false)));
33
34 // But where mutable components can be mutated...
35 let mut my_mutable_component = entity.get_mut::<MyMutableComponent>().unwrap();
36 my_mutable_component.0 = true;
37
38 // ...immutable ones cannot. The below fails to compile as `MyImmutableComponent`
39 // is declared as immutable.
40 // let mut my_immutable_component = entity.get_mut::<MyImmutableComponent>().unwrap();
41
42 // Instead, you could take or replace the immutable component to update its value.
43 let mut my_immutable_component = entity.take::<MyImmutableComponent>().unwrap();
44 my_immutable_component.0 = true;
45 entity.insert(my_immutable_component);
46}
47
48/// This is an example of a component like [`Name`](bevy::prelude::Name), but immutable.
49#[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash, Component, Reflect)]
50#[reflect(Hash, Component)]
51#[component(
52 immutable,
53 // Since this component is immutable, we can fully capture all mutations through
54 // these component hooks. This allows for keeping other parts of the ECS synced
55 // to a component's value at all times.
56 on_insert = on_insert_name,
57 on_discard = on_discard_name,
58)]
59pub struct Name(pub &'static str);
60
61/// This index allows for O(1) lookups of an [`Entity`] by its [`Name`].
62#[derive(Resource, Default)]
63struct NameIndex {
64 name_to_entity: HashMap<Name, Entity>,
65}
66
67impl NameIndex {
68 fn get_entity(&self, name: &'static str) -> Option<Entity> {
69 self.name_to_entity.get(&Name(name)).copied()
70 }
71}
72
73/// When a [`Name`] is inserted, we will add it to our [`NameIndex`].
74///
75/// Since all mutations to [`Name`] are captured by hooks, we know it is not currently
76/// inserted in the index, and its value will not change without triggering a hook.
77fn on_insert_name(mut world: DeferredWorld<'_>, HookContext { entity, .. }: HookContext) {
78 let Some(&name) = world.entity(entity).get::<Name>() else {
79 unreachable!("Insert hook guarantees `Name` is available on entity")
80 };
81 let Some(mut index) = world.get_resource_mut::<NameIndex>() else {
82 return;
83 };
84
85 index.name_to_entity.insert(name, entity);
86}
87
88/// When a [`Name`] is removed or replaced, remove it from our [`NameIndex`].
89///
90/// Since all mutations to [`Name`] are captured by hooks, we know it is currently
91/// inserted in the index.
92fn on_discard_name(mut world: DeferredWorld<'_>, HookContext { entity, .. }: HookContext) {
93 let Some(&name) = world.entity(entity).get::<Name>() else {
94 unreachable!("Discard hook guarantees `Name` is available on entity")
95 };
96 let Some(mut index) = world.get_resource_mut::<NameIndex>() else {
97 return;
98 };
99
100 index.name_to_entity.remove(&name);
101}
102
103fn demo_2(world: &mut World) {
104 // Setup our name index
105 world.init_resource::<NameIndex>();
106
107 // Spawn some entities!
108 let alyssa = world.spawn(Name("Alyssa")).id();
109 let javier = world.spawn(Name("Javier")).id();
110
111 // Check our index
112 let index = world.resource::<NameIndex>();
113
114 assert_eq!(index.get_entity("Alyssa"), Some(alyssa));
115 assert_eq!(index.get_entity("Javier"), Some(javier));
116
117 // Changing the name of an entity is also fully capture by our index
118 world.entity_mut(javier).insert(Name("Steven"));
119
120 // Javier changed their name to Steven
121 let steven = javier;
122
123 // Check our index
124 let index = world.resource::<NameIndex>();
125
126 assert_eq!(index.get_entity("Javier"), None);
127 assert_eq!(index.get_entity("Steven"), Some(steven));
128}166fn save_world_system(world: &mut World) {
167 let asset_server = world.resource::<AssetServer>().clone();
168 // The `TypeRegistry` resource contains information about all registered types (including components).
169 // This is used to construct worlds, so we'll want to ensure that we use the registry from the
170 // main world. To do this, we can simply clone the `AppTypeRegistry` resource.
171 let type_registry = world.resource::<AppTypeRegistry>().clone();
172
173 // Any ECS World can be serialized.
174 // For demonstration purposes, we'll create a new one.
175 let mut scene_world = World::new();
176
177 let mut component_b = ComponentB::from_world(world);
178 component_b.value = "hello".to_string();
179 scene_world.spawn((
180 component_b,
181 ComponentA { x: 1.0, y: 2.0 },
182 Transform::IDENTITY,
183 Name::new("joe"),
184 WorldAssetRoot(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0")),
185 ));
186 scene_world.spawn(ComponentA { x: 3.0, y: 4.0 });
187 scene_world.insert_resource(ResourceA { score: 1 });
188
189 // With our sample world ready to go, we can now create a DynamicWorld from it.
190 // For simplicity, we will create our scene using DynamicWorld directly, but if
191 // you need more control, you can use DynamicWorldBuilder.
192 let dynamic_world = DynamicWorld::from_world_with(&scene_world, &type_registry.read());
193
194 // Dynamic Worlds can be serialized like this:
195 let type_registry = world.resource::<AppTypeRegistry>();
196 let type_registry = type_registry.read();
197 let serialized_world = dynamic_world.serialize(&type_registry).unwrap();
198
199 // Shows the serialized world in the console
200 info!("{}", serialized_world);
201
202 // Writing the world to a new file. Using a task to avoid calling the filesystem APIs in a system
203 // as they are blocking.
204 //
205 // This can't work in Wasm as there is no filesystem access.
206 #[cfg(not(target_arch = "wasm32"))]
207 IoTaskPool::get()
208 .spawn(async move {
209 // Write the world RON data to file
210 File::create(format!("assets/{NEW_WORLD_FILE_PATH}"))
211 .and_then(|mut file| file.write(serialized_world.as_bytes()))
212 .expect("Error while writing world to file");
213 })
214 .detach();
215}69fn main() {
70 let mut world = World::new();
71 let mut lines = std::io::stdin().lines();
72 let mut component_names = HashMap::<String, ComponentId>::new();
73 let mut component_info = HashMap::<ComponentId, ComponentInfo>::new();
74 let mut event_names = HashMap::<String, EventKey>::new();
75
76 println!("{PROMPT}");
77 loop {
78 print!("\n> ");
79 let _ = std::io::stdout().flush();
80 let Some(Ok(line)) = lines.next() else {
81 return;
82 };
83
84 if line.is_empty() {
85 return;
86 };
87
88 let Some((first, rest)) = line.trim().split_once(|c: char| c.is_whitespace()) else {
89 match &line.chars().next() {
90 Some('c') => println!("{COMPONENT_PROMPT}"),
91 Some('s') => println!("{ENTITY_PROMPT}"),
92 Some('q') => println!("{QUERY_PROMPT}"),
93 Some('e') => println!("{EVENT_PROMPT}"),
94 Some('t') => println!("{EMIT_PROMPT}"),
95 _ => println!("{PROMPT}"),
96 }
97 continue;
98 };
99
100 match &first[0..1] {
101 "c" => {
102 rest.split(',').for_each(|component| {
103 let mut component = component.split_whitespace();
104 let Some(name) = component.next() else {
105 return;
106 };
107 let size = match component.next().map(str::parse) {
108 Some(Ok(size)) => size,
109 _ => 0,
110 };
111 // Register our new component to the world with a layout specified by it's size
112 // SAFETY: [u64] is Send + Sync
113 let id = world.register_component_with_descriptor(unsafe {
114 ComponentDescriptor::new_with_layout(
115 name.to_string(),
116 StorageType::Table,
117 Layout::array::<u64>(size).unwrap(),
118 None,
119 true,
120 ComponentCloneBehavior::Default,
121 None,
122 )
123 });
124 let Some(info) = world.components().get_info(id) else {
125 return;
126 };
127 component_names.insert(name.to_string(), id);
128 component_info.insert(id, info.clone());
129 println!("Component {} created with id: {}", name, id.index());
130 });
131 }
132 "s" => {
133 let mut to_insert_ids = Vec::new();
134 let mut to_insert_data = Vec::new();
135 rest.split(',').for_each(|component| {
136 let mut component = component.split_whitespace();
137 let Some(name) = component.next() else {
138 return;
139 };
140
141 // Get the id for the component with the given name
142 let Some(&id) = component_names.get(name) else {
143 println!("Component {name} does not exist");
144 return;
145 };
146
147 // Calculate the length for the array based on the layout created for this component id
148 let info = world.components().get_info(id).unwrap();
149 let len = info.layout().size() / size_of::<u64>();
150 let mut values: Vec<u64> = component
151 .take(len)
152 .filter_map(|value| value.parse::<u64>().ok())
153 .collect();
154 values.resize(len, 0);
155
156 // Collect the id and array to be inserted onto our entity
157 to_insert_ids.push(id);
158 to_insert_data.push(values);
159 });
160
161 let mut entity = world.spawn_empty();
162
163 // Construct an `OwningPtr` for each component in `to_insert_data`
164 let to_insert_ptr = to_owning_ptrs(&mut to_insert_data);
165
166 // SAFETY:
167 // - Component ids have been taken from the same world
168 // - Each array is created to the layout specified in the world
169 unsafe {
170 entity.insert_by_ids(&to_insert_ids, to_insert_ptr.into_iter());
171 }
172
173 println!("Entity spawned with id: {}", entity.id());
174 }
175 "q" => {
176 let mut builder = QueryBuilder::<FilteredEntityMut>::new(&mut world);
177 parse_query(rest, &mut builder, &component_names);
178 let mut query = builder.build();
179 query.iter_mut(&mut world).for_each(|filtered_entity| {
180 let terms = filtered_entity
181 .access()
182 .try_iter_access()
183 .unwrap()
184 .map(|component_access| {
185 let id = *component_access.index();
186 let ptr = filtered_entity.get_by_id(id).unwrap();
187 let info = component_info.get(&id).unwrap();
188 let len = info.layout().size() / size_of::<u64>();
189
190 // SAFETY:
191 // - All components are created with layout [u64]
192 // - len is calculated from the component descriptor
193 let data = unsafe {
194 std::slice::from_raw_parts_mut(
195 ptr.assert_unique().as_ptr().cast::<u64>(),
196 len,
197 )
198 };
199
200 // If we have write access, increment each value once
201 if matches!(component_access, ComponentAccessKind::Exclusive(_)) {
202 data.iter_mut().for_each(|data| {
203 *data += 1;
204 });
205 }
206
207 format!("{}: {:?}", info.name(), data[0..len].to_vec())
208 })
209 .collect::<Vec<_>>()
210 .join(", ");
211
212 println!("{}: {}", filtered_entity.id(), terms);
213 });
214 }
215 "e" => {
216 rest.split(',').for_each(|event| {
217 let name = event.trim();
218 if name.is_empty() {
219 return;
220 }
221
222 // Register a ComponentId for this event, no Rust type needed.
223 // SAFETY: ZST with no drop
224 let event_component_id = world.register_component_with_descriptor(unsafe {
225 ComponentDescriptor::new_with_layout(
226 format!("event:{name}"),
227 StorageType::Table,
228 Layout::new::<()>(),
229 None,
230 false,
231 ComponentCloneBehavior::Ignore,
232 None,
233 )
234 });
235 // SAFETY: event_component_id was just registered for this event
236 let event_key = unsafe { EventKey::new(event_component_id) };
237 event_names.insert(name.to_string(), event_key);
238
239 // Build a dynamic observer that prints when the event fires.
240 let runner: ObserverRunner = |mut world, _observer, ctx, _event, _trigger| {
241 println!(" Observer fired!");
242 if let Some(mut counts) = world.get_resource_mut::<EventFireCount>() {
243 *counts.0.entry(ctx.event_key).or_insert(0) += 1;
244 }
245 };
246
247 // SAFETY: event_key was just registered, runner ignores pointers
248 let observer =
249 unsafe { Observer::with_dynamic_runner(runner).with_event_key(event_key) };
250 world.spawn(observer);
251
252 println!(
253 "Event '{name}' registered (key: {}) with a dynamic observer",
254 event_component_id.index()
255 );
256 });
257
258 // Ensure the counter resource exists.
259 world.init_resource::<EventFireCount>();
260 }
261 "t" => {
262 let name = rest.trim();
263 let Some(&event_key) = event_names.get(name) else {
264 println!(
265 "Event '{name}' does not exist. Register it first with 'event {name}'"
266 );
267 continue;
268 };
269
270 let mut event_data = ();
271 let mut trigger_data = ();
272 // SAFETY: event_key was registered in this world, both pointers are valid ZSTs
273 unsafe {
274 world.trigger_dynamic(
275 event_key,
276 PtrMut::from(&mut event_data),
277 PtrMut::from(&mut trigger_data),
278 );
279 }
280
281 let count = world
282 .get_resource::<EventFireCount>()
283 .map_or(0, |c| c.0.get(&event_key).copied().unwrap_or(0));
284 println!("Event '{name}' triggered ({count} fires)");
285 }
286 _ => continue,
287 }
288 }
289}Sourcepub fn spawn_empty(&mut self) -> EntityWorldMut<'_>
pub fn spawn_empty(&mut self) -> EntityWorldMut<'_>
Spawns a new Entity and returns a corresponding EntityWorldMut, which can be used
to add components to the entity or retrieve its id.
use bevy_ecs::{component::Component, world::World};
#[derive(Component)]
struct Position {
x: f32,
y: f32,
}
#[derive(Component)]
struct Label(&'static str);
#[derive(Component)]
struct Num(u32);
let mut world = World::new();
let entity = world.spawn_empty()
.insert(Position { x: 0.0, y: 0.0 }) // add a single component
.insert((Num(1), Label("hello"))) // add a bundle of components
.id();
let position = world.entity(entity).get::<Position>().unwrap();
assert_eq!(position.x, 0.0);Examples found in repository?
135fn demo_3(world: &mut World) {
136 // This is a list of dynamic components we will create.
137 // The first item is the name of the component, and the second is the size
138 // in bytes.
139 let my_dynamic_components = [("Foo", 1), ("Bar", 2), ("Baz", 4)];
140
141 // This pipeline takes our component descriptions, registers them, and gets
142 // their ComponentId's.
143 let my_registered_components = my_dynamic_components
144 .into_iter()
145 .map(|(name, size)| {
146 // SAFETY:
147 // - No drop command is required
148 // - The component will store [u8; size], which is Send + Sync
149 let descriptor = unsafe {
150 ComponentDescriptor::new_with_layout(
151 name.to_string(),
152 StorageType::Table,
153 Layout::array::<u8>(size).unwrap(),
154 None,
155 false,
156 ComponentCloneBehavior::Default,
157 None,
158 )
159 };
160
161 (name, size, descriptor)
162 })
163 .map(|(name, size, descriptor)| {
164 let component_id = world.register_component_with_descriptor(descriptor);
165
166 (name, size, component_id)
167 })
168 .collect::<Vec<(&str, usize, ComponentId)>>();
169
170 // Now that our components are registered, let's add them to an entity
171 let mut entity = world.spawn_empty();
172
173 for (_name, size, component_id) in &my_registered_components {
174 // We're just storing some zeroes for the sake of demonstration.
175 let data = core::iter::repeat_n(0, *size).collect::<Vec<u8>>();
176
177 OwningPtr::make(data, |ptr| {
178 // SAFETY:
179 // - ComponentId has been taken from the same world
180 // - Array is created to the layout specified in the world
181 unsafe {
182 entity.insert_by_id(*component_id, ptr);
183 }
184 });
185 }
186
187 for (_name, _size, component_id) in &my_registered_components {
188 // With immutable components, we can read the values...
189 assert!(entity.get_by_id(*component_id).is_ok());
190
191 // ...but we cannot gain a mutable reference.
192 assert!(entity.get_mut_by_id(*component_id).is_err());
193
194 // Instead, you must either remove or replace the value.
195 }
196}More examples
78fn stress_test(num_entities: u32, num_components: u32, num_systems: u32) {
79 let mut rng = ChaCha8Rng::seed_from_u64(42);
80 let mut app = App::default();
81 let world = app.world_mut();
82
83 // register a bunch of components
84 let component_ids: Vec<ComponentId> = (1..=num_components)
85 .map(|i| {
86 world.register_component_with_descriptor(
87 // SAFETY:
88 // * We don't implement a drop function
89 // * u8 is Sync and Send
90 unsafe {
91 ComponentDescriptor::new_with_layout(
92 format!("Component{i}").to_string(),
93 StorageType::Table,
94 Layout::new::<u8>(),
95 None,
96 true, // is mutable
97 ComponentCloneBehavior::Default,
98 None,
99 )
100 },
101 )
102 })
103 .collect();
104
105 // fill the schedule with systems
106 let mut schedule = Schedule::new(Update);
107 for _ in 1..=num_systems {
108 let num_access_components = rng.random_range(1..10);
109 let access_components: Vec<ComponentId> = component_ids
110 .sample(&mut rng, num_access_components)
111 .copied()
112 .collect();
113 let system = (QueryParamBuilder::new(|builder| {
114 for &access_component in &access_components {
115 if rand::random::<bool>() {
116 builder.mut_id(access_component);
117 } else {
118 builder.ref_id(access_component);
119 }
120 }
121 }),)
122 .build_state(world)
123 .build_any_system(base_system);
124 schedule.add_systems((move || access_components.clone()).pipe(system));
125 }
126
127 // spawn a bunch of entities
128 for _ in 1..=num_entities {
129 let num_components = rng.random_range(1..10);
130 let components: Vec<ComponentId> = component_ids
131 .sample(&mut rng, num_components)
132 .copied()
133 .collect();
134
135 let mut entity = world.spawn_empty();
136 // We use `ManuallyDrop` here as we need to avoid dropping the u8's when `values` is dropped
137 // since ownership of the values is passed to the world in `insert_by_ids`.
138 // But we do want to deallocate the memory when values is dropped.
139 let mut values: Vec<ManuallyDrop<u8>> = components
140 .iter()
141 .map(|_id| ManuallyDrop::new(rng.random_range(0..255)))
142 .collect();
143 let ptrs: Vec<OwningPtr> = values
144 .iter_mut()
145 .map(|value| {
146 // SAFETY:
147 // * We don't read/write `values` binding after this and values are `ManuallyDrop`,
148 // so we have the right to drop/move the values
149 unsafe { PtrMut::from(value).promote() }
150 })
151 .collect();
152 // SAFETY:
153 // * component_id's are from the same world
154 // * `values` was initialized above, so references are valid
155 unsafe {
156 entity.insert_by_ids(&components, ptrs.into_iter());
157 }
158 }
159
160 // overwrite Update schedule in the app
161 app.add_schedule(schedule);
162 app.add_plugins(MinimalPlugins)
163 .add_plugins(DiagnosticsPlugin)
164 .add_plugins(LogPlugin::default())
165 .add_plugins(FrameTimeDiagnosticsPlugin::default())
166 .add_plugins(LogDiagnosticsPlugin::filtered(HashSet::from_iter([
167 DiagnosticPath::new("fps"),
168 ])));
169 app.run();
170}69fn main() {
70 let mut world = World::new();
71 let mut lines = std::io::stdin().lines();
72 let mut component_names = HashMap::<String, ComponentId>::new();
73 let mut component_info = HashMap::<ComponentId, ComponentInfo>::new();
74 let mut event_names = HashMap::<String, EventKey>::new();
75
76 println!("{PROMPT}");
77 loop {
78 print!("\n> ");
79 let _ = std::io::stdout().flush();
80 let Some(Ok(line)) = lines.next() else {
81 return;
82 };
83
84 if line.is_empty() {
85 return;
86 };
87
88 let Some((first, rest)) = line.trim().split_once(|c: char| c.is_whitespace()) else {
89 match &line.chars().next() {
90 Some('c') => println!("{COMPONENT_PROMPT}"),
91 Some('s') => println!("{ENTITY_PROMPT}"),
92 Some('q') => println!("{QUERY_PROMPT}"),
93 Some('e') => println!("{EVENT_PROMPT}"),
94 Some('t') => println!("{EMIT_PROMPT}"),
95 _ => println!("{PROMPT}"),
96 }
97 continue;
98 };
99
100 match &first[0..1] {
101 "c" => {
102 rest.split(',').for_each(|component| {
103 let mut component = component.split_whitespace();
104 let Some(name) = component.next() else {
105 return;
106 };
107 let size = match component.next().map(str::parse) {
108 Some(Ok(size)) => size,
109 _ => 0,
110 };
111 // Register our new component to the world with a layout specified by it's size
112 // SAFETY: [u64] is Send + Sync
113 let id = world.register_component_with_descriptor(unsafe {
114 ComponentDescriptor::new_with_layout(
115 name.to_string(),
116 StorageType::Table,
117 Layout::array::<u64>(size).unwrap(),
118 None,
119 true,
120 ComponentCloneBehavior::Default,
121 None,
122 )
123 });
124 let Some(info) = world.components().get_info(id) else {
125 return;
126 };
127 component_names.insert(name.to_string(), id);
128 component_info.insert(id, info.clone());
129 println!("Component {} created with id: {}", name, id.index());
130 });
131 }
132 "s" => {
133 let mut to_insert_ids = Vec::new();
134 let mut to_insert_data = Vec::new();
135 rest.split(',').for_each(|component| {
136 let mut component = component.split_whitespace();
137 let Some(name) = component.next() else {
138 return;
139 };
140
141 // Get the id for the component with the given name
142 let Some(&id) = component_names.get(name) else {
143 println!("Component {name} does not exist");
144 return;
145 };
146
147 // Calculate the length for the array based on the layout created for this component id
148 let info = world.components().get_info(id).unwrap();
149 let len = info.layout().size() / size_of::<u64>();
150 let mut values: Vec<u64> = component
151 .take(len)
152 .filter_map(|value| value.parse::<u64>().ok())
153 .collect();
154 values.resize(len, 0);
155
156 // Collect the id and array to be inserted onto our entity
157 to_insert_ids.push(id);
158 to_insert_data.push(values);
159 });
160
161 let mut entity = world.spawn_empty();
162
163 // Construct an `OwningPtr` for each component in `to_insert_data`
164 let to_insert_ptr = to_owning_ptrs(&mut to_insert_data);
165
166 // SAFETY:
167 // - Component ids have been taken from the same world
168 // - Each array is created to the layout specified in the world
169 unsafe {
170 entity.insert_by_ids(&to_insert_ids, to_insert_ptr.into_iter());
171 }
172
173 println!("Entity spawned with id: {}", entity.id());
174 }
175 "q" => {
176 let mut builder = QueryBuilder::<FilteredEntityMut>::new(&mut world);
177 parse_query(rest, &mut builder, &component_names);
178 let mut query = builder.build();
179 query.iter_mut(&mut world).for_each(|filtered_entity| {
180 let terms = filtered_entity
181 .access()
182 .try_iter_access()
183 .unwrap()
184 .map(|component_access| {
185 let id = *component_access.index();
186 let ptr = filtered_entity.get_by_id(id).unwrap();
187 let info = component_info.get(&id).unwrap();
188 let len = info.layout().size() / size_of::<u64>();
189
190 // SAFETY:
191 // - All components are created with layout [u64]
192 // - len is calculated from the component descriptor
193 let data = unsafe {
194 std::slice::from_raw_parts_mut(
195 ptr.assert_unique().as_ptr().cast::<u64>(),
196 len,
197 )
198 };
199
200 // If we have write access, increment each value once
201 if matches!(component_access, ComponentAccessKind::Exclusive(_)) {
202 data.iter_mut().for_each(|data| {
203 *data += 1;
204 });
205 }
206
207 format!("{}: {:?}", info.name(), data[0..len].to_vec())
208 })
209 .collect::<Vec<_>>()
210 .join(", ");
211
212 println!("{}: {}", filtered_entity.id(), terms);
213 });
214 }
215 "e" => {
216 rest.split(',').for_each(|event| {
217 let name = event.trim();
218 if name.is_empty() {
219 return;
220 }
221
222 // Register a ComponentId for this event, no Rust type needed.
223 // SAFETY: ZST with no drop
224 let event_component_id = world.register_component_with_descriptor(unsafe {
225 ComponentDescriptor::new_with_layout(
226 format!("event:{name}"),
227 StorageType::Table,
228 Layout::new::<()>(),
229 None,
230 false,
231 ComponentCloneBehavior::Ignore,
232 None,
233 )
234 });
235 // SAFETY: event_component_id was just registered for this event
236 let event_key = unsafe { EventKey::new(event_component_id) };
237 event_names.insert(name.to_string(), event_key);
238
239 // Build a dynamic observer that prints when the event fires.
240 let runner: ObserverRunner = |mut world, _observer, ctx, _event, _trigger| {
241 println!(" Observer fired!");
242 if let Some(mut counts) = world.get_resource_mut::<EventFireCount>() {
243 *counts.0.entry(ctx.event_key).or_insert(0) += 1;
244 }
245 };
246
247 // SAFETY: event_key was just registered, runner ignores pointers
248 let observer =
249 unsafe { Observer::with_dynamic_runner(runner).with_event_key(event_key) };
250 world.spawn(observer);
251
252 println!(
253 "Event '{name}' registered (key: {}) with a dynamic observer",
254 event_component_id.index()
255 );
256 });
257
258 // Ensure the counter resource exists.
259 world.init_resource::<EventFireCount>();
260 }
261 "t" => {
262 let name = rest.trim();
263 let Some(&event_key) = event_names.get(name) else {
264 println!(
265 "Event '{name}' does not exist. Register it first with 'event {name}'"
266 );
267 continue;
268 };
269
270 let mut event_data = ();
271 let mut trigger_data = ();
272 // SAFETY: event_key was registered in this world, both pointers are valid ZSTs
273 unsafe {
274 world.trigger_dynamic(
275 event_key,
276 PtrMut::from(&mut event_data),
277 PtrMut::from(&mut trigger_data),
278 );
279 }
280
281 let count = world
282 .get_resource::<EventFireCount>()
283 .map_or(0, |c| c.0.get(&event_key).copied().unwrap_or(0));
284 println!("Event '{name}' triggered ({count} fires)");
285 }
286 _ => continue,
287 }
288 }
289}Sourcepub fn spawn_batch<I>(
&mut self,
iter: I,
) -> SpawnBatchIter<'_, <I as IntoIterator>::IntoIter> ⓘwhere
I: IntoIterator,
<I as IntoIterator>::Item: Bundle,
<<I as IntoIterator>::Item as DynamicBundle>::Effect: NoBundleEffect,
pub fn spawn_batch<I>(
&mut self,
iter: I,
) -> SpawnBatchIter<'_, <I as IntoIterator>::IntoIter> ⓘwhere
I: IntoIterator,
<I as IntoIterator>::Item: Bundle,
<<I as IntoIterator>::Item as DynamicBundle>::Effect: NoBundleEffect,
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
using World::spawn, but it is limited to spawning entities with the same Bundle
type, whereas spawning individually is more flexible.
use bevy_ecs::{component::Component, entity::Entity, world::World};
#[derive(Component)]
struct Str(&'static str);
#[derive(Component)]
struct Num(u32);
let mut world = World::new();
let entities = world.spawn_batch(vec![
(Str("a"), Num(0)), // the first entity
(Str("b"), Num(1)), // the second entity
]).collect::<Vec<Entity>>();
assert_eq!(entities.len(), 2);Sourcepub fn get<T>(&self, entity: Entity) -> Option<&T>where
T: Component,
pub fn get<T>(&self, entity: Entity) -> Option<&T>where
T: Component,
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::{component::Component, world::World};
#[derive(Component)]
struct Position {
x: f32,
y: f32,
}
let mut world = World::new();
let entity = world.spawn(Position { x: 0.0, y: 0.0 }).id();
let position = world.get::<Position>(entity).unwrap();
assert_eq!(position.x, 0.0);Examples found in repository?
61fn setup(world: &mut World) {
62 // In order to register component hooks the component must:
63 // - not be currently in use by any entities in the world
64 // - not already have a hook of that kind registered
65 // This is to prevent overriding hooks defined in plugins and other crates as well as keeping things fast
66 world
67 .register_component_hooks::<MyComponent>()
68 // There are 4 component lifecycle hooks: `on_add`, `on_insert`, `on_discard` and `on_remove`
69 // A hook has 2 arguments:
70 // - a `DeferredWorld`, this allows access to resource and component data as well as `Commands`
71 // - a `HookContext`, this provides access to the following contextual information:
72 // - the entity that triggered the hook
73 // - the component id of the triggering component, this is mostly used for dynamic components
74 // - the location of the code that caused the hook to trigger
75 //
76 // `on_add` will trigger when a component is inserted onto an entity without it
77 .on_add(
78 |mut world,
79 HookContext {
80 entity,
81 component_id,
82 caller,
83 ..
84 }| {
85 // You can access component data from within the hook
86 let value = world.get::<MyComponent>(entity).unwrap().0;
87 println!(
88 "{component_id:?} added to {entity} with value {value:?}{}",
89 caller
90 .map(|location| format!("due to {location}"))
91 .unwrap_or_default()
92 );
93 // Or access resources
94 world
95 .resource_mut::<MyComponentIndex>()
96 .insert(value, entity);
97 // Or send messages
98 world.write_message(MyMessage);
99 },
100 )
101 // `on_insert` will trigger when a component is inserted onto an entity,
102 // regardless of whether or not it already had it and after `on_add` if it ran
103 .on_insert(|world, _| {
104 println!("Current Index: {:?}", world.resource::<MyComponentIndex>());
105 })
106 // `on_discard` will trigger when a component is inserted onto an entity that already had it,
107 // and runs before the value is replaced.
108 // Also triggers when a component is removed from an entity, and runs before `on_remove`
109 .on_discard(|mut world, context| {
110 let value = world.get::<MyComponent>(context.entity).unwrap().0;
111 world.resource_mut::<MyComponentIndex>().remove(&value);
112 })
113 // `on_remove` will trigger when a component is removed from an entity,
114 // since it runs before the component is removed you can still access the component data
115 .on_remove(
116 |mut world,
117 HookContext {
118 entity,
119 component_id,
120 caller,
121 ..
122 }| {
123 let value = world.get::<MyComponent>(entity).unwrap().0;
124 println!(
125 "{component_id:?} removed from {entity} with value {value:?}{}",
126 caller
127 .map(|location| format!("due to {location}"))
128 .unwrap_or_default()
129 );
130 // You can also issue commands through `.commands()`
131 world.commands().entity(entity).despawn();
132 },
133 );
134}Sourcepub fn get_mut<T>(&mut self, entity: Entity) -> Option<Mut<'_, T>>
pub fn get_mut<T>(&mut self, entity: Entity) -> Option<Mut<'_, T>>
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::{component::Component, world::World};
#[derive(Component)]
struct Position {
x: f32,
y: f32,
}
let mut world = World::new();
let entity = world.spawn(Position { x: 0.0, y: 0.0 }).id();
let mut position = world.get_mut::<Position>(entity).unwrap();
position.x = 1.0;Sourcepub fn modify_component<T, R>(
&mut self,
entity: Entity,
f: impl FnOnce(&mut T) -> R,
) -> Result<Option<R>, EntityMutableFetchError>where
T: Component,
pub fn modify_component<T, R>(
&mut self,
entity: Entity,
f: impl FnOnce(&mut T) -> R,
) -> Result<Option<R>, EntityMutableFetchError>where
T: Component,
Temporarily removes a Component T from the provided Entity and
runs the provided closure on it, returning the result if T was available.
This will trigger the Remove and Discard component hooks without
causing an archetype move.
This is most useful with immutable components, where removal and reinsertion is the only way to modify a value.
If you do not need to ensure the above hooks are triggered, and your component
is mutable, prefer using get_mut.
§Examples
#[derive(Component, PartialEq, Eq, Debug)]
#[component(immutable)]
struct Foo(bool);
world.modify_component(entity, |foo: &mut Foo| {
foo.0 = true;
});Sourcepub fn modify_component_by_id<R>(
&mut self,
entity: Entity,
component_id: ComponentId,
f: impl for<'a> FnOnce(MutUntyped<'a>) -> R,
) -> Result<Option<R>, EntityMutableFetchError>
pub fn modify_component_by_id<R>( &mut self, entity: Entity, component_id: ComponentId, f: impl for<'a> FnOnce(MutUntyped<'a>) -> R, ) -> Result<Option<R>, EntityMutableFetchError>
Temporarily removes a Component identified by the provided
ComponentId from the provided Entity and runs the provided
closure on it, returning the result if the component was available.
This will trigger the Remove and Discard component hooks without
causing an archetype move.
This is most useful with immutable components, where removal and reinsertion is the only way to modify a value.
If you do not need to ensure the above hooks are triggered, and your component
is mutable, prefer using get_mut_by_id.
You should prefer the typed modify_component
whenever possible.
Sourcepub fn despawn(&mut self, entity: Entity) -> bool
pub fn despawn(&mut self, entity: Entity) -> bool
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.
This counts despawning a not constructed entity as a success, and frees it to the allocator.
See entity module docs for more about construction.
§Note
This will also despawn the entities in any RelationshipTarget that is configured
to despawn descendants. For example, this will recursively despawn Children.
use bevy_ecs::{component::Component, world::World};
#[derive(Component)]
struct Position {
x: f32,
y: f32,
}
let mut world = World::new();
let entity = world.spawn(Position { x: 0.0, y: 0.0 }).id();
assert!(world.despawn(entity));
assert!(world.get_entity(entity).is_err());
assert!(world.get::<Position>(entity).is_none());Sourcepub fn try_despawn(&mut self, entity: Entity) -> Result<(), EntityDespawnError>
pub fn try_despawn(&mut self, entity: Entity) -> Result<(), EntityDespawnError>
Despawns the given entity, if it exists. This will also remove all of the entity’s
Components.
Returns an EntityDespawnError if the entity is not spawned to be despawned.
§Note
This will also despawn the entities in any RelationshipTarget that is configured
to despawn descendants. For example, this will recursively despawn Children.
Sourcepub fn despawn_no_free(&mut self, entity: Entity) -> Option<Entity>
pub fn despawn_no_free(&mut self, entity: Entity) -> Option<Entity>
Performs try_despawn_no_free, warning on errors.
See that method for more information.
Sourcepub fn try_despawn_no_free(
&mut self,
entity: Entity,
) -> Result<Entity, EntityDespawnError>
pub fn try_despawn_no_free( &mut self, entity: Entity, ) -> Result<Entity, EntityDespawnError>
Despawns the given entity, if it exists.
This will also remove all of the entity’s Components.
The only difference between this and despawning an entity is that this does not release the entity to be reused.
It is up to the caller to either re-spawn or free the entity; otherwise, the EntityIndex will not be able to be reused.
In general, despawn should be used instead, which automatically allows the row to be reused.
Returns the new Entity if of the despawned EntityIndex, which should eventually either be re-spawned or freed to the allocator.
Returns an EntityDespawnError if the entity is not spawned.
§Note
This will also despawn the entities in any RelationshipTarget that is configured
to despawn descendants. For example, this will recursively despawn Children.
§Example
There is no simple example in which this would be practical, but one use for this is a custom entity allocator.
Despawning internally calls this and frees the entity id to Bevy’s default entity allocator.
The same principal can be used to create custom allocators with additional properties.
For example, this could be used to make an allocator that yields groups of consecutive EntityIndexs, etc.
See EntityAllocator::alloc for more on this.
Sourcepub fn clear_trackers(&mut self)
pub fn clear_trackers(&mut self)
Clears the internal component tracker state.
The world maintains some internal state about changed and removed components. This state
is used by RemovedComponents to provide access to the entities that had a specific type
of component removed since last tick.
The state is also used for change detection when accessing components and resources outside
of a system, for example via World::get_mut() or World::get_resource_mut().
By clearing this internal state, the world “forgets” about those changes, allowing a new round of detection to be recorded.
When using bevy_ecs as part of the full Bevy engine, this method is called automatically
by bevy_app::App::update and bevy_app::SubApp::update, so you don’t need to call it manually.
When using bevy_ecs as a separate standalone crate however, you do need to call this manually.
// a whole new world
let mut world = World::new();
// you changed it
let entity = world.spawn(Transform::default()).id();
// change is detected
let transform = world.get_mut::<Transform>(entity).unwrap();
assert!(transform.is_changed());
// update the last change tick
world.clear_trackers();
// change is no longer detected
let transform = world.get_mut::<Transform>(entity).unwrap();
assert!(!transform.is_changed());Sourcepub fn query<D>(&mut self) -> QueryState<D>where
D: QueryData,
pub fn query<D>(&mut self) -> QueryState<D>where
D: QueryData,
Returns QueryState for the given QueryData, which is used to efficiently
run queries on the World by storing and reusing the QueryState.
use bevy_ecs::{component::Component, entity::Entity, world::World};
#[derive(Component, Debug, PartialEq)]
struct Position {
x: f32,
y: f32,
}
#[derive(Component)]
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 });To iterate over entities in a deterministic order,
sort the results of the query using the desired component as a key.
Note that this requires fetching the whole result set from the query
and allocation of a Vec to store it.
use bevy_ecs::{component::Component, entity::Entity, world::World};
#[derive(Component, PartialEq, Eq, PartialOrd, Ord, Debug)]
struct Order(i32);
#[derive(Component, PartialEq, Debug)]
struct Label(&'static str);
let mut world = World::new();
let a = world.spawn((Order(2), Label("second"))).id();
let b = world.spawn((Order(3), Label("third"))).id();
let c = world.spawn((Order(1), Label("first"))).id();
let mut entities = world.query::<(Entity, &Order, &Label)>()
.iter(&world)
.collect::<Vec<_>>();
// Sort the query results by their `Order` component before comparing
// to expected results. Query iteration order should not be relied on.
entities.sort_by_key(|e| e.1);
assert_eq!(entities, vec![
(c, &Order(1), &Label("first")),
(a, &Order(2), &Label("second")),
(b, &Order(3), &Label("third")),
]);Examples found in repository?
50fn init_window_pos(app: &mut App) {
51 let world = app.world_mut();
52 let Some(window_settings) = world.get_resource::<WindowSettings>() else {
53 return;
54 };
55 let window_settings = window_settings.clone();
56
57 let Ok(mut window) = world.query::<&mut Window>().single_mut(world) else {
58 warn!("window not found");
59 return;
60 };
61
62 if let Some(position) = window_settings.position {
63 window.position = WindowPosition::new(position);
64 }
65
66 if let Some(size) = window_settings.size {
67 window.resolution = WindowResolution::new(size.x, size.y);
68 }
69
70 window.mode = if window_settings.fullscreen {
71 WindowMode::BorderlessFullscreen(MonitorSelection::Current)
72 } else {
73 WindowMode::Windowed
74 };
75}More examples
103fn scene_load_check(
104 asset_server: Res<AssetServer>,
105 mut scenes: ResMut<Assets<WorldAsset>>,
106 gltf_assets: Res<Assets<Gltf>>,
107 mut scene_handle: ResMut<SceneHandle>,
108 mut scene_spawner: ResMut<WorldInstanceSpawner>,
109) {
110 match scene_handle.instance_id {
111 None => {
112 if asset_server
113 .load_state(&scene_handle.gltf_handle)
114 .is_loaded()
115 {
116 let gltf = gltf_assets.get(&scene_handle.gltf_handle).unwrap();
117 if gltf.scenes.len() > 1 {
118 info!(
119 "Displaying scene {} out of {}",
120 scene_handle.scene_index,
121 gltf.scenes.len()
122 );
123 info!("You can select the scene by adding '#Scene' followed by a number to the end of the file path (e.g '#Scene1' to load the second scene).");
124 }
125
126 let gltf_scene_handle =
127 gltf.scenes
128 .get(scene_handle.scene_index)
129 .unwrap_or_else(|| {
130 panic!(
131 "glTF file doesn't contain scene {}!",
132 scene_handle.scene_index
133 )
134 });
135 let mut scene = scenes.get_mut(gltf_scene_handle).unwrap();
136
137 let mut query = scene
138 .world
139 .query::<(Option<&DirectionalLight>, Option<&PointLight>)>();
140 scene_handle.has_light =
141 query
142 .iter(&scene.world)
143 .any(|(maybe_directional_light, maybe_point_light)| {
144 maybe_directional_light.is_some() || maybe_point_light.is_some()
145 });
146
147 scene_handle.instance_id = Some(scene_spawner.spawn(gltf_scene_handle.clone()));
148
149 info!("Spawning scene...");
150 }
151 }
152 Some(instance_id) if !scene_handle.is_loaded => {
153 if scene_spawner.instance_is_ready(instance_id) {
154 info!("...done!");
155 scene_handle.is_loaded = true;
156 }
157 }
158 Some(_) => {}
159 }
160}Sourcepub fn query_filtered<D, F>(&mut self) -> QueryState<D, F>where
D: QueryData,
F: QueryFilter,
pub fn query_filtered<D, F>(&mut self) -> QueryState<D, F>where
D: QueryData,
F: QueryFilter,
Returns QueryState for the given filtered QueryData, which is used to efficiently
run queries on the World by storing and reusing the QueryState.
use bevy_ecs::{component::Component, entity::Entity, world::World, query::With};
#[derive(Component)]
struct A;
#[derive(Component)]
struct B;
let mut world = World::new();
let e1 = world.spawn(A).id();
let e2 = world.spawn((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]);Sourcepub fn try_query<D>(&self) -> Option<QueryState<D>>where
D: QueryData,
pub fn try_query<D>(&self) -> Option<QueryState<D>>where
D: QueryData,
Returns QueryState for the given QueryData, which is used to efficiently
run queries on the World by storing and reusing the QueryState.
use bevy_ecs::{component::Component, entity::Entity, world::World};
#[derive(Component, Debug, PartialEq)]
struct Position {
x: f32,
y: f32,
}
let mut world = World::new();
world.spawn_batch(vec![
Position { x: 0.0, y: 0.0 },
Position { x: 1.0, y: 1.0 },
]);
fn get_positions(world: &World) -> Vec<(Entity, &Position)> {
let mut query = world.try_query::<(Entity, &Position)>().unwrap();
query.iter(world).collect()
}
let positions = get_positions(&world);
assert_eq!(world.get::<Position>(positions[0].0).unwrap(), positions[0].1);
assert_eq!(world.get::<Position>(positions[1].0).unwrap(), positions[1].1);Requires only an immutable world reference, but may fail if, for example, the components that make up this query have not been registered into the world.
use bevy_ecs::{component::Component, entity::Entity, world::World};
#[derive(Component)]
struct A;
let mut world = World::new();
let none_query = world.try_query::<&A>();
assert!(none_query.is_none());
world.register_component::<A>();
let some_query = world.try_query::<&A>();
assert!(some_query.is_some());Sourcepub fn try_query_filtered<D, F>(&self) -> Option<QueryState<D, F>>where
D: QueryData,
F: QueryFilter,
pub fn try_query_filtered<D, F>(&self) -> Option<QueryState<D, F>>where
D: QueryData,
F: QueryFilter,
Returns QueryState for the given filtered QueryData, which is used to efficiently
run queries on the World by storing and reusing the QueryState.
use bevy_ecs::{component::Component, entity::Entity, world::World, query::With};
#[derive(Component)]
struct A;
#[derive(Component)]
struct B;
let mut world = World::new();
let e1 = world.spawn(A).id();
let e2 = world.spawn((A, B)).id();
let mut query = world.try_query_filtered::<Entity, With<B>>().unwrap();
let matching_entities = query.iter(&world).collect::<Vec<Entity>>();
assert_eq!(matching_entities, vec![e2]);Requires only an immutable world reference, but may fail if, for example, the components that make up this query have not been registered into the world.
Sourcepub fn removed<T>(&self) -> impl Iterator<Item = Entity>where
T: Component,
pub fn removed<T>(&self) -> impl Iterator<Item = Entity>where
T: Component,
Returns an iterator of entities that had components of type T removed
since the last call to World::clear_trackers.
Sourcepub fn removed_with_id(
&self,
component_id: ComponentId,
) -> impl Iterator<Item = Entity>
pub fn removed_with_id( &self, component_id: ComponentId, ) -> impl Iterator<Item = Entity>
Returns an iterator of entities that had components with the given component_id removed
since the last call to World::clear_trackers.
Sourcepub fn register_non_send_with_descriptor(
&mut self,
descriptor: ComponentDescriptor,
) -> ComponentId
pub fn register_non_send_with_descriptor( &mut self, descriptor: ComponentDescriptor, ) -> ComponentId
Registers a new non-send resource type and returns the ComponentId created for it.
This enables the dynamic registration of new non-send resources definitions at runtime for advanced use cases.
§Note
Registering a non-send resource does not insert it into World. For insertion, you could use
World::insert_non_send_by_id.
Sourcepub fn init_resource<R>(&mut self) -> ComponentId
pub fn init_resource<R>(&mut self) -> ComponentId
Initializes a new resource and returns the ComponentId created for it.
If the resource already exists, nothing happens.
The value given by the FromWorld::from_world method will be used.
Note that any resource with the Default trait automatically implements FromWorld,
and those default values will be here instead.
Examples found in repository?
45fn main() {
46 let mut world = World::new();
47 world.init_resource::<Counter>();
48
49 let mut schedule = Schedule::default();
50 schedule.set_executor(CustomExecutor);
51 schedule.add_systems((increment, print_counter).chain());
52
53 for _ in 0..5 {
54 schedule.run(&mut world);
55 }
56}More examples
103fn demo_2(world: &mut World) {
104 // Setup our name index
105 world.init_resource::<NameIndex>();
106
107 // Spawn some entities!
108 let alyssa = world.spawn(Name("Alyssa")).id();
109 let javier = world.spawn(Name("Javier")).id();
110
111 // Check our index
112 let index = world.resource::<NameIndex>();
113
114 assert_eq!(index.get_entity("Alyssa"), Some(alyssa));
115 assert_eq!(index.get_entity("Javier"), Some(javier));
116
117 // Changing the name of an entity is also fully capture by our index
118 world.entity_mut(javier).insert(Name("Steven"));
119
120 // Javier changed their name to Steven
121 let steven = javier;
122
123 // Check our index
124 let index = world.resource::<NameIndex>();
125
126 assert_eq!(index.get_entity("Javier"), None);
127 assert_eq!(index.get_entity("Steven"), Some(steven));
128}69fn main() {
70 let mut world = World::new();
71 let mut lines = std::io::stdin().lines();
72 let mut component_names = HashMap::<String, ComponentId>::new();
73 let mut component_info = HashMap::<ComponentId, ComponentInfo>::new();
74 let mut event_names = HashMap::<String, EventKey>::new();
75
76 println!("{PROMPT}");
77 loop {
78 print!("\n> ");
79 let _ = std::io::stdout().flush();
80 let Some(Ok(line)) = lines.next() else {
81 return;
82 };
83
84 if line.is_empty() {
85 return;
86 };
87
88 let Some((first, rest)) = line.trim().split_once(|c: char| c.is_whitespace()) else {
89 match &line.chars().next() {
90 Some('c') => println!("{COMPONENT_PROMPT}"),
91 Some('s') => println!("{ENTITY_PROMPT}"),
92 Some('q') => println!("{QUERY_PROMPT}"),
93 Some('e') => println!("{EVENT_PROMPT}"),
94 Some('t') => println!("{EMIT_PROMPT}"),
95 _ => println!("{PROMPT}"),
96 }
97 continue;
98 };
99
100 match &first[0..1] {
101 "c" => {
102 rest.split(',').for_each(|component| {
103 let mut component = component.split_whitespace();
104 let Some(name) = component.next() else {
105 return;
106 };
107 let size = match component.next().map(str::parse) {
108 Some(Ok(size)) => size,
109 _ => 0,
110 };
111 // Register our new component to the world with a layout specified by it's size
112 // SAFETY: [u64] is Send + Sync
113 let id = world.register_component_with_descriptor(unsafe {
114 ComponentDescriptor::new_with_layout(
115 name.to_string(),
116 StorageType::Table,
117 Layout::array::<u64>(size).unwrap(),
118 None,
119 true,
120 ComponentCloneBehavior::Default,
121 None,
122 )
123 });
124 let Some(info) = world.components().get_info(id) else {
125 return;
126 };
127 component_names.insert(name.to_string(), id);
128 component_info.insert(id, info.clone());
129 println!("Component {} created with id: {}", name, id.index());
130 });
131 }
132 "s" => {
133 let mut to_insert_ids = Vec::new();
134 let mut to_insert_data = Vec::new();
135 rest.split(',').for_each(|component| {
136 let mut component = component.split_whitespace();
137 let Some(name) = component.next() else {
138 return;
139 };
140
141 // Get the id for the component with the given name
142 let Some(&id) = component_names.get(name) else {
143 println!("Component {name} does not exist");
144 return;
145 };
146
147 // Calculate the length for the array based on the layout created for this component id
148 let info = world.components().get_info(id).unwrap();
149 let len = info.layout().size() / size_of::<u64>();
150 let mut values: Vec<u64> = component
151 .take(len)
152 .filter_map(|value| value.parse::<u64>().ok())
153 .collect();
154 values.resize(len, 0);
155
156 // Collect the id and array to be inserted onto our entity
157 to_insert_ids.push(id);
158 to_insert_data.push(values);
159 });
160
161 let mut entity = world.spawn_empty();
162
163 // Construct an `OwningPtr` for each component in `to_insert_data`
164 let to_insert_ptr = to_owning_ptrs(&mut to_insert_data);
165
166 // SAFETY:
167 // - Component ids have been taken from the same world
168 // - Each array is created to the layout specified in the world
169 unsafe {
170 entity.insert_by_ids(&to_insert_ids, to_insert_ptr.into_iter());
171 }
172
173 println!("Entity spawned with id: {}", entity.id());
174 }
175 "q" => {
176 let mut builder = QueryBuilder::<FilteredEntityMut>::new(&mut world);
177 parse_query(rest, &mut builder, &component_names);
178 let mut query = builder.build();
179 query.iter_mut(&mut world).for_each(|filtered_entity| {
180 let terms = filtered_entity
181 .access()
182 .try_iter_access()
183 .unwrap()
184 .map(|component_access| {
185 let id = *component_access.index();
186 let ptr = filtered_entity.get_by_id(id).unwrap();
187 let info = component_info.get(&id).unwrap();
188 let len = info.layout().size() / size_of::<u64>();
189
190 // SAFETY:
191 // - All components are created with layout [u64]
192 // - len is calculated from the component descriptor
193 let data = unsafe {
194 std::slice::from_raw_parts_mut(
195 ptr.assert_unique().as_ptr().cast::<u64>(),
196 len,
197 )
198 };
199
200 // If we have write access, increment each value once
201 if matches!(component_access, ComponentAccessKind::Exclusive(_)) {
202 data.iter_mut().for_each(|data| {
203 *data += 1;
204 });
205 }
206
207 format!("{}: {:?}", info.name(), data[0..len].to_vec())
208 })
209 .collect::<Vec<_>>()
210 .join(", ");
211
212 println!("{}: {}", filtered_entity.id(), terms);
213 });
214 }
215 "e" => {
216 rest.split(',').for_each(|event| {
217 let name = event.trim();
218 if name.is_empty() {
219 return;
220 }
221
222 // Register a ComponentId for this event, no Rust type needed.
223 // SAFETY: ZST with no drop
224 let event_component_id = world.register_component_with_descriptor(unsafe {
225 ComponentDescriptor::new_with_layout(
226 format!("event:{name}"),
227 StorageType::Table,
228 Layout::new::<()>(),
229 None,
230 false,
231 ComponentCloneBehavior::Ignore,
232 None,
233 )
234 });
235 // SAFETY: event_component_id was just registered for this event
236 let event_key = unsafe { EventKey::new(event_component_id) };
237 event_names.insert(name.to_string(), event_key);
238
239 // Build a dynamic observer that prints when the event fires.
240 let runner: ObserverRunner = |mut world, _observer, ctx, _event, _trigger| {
241 println!(" Observer fired!");
242 if let Some(mut counts) = world.get_resource_mut::<EventFireCount>() {
243 *counts.0.entry(ctx.event_key).or_insert(0) += 1;
244 }
245 };
246
247 // SAFETY: event_key was just registered, runner ignores pointers
248 let observer =
249 unsafe { Observer::with_dynamic_runner(runner).with_event_key(event_key) };
250 world.spawn(observer);
251
252 println!(
253 "Event '{name}' registered (key: {}) with a dynamic observer",
254 event_component_id.index()
255 );
256 });
257
258 // Ensure the counter resource exists.
259 world.init_resource::<EventFireCount>();
260 }
261 "t" => {
262 let name = rest.trim();
263 let Some(&event_key) = event_names.get(name) else {
264 println!(
265 "Event '{name}' does not exist. Register it first with 'event {name}'"
266 );
267 continue;
268 };
269
270 let mut event_data = ();
271 let mut trigger_data = ();
272 // SAFETY: event_key was registered in this world, both pointers are valid ZSTs
273 unsafe {
274 world.trigger_dynamic(
275 event_key,
276 PtrMut::from(&mut event_data),
277 PtrMut::from(&mut trigger_data),
278 );
279 }
280
281 let count = world
282 .get_resource::<EventFireCount>()
283 .map_or(0, |c| c.0.get(&event_key).copied().unwrap_or(0));
284 println!("Event '{name}' triggered ({count} fires)");
285 }
286 _ => continue,
287 }
288 }
289}Sourcepub fn insert_resource<R>(&mut self, value: R)where
R: Resource,
pub fn insert_resource<R>(&mut self, value: R)where
R: Resource,
Inserts a new resource with the given value.
Resources are “unique” data of a given type. If you insert a resource of a type that already exists, you will overwrite any existing data.
Examples found in repository?
14fn main() {
15 // Create a world
16 let mut world = World::new();
17
18 // Add the counter resource
19 world.insert_resource(Counter { value: 0 });
20
21 // Create a schedule
22 let mut schedule = Schedule::default();
23
24 // Add systems to increase the counter and to print out the current value
25 schedule.add_systems((increase_counter, print_counter).chain());
26
27 for iteration in 1..=10 {
28 println!("Simulating frame {iteration}/10");
29 schedule.run(&mut world);
30 }
31}More examples
19fn main() {
20 // Create a new empty World to hold our Entities, Components and Resources
21 let mut world = World::new();
22
23 // Add the counter resource to remember how many entities where spawned
24 world.insert_resource(EntityCounter { value: 0 });
25
26 // Create a new Schedule, which stores systems and controls their relative ordering
27 let mut schedule = Schedule::default();
28
29 // Add systems to the Schedule to execute our app logic
30 // We can label our systems to force a specific run-order between some of them
31 schedule.add_systems((
32 spawn_entities.in_set(SimulationSystems::Spawn),
33 print_counter_when_changed.after(SimulationSystems::Spawn),
34 age_all_entities.in_set(SimulationSystems::Age),
35 remove_old_entities.after(SimulationSystems::Age),
36 print_changed_entities.after(SimulationSystems::Age),
37 ));
38
39 // Simulate 10 frames in our world
40 for iteration in 1..=10 {
41 println!("Simulating frame {iteration}/10");
42 schedule.run(&mut world);
43 }
44}166fn save_world_system(world: &mut World) {
167 let asset_server = world.resource::<AssetServer>().clone();
168 // The `TypeRegistry` resource contains information about all registered types (including components).
169 // This is used to construct worlds, so we'll want to ensure that we use the registry from the
170 // main world. To do this, we can simply clone the `AppTypeRegistry` resource.
171 let type_registry = world.resource::<AppTypeRegistry>().clone();
172
173 // Any ECS World can be serialized.
174 // For demonstration purposes, we'll create a new one.
175 let mut scene_world = World::new();
176
177 let mut component_b = ComponentB::from_world(world);
178 component_b.value = "hello".to_string();
179 scene_world.spawn((
180 component_b,
181 ComponentA { x: 1.0, y: 2.0 },
182 Transform::IDENTITY,
183 Name::new("joe"),
184 WorldAssetRoot(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0")),
185 ));
186 scene_world.spawn(ComponentA { x: 3.0, y: 4.0 });
187 scene_world.insert_resource(ResourceA { score: 1 });
188
189 // With our sample world ready to go, we can now create a DynamicWorld from it.
190 // For simplicity, we will create our scene using DynamicWorld directly, but if
191 // you need more control, you can use DynamicWorldBuilder.
192 let dynamic_world = DynamicWorld::from_world_with(&scene_world, &type_registry.read());
193
194 // Dynamic Worlds can be serialized like this:
195 let type_registry = world.resource::<AppTypeRegistry>();
196 let type_registry = type_registry.read();
197 let serialized_world = dynamic_world.serialize(&type_registry).unwrap();
198
199 // Shows the serialized world in the console
200 info!("{}", serialized_world);
201
202 // Writing the world to a new file. Using a task to avoid calling the filesystem APIs in a system
203 // as they are blocking.
204 //
205 // This can't work in Wasm as there is no filesystem access.
206 #[cfg(not(target_arch = "wasm32"))]
207 IoTaskPool::get()
208 .spawn(async move {
209 // Write the world RON data to file
210 File::create(format!("assets/{NEW_WORLD_FILE_PATH}"))
211 .and_then(|mut file| file.write(serialized_world.as_bytes()))
212 .expect("Error while writing world to file");
213 })
214 .detach();
215}Sourcepub fn init_non_send_resource<R>(&mut self) -> ComponentIdwhere
R: 'static + FromWorld,
👎Deprecated since 0.19.0: use World::init_non_send
pub fn init_non_send_resource<R>(&mut self) -> ComponentIdwhere
R: 'static + FromWorld,
use World::init_non_send
Initializes a new non-send resource and returns the ComponentId created for it.
Sourcepub fn init_non_send<R>(&mut self) -> ComponentIdwhere
R: 'static + FromWorld,
pub fn init_non_send<R>(&mut self) -> ComponentIdwhere
R: 'static + FromWorld,
Initializes new non-send data and returns the ComponentId created for it.
If the data already exists, nothing happens.
The value given by the FromWorld::from_world method will be used.
Note that any non-send data with the Default trait automatically implements
FromWorld, and those default values will be here instead.
§Panics
Panics if called from a thread other than the main thread.
Sourcepub fn insert_non_send_resource<R>(&mut self, value: R)where
R: 'static,
👎Deprecated since 0.19.0: use World::insert_non_send
pub fn insert_non_send_resource<R>(&mut self, value: R)where
R: 'static,
use World::insert_non_send
Inserts a new non-send resource with the given value.
Sourcepub fn insert_non_send<R>(&mut self, value: R)where
R: 'static,
pub fn insert_non_send<R>(&mut self, value: R)where
R: 'static,
Inserts new non-send data with the given value.
NonSend data cannot be sent across threads,
and do not need the Send + Sync bounds.
Systems with NonSend resources are always scheduled on the main thread.
§Panics
If a value is already present, this function will panic if called from a different thread than where the original value was inserted from.
Sourcepub fn remove_resource<R>(&mut self) -> Option<R>where
R: Resource,
pub fn remove_resource<R>(&mut self) -> Option<R>where
R: Resource,
Removes the resource of a given type and returns it, if it exists. Otherwise returns None.
Sourcepub fn remove_non_send_resource<R>(&mut self) -> Option<R>where
R: 'static,
👎Deprecated since 0.19.0: use World::remove_non_send
pub fn remove_non_send_resource<R>(&mut self) -> Option<R>where
R: 'static,
use World::remove_non_send
Removes a !Send resource from the world and returns it, if present.
Sourcepub fn remove_non_send<R>(&mut self) -> Option<R>where
R: 'static,
pub fn remove_non_send<R>(&mut self) -> Option<R>where
R: 'static,
Removes !Send data from the world and returns it, if present.
NonSend resources cannot be sent across threads,
and do not need the Send + Sync bounds.
Systems with NonSend data are always scheduled on the main thread.
Returns None if a value was not previously present.
§Panics
If a value is present, this function will panic if called from a different thread than where the value was inserted from.
Sourcepub fn contains_resource<R>(&self) -> boolwhere
R: Resource,
pub fn contains_resource<R>(&self) -> boolwhere
R: Resource,
Returns true if a resource of type R exists. Otherwise returns false.
Sourcepub fn contains_resource_by_id(&self, component_id: ComponentId) -> bool
pub fn contains_resource_by_id(&self, component_id: ComponentId) -> bool
Returns true if a resource with provided component_id exists. Otherwise returns false.
Sourcepub fn contains_non_send<R>(&self) -> boolwhere
R: 'static,
pub fn contains_non_send<R>(&self) -> boolwhere
R: 'static,
Returns true if !Send data of type R exists. Otherwise returns false.
Sourcepub fn contains_non_send_by_id(&self, component_id: ComponentId) -> bool
pub fn contains_non_send_by_id(&self, component_id: ComponentId) -> bool
Returns true if !Send data with component_id exists. Otherwise returns false.
Sourcepub fn is_resource_added<R>(&self) -> boolwhere
R: Resource,
pub fn is_resource_added<R>(&self) -> boolwhere
R: Resource,
Returns true if a resource of type R exists and was added since the world’s
last_change_tick. Otherwise, this returns false.
This means that:
- When called from an exclusive system, this will check for additions since the system last ran.
- When called elsewhere, this will check for additions since the last time that
World::clear_trackerswas called.
Sourcepub fn is_resource_added_by_id(&self, component_id: ComponentId) -> bool
pub fn is_resource_added_by_id(&self, component_id: ComponentId) -> bool
Returns true if a resource with id component_id exists and was added since the world’s
last_change_tick. Otherwise, this returns false.
This means that:
- When called from an exclusive system, this will check for additions since the system last ran.
- When called elsewhere, this will check for additions since the last time that
World::clear_trackerswas called.
Sourcepub fn is_resource_changed<R>(&self) -> boolwhere
R: Resource,
pub fn is_resource_changed<R>(&self) -> boolwhere
R: Resource,
Returns true if a resource of type R exists and was modified since the world’s
last_change_tick. Otherwise, this returns false.
This means that:
- When called from an exclusive system, this will check for changes since the system last ran.
- When called elsewhere, this will check for changes since the last time that
World::clear_trackerswas called.
Sourcepub fn is_resource_changed_by_id(&self, component_id: ComponentId) -> bool
pub fn is_resource_changed_by_id(&self, component_id: ComponentId) -> bool
Returns true if a resource with id component_id exists and was modified since the world’s
last_change_tick. Otherwise, this returns false.
This means that:
- When called from an exclusive system, this will check for changes since the system last ran.
- When called elsewhere, this will check for changes since the last time that
World::clear_trackerswas called.
Sourcepub fn get_resource_change_ticks<R>(&self) -> Option<ComponentTicks>where
R: Resource,
pub fn get_resource_change_ticks<R>(&self) -> Option<ComponentTicks>where
R: Resource,
Retrieves the change ticks for the given resource.
Sourcepub fn get_resource_change_ticks_by_id(
&self,
component_id: ComponentId,
) -> Option<ComponentTicks>
pub fn get_resource_change_ticks_by_id( &self, component_id: ComponentId, ) -> Option<ComponentTicks>
Retrieves the change ticks for the given ComponentId.
You should prefer to use the typed API World::get_resource_change_ticks where possible.
Sourcepub fn resource<R>(&self) -> &Rwhere
R: Resource,
pub fn resource<R>(&self) -> &Rwhere
R: Resource,
Gets a reference to the resource of the given type
§Panics
Panics if the resource does not exist.
Use get_resource instead if you want to handle this case.
If you want to instead insert a value if the resource does not exist,
use get_resource_or_insert_with.
Examples found in repository?
More examples
88 fn from_world(world: &mut World) -> Self {
89 let time = world.resource::<Time>();
90 ComponentB {
91 _time_since_startup: time.elapsed(),
92 value: "Default Value".to_string(),
93 }
94 }
95}
96
97/// A simple resource that also derives `Reflect`, allowing it to be stored in world files.
98///
99/// Just like a component, you can skip serializing fields or implement `FromWorld` if needed.
100#[derive(Resource, Reflect, Default)]
101#[reflect(Resource)]
102struct ResourceA {
103 /// This resource tracks a `score` value.
104 pub score: u32,
105}
106
107/// # World File Paths
108///
109/// `WORLD_FILE_PATH` points to the original world file that we'll be loading.
110/// `NEW_WORLD_FILE_PATH` points to the new world file that we'll be creating
111/// (and demonstrating how to serialize to disk).
112///
113/// The initial world file will be loaded below and not change when the world is saved.
114const WORLD_FILE_PATH: &str = "serialized_worlds/load_scene_example.scn.ron";
115
116/// The new, updated world data will be saved here so that you can see the changes.
117const NEW_WORLD_FILE_PATH: &str = "serialized_worlds/load_scene_example-new.scn.ron";
118
119/// Loads a world from an asset file and spawns it in the current world.
120///
121/// Spawning a `DynamicWorldRoot` creates a new parent entity, which then spawns new
122/// instances of the world's entities as its children. If you modify the
123/// `WORLD_FILE_PATH` file, or if you enable file watching, you can see
124/// changes reflected immediately.
125fn load_world_system(mut commands: Commands, asset_server: Res<AssetServer>) {
126 commands.spawn(DynamicWorldRoot(asset_server.load(WORLD_FILE_PATH)));
127 commands.spawn((
128 Camera3d::default(),
129 Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::new(0.0, 0.25, 0.0), Vec3::Y),
130 ));
131 commands.spawn((
132 DirectionalLight::default(),
133 Transform::default().looking_to(Vec3::new(0.0, -1.0, -1.0), Vec3::Y),
134 ));
135}
136
137/// Logs changes made to `ComponentA` entities, and also checks whether `ResourceA`
138/// has been recently added.
139///
140/// Any time a `ComponentA` is modified, that change will appear here. This system
141/// demonstrates how you might detect and handle world updates at runtime.
142fn log_system(
143 query: Query<(Entity, &ComponentA), Changed<ComponentA>>,
144 res: Option<Res<ResourceA>>,
145) {
146 for (entity, component_a) in &query {
147 info!(" Entity({})", entity.index());
148 info!(
149 " ComponentA: {{ x: {} y: {} }}\n",
150 component_a.x, component_a.y
151 );
152 }
153 if let Some(res) = res
154 && res.is_added()
155 {
156 info!(" New ResourceA: {{ score: {} }}\n", res.score);
157 }
158}
159
160/// Demonstrates how to create a new world from scratch, populate it with data,
161/// and then serialize it to a file. The new file is written to `NEW_WORLD_FILE_PATH`.
162///
163/// This system creates a fresh world, duplicates the type registry so that our
164/// custom component types are recognized, spawns some sample entities and resources,
165/// and then serializes the resulting dynamic world.
166fn save_world_system(world: &mut World) {
167 let asset_server = world.resource::<AssetServer>().clone();
168 // The `TypeRegistry` resource contains information about all registered types (including components).
169 // This is used to construct worlds, so we'll want to ensure that we use the registry from the
170 // main world. To do this, we can simply clone the `AppTypeRegistry` resource.
171 let type_registry = world.resource::<AppTypeRegistry>().clone();
172
173 // Any ECS World can be serialized.
174 // For demonstration purposes, we'll create a new one.
175 let mut scene_world = World::new();
176
177 let mut component_b = ComponentB::from_world(world);
178 component_b.value = "hello".to_string();
179 scene_world.spawn((
180 component_b,
181 ComponentA { x: 1.0, y: 2.0 },
182 Transform::IDENTITY,
183 Name::new("joe"),
184 WorldAssetRoot(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0")),
185 ));
186 scene_world.spawn(ComponentA { x: 3.0, y: 4.0 });
187 scene_world.insert_resource(ResourceA { score: 1 });
188
189 // With our sample world ready to go, we can now create a DynamicWorld from it.
190 // For simplicity, we will create our scene using DynamicWorld directly, but if
191 // you need more control, you can use DynamicWorldBuilder.
192 let dynamic_world = DynamicWorld::from_world_with(&scene_world, &type_registry.read());
193
194 // Dynamic Worlds can be serialized like this:
195 let type_registry = world.resource::<AppTypeRegistry>();
196 let type_registry = type_registry.read();
197 let serialized_world = dynamic_world.serialize(&type_registry).unwrap();
198
199 // Shows the serialized world in the console
200 info!("{}", serialized_world);
201
202 // Writing the world to a new file. Using a task to avoid calling the filesystem APIs in a system
203 // as they are blocking.
204 //
205 // This can't work in Wasm as there is no filesystem access.
206 #[cfg(not(target_arch = "wasm32"))]
207 IoTaskPool::get()
208 .spawn(async move {
209 // Write the world RON data to file
210 File::create(format!("assets/{NEW_WORLD_FILE_PATH}"))
211 .and_then(|mut file| file.write(serialized_world.as_bytes()))
212 .expect("Error while writing world to file");
213 })
214 .detach();
215}105 fn update(&mut self) {
106 self.0.update();
107 // Wait for frame to finish rendering by wait polling the device
108 self.0
109 .main
110 .world()
111 .resource::<RenderDevice>()
112 .wgpu_device()
113 .poll(PollType::Wait {
114 submission_index: None,
115 timeout: None,
116 })
117 .unwrap();
118 }291 fn from_world(world: &mut World) -> Self {
292 let mut meshes = world.resource_mut::<Assets<Mesh>>();
293 let rectangle = meshes.add(Rectangle::default());
294
295 let asset_server = world.resource::<AssetServer>();
296 let font = asset_server.load("fonts/FiraSans-Bold.ttf");
297 let text_font = TextFont {
298 font: font.into(),
299 font_size: FONT_SIZE,
300 ..default()
301 };
302
303 AppAssets {
304 rectangle,
305 text_font,
306 }
307 }Sourcepub fn resource_ref<R>(&self) -> Ref<'_, R>where
R: Resource,
pub fn resource_ref<R>(&self) -> Ref<'_, R>where
R: Resource,
Gets a reference to the resource of the given type
§Panics
Panics if the resource does not exist.
Use get_resource_ref instead if you want to handle this case.
If you want to instead insert a value if the resource does not exist,
use get_resource_or_insert_with.
Sourcepub fn resource_mut<R>(&mut self) -> Mut<'_, R>where
R: Resource,
pub fn resource_mut<R>(&mut self) -> Mut<'_, R>where
R: Resource,
Gets a mutable reference to the resource of the given type
§Panics
Panics if the resource does not exist.
Use get_resource_mut instead if you want to handle this case.
If you want to instead insert a value if the resource does not exist,
use get_resource_or_insert_with.
Examples found in repository?
More examples
291 fn from_world(world: &mut World) -> Self {
292 let mut meshes = world.resource_mut::<Assets<Mesh>>();
293 let rectangle = meshes.add(Rectangle::default());
294
295 let asset_server = world.resource::<AssetServer>();
296 let font = asset_server.load("fonts/FiraSans-Bold.ttf");
297 let text_font = TextFont {
298 font: font.into(),
299 font_size: FONT_SIZE,
300 ..default()
301 };
302
303 AppAssets {
304 rectangle,
305 text_font,
306 }
307 }62 fn finish(&self, app: &mut App) {
63 let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
64 return;
65 };
66 render_app
67 .world_mut()
68 .resource_mut::<MeshAllocatorSettings>()
69 // This allows using the mesh allocator slabs as
70 // storage buffers directly in the compute shader.
71 // Which means that we can write from our compute
72 // shader directly to the allocated mesh slabs.
73 .extra_buffer_usages = BufferUsages::STORAGE;
74 }10fn my_runner(mut app: App) -> AppExit {
11 // Finalize plugin building, including running any necessary clean-up.
12 // This is normally completed by the default runner.
13 app.finish();
14 app.cleanup();
15
16 println!("Type stuff into the console");
17 for line in io::stdin().lines() {
18 {
19 let mut input = app.world_mut().resource_mut::<Input>();
20 input.0 = line.unwrap();
21 }
22 app.update();
23
24 if let Some(exit) = app.should_exit() {
25 return exit;
26 }
27 }
28
29 AppExit::Success
30}130 fn build(&self, app: &mut App) {
131 #[cfg(target_family = "wasm")]
132 bevy::tasks::block_on(async {
133 app.world_mut()
134 .resource_mut::<GltfExtensionHandlers>()
135 .0
136 .write()
137 .await
138 .push(Box::new(GltfExtensionHandlerAnimation::default()))
139 });
140 #[cfg(not(target_family = "wasm"))]
141 app.world_mut()
142 .resource_mut::<GltfExtensionHandlers>()
143 .0
144 .write_blocking()
145 .push(Box::new(GltfExtensionHandlerAnimation::default()));
146 }- examples/gltf/gltf_extension_mesh_2d.rs
- examples/app/externally_driven_headless_renderer.rs
- examples/ecs/ecs_guide.rs
- examples/shader_advanced/render_depth_to_texture.rs
- examples/showcase/stepping.rs
- examples/2d/mesh2d_manual.rs
- examples/time/time.rs
- examples/ecs/custom_schedule.rs
- examples/ecs/system_stepping.rs
Sourcepub fn get_resource<R>(&self) -> Option<&R>where
R: Resource,
pub fn get_resource<R>(&self) -> Option<&R>where
R: Resource,
Gets a reference to the resource of the given type if it exists
Examples found in repository?
50fn init_window_pos(app: &mut App) {
51 let world = app.world_mut();
52 let Some(window_settings) = world.get_resource::<WindowSettings>() else {
53 return;
54 };
55 let window_settings = window_settings.clone();
56
57 let Ok(mut window) = world.query::<&mut Window>().single_mut(world) else {
58 warn!("window not found");
59 return;
60 };
61
62 if let Some(position) = window_settings.position {
63 window.position = WindowPosition::new(position);
64 }
65
66 if let Some(size) = window_settings.size {
67 window.resolution = WindowResolution::new(size.x, size.y);
68 }
69
70 window.mode = if window_settings.fullscreen {
71 WindowMode::BorderlessFullscreen(MonitorSelection::Current)
72 } else {
73 WindowMode::Windowed
74 };
75}More examples
151fn failing_system(world: &mut World) -> Result {
152 world
153 // `get_resource` returns an `Option<T>`, so we use `ok_or` to convert it to a `Result` on
154 // which we can call `?` to propagate the error.
155 .get_resource::<UninitializedResource>()
156 // We can provide a `str` here because `BevyError` implements `From<&str>`.
157 .ok_or("Resource not initialized")
158 // The default error severity is Severity::Panic.
159 // We can add a Severity level to any Result locally to downgrade it appropriately.
160 .with_severity(Severity::Warning)?;
161
162 world
163 // This entity doesn't exist!
164 .spawn_empty_at(Entity::from_raw_u32(12345678).unwrap())
165 .map_severity(|e| match e {
166 // Not that concerning, we just need to make sure to find a different entity
167 SpawnError::AlreadySpawned => Severity::Debug,
168 // Oh no
169 SpawnError::Invalid(_) => Severity::Error,
170 })?;
171
172 Ok(())
173}
174
175fn failing_commands(mut commands: Commands) {
176 commands
177 // This entity doesn't exist!
178 .entity(Entity::from_raw_u32(12345678).unwrap())
179 // Normally, this failed command would panic,
180 // but since we've set the global error handler to `warn`
181 // it will log a warning instead.
182 .insert(Transform::default());
183
184 // The error handlers for commands can be set individually as well,
185 // by using the queue_handled method.
186 commands.queue_handled(
187 |world: &mut World| -> Result {
188 world
189 .get_resource::<UninitializedResource>()
190 .ok_or("Resource not initialized when accessed in a command")?;
191
192 Ok(())
193 },
194 |error, context| {
195 error!("{error}, {context}");
196 },
197 );
198}69fn main() {
70 let mut world = World::new();
71 let mut lines = std::io::stdin().lines();
72 let mut component_names = HashMap::<String, ComponentId>::new();
73 let mut component_info = HashMap::<ComponentId, ComponentInfo>::new();
74 let mut event_names = HashMap::<String, EventKey>::new();
75
76 println!("{PROMPT}");
77 loop {
78 print!("\n> ");
79 let _ = std::io::stdout().flush();
80 let Some(Ok(line)) = lines.next() else {
81 return;
82 };
83
84 if line.is_empty() {
85 return;
86 };
87
88 let Some((first, rest)) = line.trim().split_once(|c: char| c.is_whitespace()) else {
89 match &line.chars().next() {
90 Some('c') => println!("{COMPONENT_PROMPT}"),
91 Some('s') => println!("{ENTITY_PROMPT}"),
92 Some('q') => println!("{QUERY_PROMPT}"),
93 Some('e') => println!("{EVENT_PROMPT}"),
94 Some('t') => println!("{EMIT_PROMPT}"),
95 _ => println!("{PROMPT}"),
96 }
97 continue;
98 };
99
100 match &first[0..1] {
101 "c" => {
102 rest.split(',').for_each(|component| {
103 let mut component = component.split_whitespace();
104 let Some(name) = component.next() else {
105 return;
106 };
107 let size = match component.next().map(str::parse) {
108 Some(Ok(size)) => size,
109 _ => 0,
110 };
111 // Register our new component to the world with a layout specified by it's size
112 // SAFETY: [u64] is Send + Sync
113 let id = world.register_component_with_descriptor(unsafe {
114 ComponentDescriptor::new_with_layout(
115 name.to_string(),
116 StorageType::Table,
117 Layout::array::<u64>(size).unwrap(),
118 None,
119 true,
120 ComponentCloneBehavior::Default,
121 None,
122 )
123 });
124 let Some(info) = world.components().get_info(id) else {
125 return;
126 };
127 component_names.insert(name.to_string(), id);
128 component_info.insert(id, info.clone());
129 println!("Component {} created with id: {}", name, id.index());
130 });
131 }
132 "s" => {
133 let mut to_insert_ids = Vec::new();
134 let mut to_insert_data = Vec::new();
135 rest.split(',').for_each(|component| {
136 let mut component = component.split_whitespace();
137 let Some(name) = component.next() else {
138 return;
139 };
140
141 // Get the id for the component with the given name
142 let Some(&id) = component_names.get(name) else {
143 println!("Component {name} does not exist");
144 return;
145 };
146
147 // Calculate the length for the array based on the layout created for this component id
148 let info = world.components().get_info(id).unwrap();
149 let len = info.layout().size() / size_of::<u64>();
150 let mut values: Vec<u64> = component
151 .take(len)
152 .filter_map(|value| value.parse::<u64>().ok())
153 .collect();
154 values.resize(len, 0);
155
156 // Collect the id and array to be inserted onto our entity
157 to_insert_ids.push(id);
158 to_insert_data.push(values);
159 });
160
161 let mut entity = world.spawn_empty();
162
163 // Construct an `OwningPtr` for each component in `to_insert_data`
164 let to_insert_ptr = to_owning_ptrs(&mut to_insert_data);
165
166 // SAFETY:
167 // - Component ids have been taken from the same world
168 // - Each array is created to the layout specified in the world
169 unsafe {
170 entity.insert_by_ids(&to_insert_ids, to_insert_ptr.into_iter());
171 }
172
173 println!("Entity spawned with id: {}", entity.id());
174 }
175 "q" => {
176 let mut builder = QueryBuilder::<FilteredEntityMut>::new(&mut world);
177 parse_query(rest, &mut builder, &component_names);
178 let mut query = builder.build();
179 query.iter_mut(&mut world).for_each(|filtered_entity| {
180 let terms = filtered_entity
181 .access()
182 .try_iter_access()
183 .unwrap()
184 .map(|component_access| {
185 let id = *component_access.index();
186 let ptr = filtered_entity.get_by_id(id).unwrap();
187 let info = component_info.get(&id).unwrap();
188 let len = info.layout().size() / size_of::<u64>();
189
190 // SAFETY:
191 // - All components are created with layout [u64]
192 // - len is calculated from the component descriptor
193 let data = unsafe {
194 std::slice::from_raw_parts_mut(
195 ptr.assert_unique().as_ptr().cast::<u64>(),
196 len,
197 )
198 };
199
200 // If we have write access, increment each value once
201 if matches!(component_access, ComponentAccessKind::Exclusive(_)) {
202 data.iter_mut().for_each(|data| {
203 *data += 1;
204 });
205 }
206
207 format!("{}: {:?}", info.name(), data[0..len].to_vec())
208 })
209 .collect::<Vec<_>>()
210 .join(", ");
211
212 println!("{}: {}", filtered_entity.id(), terms);
213 });
214 }
215 "e" => {
216 rest.split(',').for_each(|event| {
217 let name = event.trim();
218 if name.is_empty() {
219 return;
220 }
221
222 // Register a ComponentId for this event, no Rust type needed.
223 // SAFETY: ZST with no drop
224 let event_component_id = world.register_component_with_descriptor(unsafe {
225 ComponentDescriptor::new_with_layout(
226 format!("event:{name}"),
227 StorageType::Table,
228 Layout::new::<()>(),
229 None,
230 false,
231 ComponentCloneBehavior::Ignore,
232 None,
233 )
234 });
235 // SAFETY: event_component_id was just registered for this event
236 let event_key = unsafe { EventKey::new(event_component_id) };
237 event_names.insert(name.to_string(), event_key);
238
239 // Build a dynamic observer that prints when the event fires.
240 let runner: ObserverRunner = |mut world, _observer, ctx, _event, _trigger| {
241 println!(" Observer fired!");
242 if let Some(mut counts) = world.get_resource_mut::<EventFireCount>() {
243 *counts.0.entry(ctx.event_key).or_insert(0) += 1;
244 }
245 };
246
247 // SAFETY: event_key was just registered, runner ignores pointers
248 let observer =
249 unsafe { Observer::with_dynamic_runner(runner).with_event_key(event_key) };
250 world.spawn(observer);
251
252 println!(
253 "Event '{name}' registered (key: {}) with a dynamic observer",
254 event_component_id.index()
255 );
256 });
257
258 // Ensure the counter resource exists.
259 world.init_resource::<EventFireCount>();
260 }
261 "t" => {
262 let name = rest.trim();
263 let Some(&event_key) = event_names.get(name) else {
264 println!(
265 "Event '{name}' does not exist. Register it first with 'event {name}'"
266 );
267 continue;
268 };
269
270 let mut event_data = ();
271 let mut trigger_data = ();
272 // SAFETY: event_key was registered in this world, both pointers are valid ZSTs
273 unsafe {
274 world.trigger_dynamic(
275 event_key,
276 PtrMut::from(&mut event_data),
277 PtrMut::from(&mut trigger_data),
278 );
279 }
280
281 let count = world
282 .get_resource::<EventFireCount>()
283 .map_or(0, |c| c.0.get(&event_key).copied().unwrap_or(0));
284 println!("Event '{name}' triggered ({count} fires)");
285 }
286 _ => continue,
287 }
288 }
289}Sourcepub fn get_resource_ref<R>(&self) -> Option<Ref<'_, R>>where
R: Resource,
pub fn get_resource_ref<R>(&self) -> Option<Ref<'_, R>>where
R: Resource,
Gets a reference including change detection to the resource of the given type if it exists.
Sourcepub fn get_resource_mut<R>(&mut self) -> Option<Mut<'_, R>>where
R: Resource,
pub fn get_resource_mut<R>(&mut self) -> Option<Mut<'_, R>>where
R: Resource,
Gets a mutable reference to the resource of the given type if it exists
Sourcepub fn get_resource_or_insert_with<R>(
&mut self,
func: impl FnOnce() -> R,
) -> Mut<'_, R>where
R: Resource,
pub fn get_resource_or_insert_with<R>(
&mut self,
func: impl FnOnce() -> R,
) -> Mut<'_, R>where
R: Resource,
Gets a mutable reference to the resource of type T if it exists,
otherwise inserts the resource using the result of calling func.
§Example
#[derive(Resource)]
struct MyResource(i32);
let my_res = world.get_resource_or_insert_with(|| MyResource(10));
assert_eq!(my_res.0, 10);Sourcepub fn get_resource_or_init<R>(&mut self) -> Mut<'_, R>
pub fn get_resource_or_init<R>(&mut self) -> Mut<'_, R>
Gets a mutable reference to the resource of type T if it exists,
otherwise initializes the resource by calling its FromWorld
implementation.
§Example
#[derive(Resource)]
struct Foo(i32);
impl Default for Foo {
fn default() -> Self {
Self(15)
}
}
#[derive(Resource)]
struct MyResource(i32);
impl FromWorld for MyResource {
fn from_world(world: &mut World) -> Self {
let foo = world.get_resource_or_init::<Foo>();
Self(foo.0 * 2)
}
}
let my_res = world.get_resource_or_init::<MyResource>();
assert_eq!(my_res.0, 30);Sourcepub fn non_send_resource<R>(&self) -> &Rwhere
R: 'static,
👎Deprecated since 0.19.0: use World::non_send
pub fn non_send_resource<R>(&self) -> &Rwhere
R: 'static,
use World::non_send
Gets an immutable reference to a non-send resource of the given type, if it exists.
Sourcepub fn non_send<R>(&self) -> &Rwhere
R: 'static,
pub fn non_send<R>(&self) -> &Rwhere
R: 'static,
Gets an immutable reference to the non-send data of the given type, if it exists.
§Panics
Panics if the data does not exist.
Use get_non_send instead if you want to handle this case.
This function will panic if it isn’t called from the same thread that the resource was inserted from.
Sourcepub fn non_send_resource_mut<R>(&mut self) -> Mut<'_, R>where
R: 'static,
👎Deprecated since 0.19.0: use World::non_send_mut
pub fn non_send_resource_mut<R>(&mut self) -> Mut<'_, R>where
R: 'static,
use World::non_send_mut
Gets a mutable reference to a non-send resource of the given type, if it exists.
Sourcepub fn non_send_mut<R>(&mut self) -> Mut<'_, R>where
R: 'static,
pub fn non_send_mut<R>(&mut self) -> Mut<'_, R>where
R: 'static,
Gets a mutable reference to the non-send data of the given type, if it exists.
§Panics
Panics if the data does not exist.
Use get_non_send_mut instead if you want to handle this case.
This function will panic if it isn’t called from the same thread that the resource was inserted from.
Sourcepub fn get_non_send_resource<R>(&self) -> Option<&R>where
R: 'static,
👎Deprecated since 0.19.0: use World::get_non_send
pub fn get_non_send_resource<R>(&self) -> Option<&R>where
R: 'static,
use World::get_non_send
Gets a reference to a non-send resource of the given type, if it exists.
Otherwise returns None.
Sourcepub fn get_non_send<R>(&self) -> Option<&R>where
R: 'static,
pub fn get_non_send<R>(&self) -> Option<&R>where
R: 'static,
Gets a reference to the non-send data of the given type, if it exists.
Otherwise returns None.
§Panics
This function will panic if it isn’t called from the same thread that the resource was inserted from.
Sourcepub fn get_non_send_resource_mut<R>(&mut self) -> Option<Mut<'_, R>>where
R: 'static,
👎Deprecated since 0.19.0: use World::get_non_send_mut
pub fn get_non_send_resource_mut<R>(&mut self) -> Option<Mut<'_, R>>where
R: 'static,
use World::get_non_send_mut
Gets a mutable reference to a non-send resource of the given type, if it exists.
Otherwise returns None.
Sourcepub fn get_non_send_mut<R>(&mut self) -> Option<Mut<'_, R>>where
R: 'static,
pub fn get_non_send_mut<R>(&mut self) -> Option<Mut<'_, R>>where
R: 'static,
Gets a mutable reference to the non-send data of the given type, if it exists.
Otherwise returns None.
§Panics
This function will panic if it isn’t called from the same thread that the resource was inserted from.
Sourcepub fn insert_batch<I, B>(&mut self, batch: I)where
I: IntoIterator,
<I as IntoIterator>::IntoIter: Iterator<Item = (Entity, B)>,
B: Bundle,
<B as DynamicBundle>::Effect: NoBundleEffect,
pub fn insert_batch<I, B>(&mut self, batch: I)where
I: IntoIterator,
<I as IntoIterator>::IntoIter: Iterator<Item = (Entity, B)>,
B: Bundle,
<B as DynamicBundle>::Effect: NoBundleEffect,
For a given batch of (Entity, Bundle) pairs,
adds the Bundle of components to each Entity.
This is faster than doing equivalent operations one-by-one.
A batch can be any type that implements IntoIterator containing (Entity, Bundle) tuples,
such as a Vec<(Entity, Bundle)> or an array [(Entity, Bundle); N].
This will overwrite any previous values of components shared by the Bundle.
See World::insert_batch_if_new to keep the old values instead.
§Panics
This function will panic if any of the associated entities do not exist.
For the fallible version, see World::try_insert_batch.
Sourcepub fn insert_batch_if_new<I, B>(&mut self, batch: I)where
I: IntoIterator,
<I as IntoIterator>::IntoIter: Iterator<Item = (Entity, B)>,
B: Bundle,
<B as DynamicBundle>::Effect: NoBundleEffect,
pub fn insert_batch_if_new<I, B>(&mut self, batch: I)where
I: IntoIterator,
<I as IntoIterator>::IntoIter: Iterator<Item = (Entity, B)>,
B: Bundle,
<B as DynamicBundle>::Effect: NoBundleEffect,
For a given batch of (Entity, Bundle) pairs,
adds the Bundle of components to each Entity without overwriting.
This is faster than doing equivalent operations one-by-one.
A batch can be any type that implements IntoIterator containing (Entity, Bundle) tuples,
such as a Vec<(Entity, Bundle)> or an array [(Entity, Bundle); N].
This is the same as World::insert_batch, but in case of duplicate
components it will leave the old values instead of replacing them with new ones.
§Panics
This function will panic if any of the associated entities do not exist.
For the fallible version, see World::try_insert_batch_if_new.
Sourcepub fn try_insert_batch<I, B>(
&mut self,
batch: I,
) -> Result<(), TryInsertBatchError>where
I: IntoIterator,
<I as IntoIterator>::IntoIter: Iterator<Item = (Entity, B)>,
B: Bundle,
<B as DynamicBundle>::Effect: NoBundleEffect,
pub fn try_insert_batch<I, B>(
&mut self,
batch: I,
) -> Result<(), TryInsertBatchError>where
I: IntoIterator,
<I as IntoIterator>::IntoIter: Iterator<Item = (Entity, B)>,
B: Bundle,
<B as DynamicBundle>::Effect: NoBundleEffect,
For a given batch of (Entity, Bundle) pairs,
adds the Bundle of components to each Entity.
This is faster than doing equivalent operations one-by-one.
A batch can be any type that implements IntoIterator containing (Entity, Bundle) tuples,
such as a Vec<(Entity, Bundle)> or an array [(Entity, Bundle); N].
This will overwrite any previous values of components shared by the Bundle.
See World::try_insert_batch_if_new to keep the old values instead.
Returns a TryInsertBatchError if any of the provided entities do not exist.
For the panicking version, see World::insert_batch.
Sourcepub fn try_insert_batch_if_new<I, B>(
&mut self,
batch: I,
) -> Result<(), TryInsertBatchError>where
I: IntoIterator,
<I as IntoIterator>::IntoIter: Iterator<Item = (Entity, B)>,
B: Bundle,
<B as DynamicBundle>::Effect: NoBundleEffect,
pub fn try_insert_batch_if_new<I, B>(
&mut self,
batch: I,
) -> Result<(), TryInsertBatchError>where
I: IntoIterator,
<I as IntoIterator>::IntoIter: Iterator<Item = (Entity, B)>,
B: Bundle,
<B as DynamicBundle>::Effect: NoBundleEffect,
For a given batch of (Entity, Bundle) pairs,
adds the Bundle of components to each Entity without overwriting.
This is faster than doing equivalent operations one-by-one.
A batch can be any type that implements IntoIterator containing (Entity, Bundle) tuples,
such as a Vec<(Entity, Bundle)> or an array [(Entity, Bundle); N].
This is the same as World::try_insert_batch, but in case of duplicate
components it will leave the old values instead of replacing them with new ones.
Returns a TryInsertBatchError if any of the provided entities do not exist.
For the panicking version, see World::insert_batch_if_new.
Sourcepub fn resource_scope<R, U>(
&mut self,
f: impl FnOnce(&mut World, Mut<'_, R>) -> U,
) -> Uwhere
R: Resource,
pub fn resource_scope<R, U>(
&mut self,
f: impl FnOnce(&mut World, Mut<'_, R>) -> U,
) -> Uwhere
R: Resource,
Temporarily removes the requested resource from this World, runs custom user code,
then re-adds the resource before returning.
This enables safe simultaneous mutable access to both a resource and the rest of the World.
For more complex access patterns, consider using SystemState.
§Panics
Panics if the resource does not exist.
Use try_resource_scope instead if you want to handle this case.
§Example
use bevy_ecs::prelude::*;
#[derive(Resource)]
struct A(u32);
#[derive(Component)]
struct B(u32);
let mut world = World::new();
world.insert_resource(A(1));
let entity = world.spawn(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);§Note
If the world’s resource metadata is cleared within the scope, such as by calling
World::clear_resources or World::clear_all, the resource will not be re-inserted
at the end of the scope.
Sourcepub fn try_resource_scope<R, U>(
&mut self,
f: impl FnOnce(&mut World, Mut<'_, R>) -> U,
) -> Option<U>where
R: Resource,
pub fn try_resource_scope<R, U>(
&mut self,
f: impl FnOnce(&mut World, Mut<'_, R>) -> U,
) -> Option<U>where
R: Resource,
Temporarily removes the requested resource from this World if it exists, runs custom user code,
then re-adds the resource before returning. Returns None if the resource does not exist in this World.
This enables safe simultaneous mutable access to both a resource and the rest of the World.
For more complex access patterns, consider using SystemState.
See also resource_scope.
§Note
If the world’s resource metadata is cleared within the scope, such as by calling
World::clear_resources or World::clear_all, the resource will not be re-inserted
at the end of the scope.
Sourcepub fn write_message<M>(&mut self, message: M) -> Option<MessageId<M>>where
M: Message,
pub fn write_message<M>(&mut self, message: M) -> Option<MessageId<M>>where
M: Message,
Writes a Message.
This method returns the MessageId of the written message,
or None if the message could not be written.
Examples found in repository?
More examples
106fn input(
107 input: Res<ButtonInput<Key>>,
108 mut error: ResMut<RenderError>,
109 mut handler: ResMut<RenderErrorHandler>,
110) {
111 *error = RenderError::None;
112 if input.just_pressed(Key::Character("o".into())) {
113 *error = RenderError::OutOfMemory;
114 }
115 if input.just_pressed(Key::Character("v".into())) {
116 *error = RenderError::Validation;
117 }
118 if input.just_pressed(Key::Character("d".into())) {
119 *error = RenderError::DeviceLost;
120 }
121 if input.just_pressed(Key::Character("l".into())) {
122 *error = RenderError::Loop;
123 }
124
125 if input.just_pressed(Key::Character("1".into())) {
126 *handler = RenderErrorHandler(|_, _, _| RenderErrorPolicy::Ignore);
127 }
128 if input.just_pressed(Key::Character("2".into())) {
129 *handler = RenderErrorHandler(|error, _, _| panic!("Rendering error {error:?}"));
130 }
131 if input.just_pressed(Key::Character("3".into())) {
132 *handler = RenderErrorHandler(|_, main_world, _| {
133 main_world.write_message(AppExit::error());
134 RenderErrorPolicy::StopRendering
135 });
136 }
137 if input.just_pressed(Key::Character("4".into())) {
138 *handler = RenderErrorHandler(|_, _, _| RenderErrorPolicy::StopRendering);
139 }
140 if input.just_pressed(Key::Character("5".into())) {
141 *handler = RenderErrorHandler(|_, _, _| RenderErrorPolicy::Recover(default()));
142 }
143}Sourcepub fn write_message_default<M>(&mut self) -> Option<MessageId<M>>
pub fn write_message_default<M>(&mut self) -> Option<MessageId<M>>
Sourcepub fn write_message_batch<M>(
&mut self,
messages: impl IntoIterator<Item = M>,
) -> Option<WriteBatchIds<M>>where
M: Message,
pub fn write_message_batch<M>(
&mut self,
messages: impl IntoIterator<Item = M>,
) -> Option<WriteBatchIds<M>>where
M: Message,
Sourcepub unsafe fn insert_resource_by_id(
&mut self,
component_id: ComponentId,
value: OwningPtr<'_>,
caller: MaybeLocation,
)
pub unsafe fn insert_resource_by_id( &mut self, component_id: ComponentId, value: OwningPtr<'_>, caller: MaybeLocation, )
Inserts a new resource with the given value. Will replace the value if it already existed.
You should prefer to use the typed API World::insert_resource where possible and only
use this in cases where the actual types are not known at compile time.
§Safety
The value referenced by value must be valid for the given ComponentId of this world.
Sourcepub unsafe fn insert_non_send_by_id(
&mut self,
component_id: ComponentId,
value: OwningPtr<'_>,
caller: MaybeLocation,
)
pub unsafe fn insert_non_send_by_id( &mut self, component_id: ComponentId, value: OwningPtr<'_>, caller: MaybeLocation, )
Inserts new !Send data with the given value. Will replace the value if it already
existed.
You should prefer to use the typed API World::insert_non_send where possible and only
use this in cases where the actual types are not known at compile time.
§Panics
If a value is already present, this function will panic if not called from the same thread that the original value was inserted from.
§Safety
The value referenced by value must be valid for the given ComponentId of this world.
Sourcepub fn flush(&mut self)
pub fn flush(&mut self)
Flushes queued entities and commands.
Queued entities will be spawned, and then commands will be applied.
Sourcepub fn increment_change_tick(&mut self) -> Tick
pub fn increment_change_tick(&mut self) -> Tick
Increments the world’s current change tick and returns the old value.
If you need to call this method, but do not have &mut access to the world,
consider using as_unsafe_world_cell_readonly
to obtain an UnsafeWorldCell and calling increment_change_tick on that.
Note that this can be done in safe code, despite the name of the type.
Sourcepub fn read_change_tick(&self) -> Tick
pub fn read_change_tick(&self) -> Tick
Reads the current change tick of this world.
If you have exclusive (&mut) access to the world, consider using change_tick(),
which is more efficient since it does not require atomic synchronization.
Sourcepub fn change_tick(&mut self) -> Tick
pub fn change_tick(&mut self) -> Tick
Reads the current change tick of this world.
This does the same thing as read_change_tick(), only this method
is more efficient since it does not require atomic synchronization.
Sourcepub fn last_change_tick(&self) -> Tick
pub fn last_change_tick(&self) -> Tick
When called from within an exclusive system (a System that takes &mut World as its first
parameter), this method returns the Tick indicating the last time the exclusive system was run.
Otherwise, this returns the Tick indicating the last time that World::clear_trackers was called.
Sourcepub fn last_change_tick_scope<T>(
&mut self,
last_change_tick: Tick,
f: impl FnOnce(&mut World) -> T,
) -> T
pub fn last_change_tick_scope<T>( &mut self, last_change_tick: Tick, f: impl FnOnce(&mut World) -> T, ) -> T
Sets World::last_change_tick() to the specified value during a scope.
When the scope terminates, it will return to its old value.
This is useful if you need a region of code to be able to react to earlier changes made in the same system.
§Examples
// This function runs an update loop repeatedly, allowing each iteration of the loop
// to react to changes made in the previous loop iteration.
fn update_loop(
world: &mut World,
mut update_fn: impl FnMut(&mut World) -> std::ops::ControlFlow<()>,
) {
let mut last_change_tick = world.last_change_tick();
// Repeatedly run the update function until it requests a break.
loop {
let control_flow = world.last_change_tick_scope(last_change_tick, |world| {
// Increment the change tick so we can detect changes from the previous update.
last_change_tick = world.change_tick();
world.increment_change_tick();
// Update once.
update_fn(world)
});
// End the loop when the closure returns `ControlFlow::Break`.
if control_flow.is_break() {
break;
}
}
}Sourcepub fn check_change_ticks(&mut self) -> Option<CheckChangeTicks>
pub fn check_change_ticks(&mut self) -> Option<CheckChangeTicks>
Iterates all component change ticks and clamps any older than MAX_CHANGE_AGE.
This also triggers CheckChangeTicks observers and returns the same event here.
Calling this method prevents Ticks overflowing and thus prevents false positives when comparing them.
Note: Does nothing and returns None if the World counter has not been incremented at least CHECK_TICK_THRESHOLD
times since the previous pass.
Sourcepub fn clear_entities(&mut self)
pub fn clear_entities(&mut self)
Despawns all entities in this World.
Note: This includes all resources, as they are stored as components.
Any resource fetch to this World will fail unless they are re-initialized,
including engine-internal resources that are only initialized on app/world construction.
This can easily cause systems expecting certain resources to immediately start panicking. Use with caution.
Sourcepub fn clear_resources(&mut self)
pub fn clear_resources(&mut self)
Clears all resources in this World.
Note: Any resource fetch to this World will fail unless they are re-initialized,
including engine-internal resources that are only initialized on app/world construction.
This can easily cause systems expecting certain resources to immediately start panicking. Use with caution.
Sourcepub fn clear_non_send(&mut self)
pub fn clear_non_send(&mut self)
Clears all non-send data in this World.
Sourcepub fn register_bundle<B>(&mut self) -> &BundleInfowhere
B: Bundle,
pub fn register_bundle<B>(&mut self) -> &BundleInfowhere
B: Bundle,
Registers all of the components in the given Bundle and returns both the component
ids and the bundle id.
This is largely equivalent to calling register_component on each
component in the bundle.
Sourcepub fn register_dynamic_bundle(
&mut self,
component_ids: &[ComponentId],
) -> &BundleInfo
pub fn register_dynamic_bundle( &mut self, component_ids: &[ComponentId], ) -> &BundleInfo
Registers the given ComponentIds as a dynamic bundle and returns both the required component ids and the bundle id.
Note that the components need to be registered first, this function only creates a bundle combining them. Components
can be registered with World::register_component/_with_descriptor.
You should prefer to use the typed API World::register_bundle where possible and only use this in cases where
not all of the actual types are known at compile time.
§Panics
This function will panic if any of the provided component ids do not belong to a component known to this World.
Sourcepub fn fallback_error_handler(&self) -> fn(BevyError, ErrorContext)
pub fn fallback_error_handler(&self) -> fn(BevyError, ErrorContext)
Convenience method for accessing the world’s fallback error handler,
which can be overwritten with FallbackErrorHandler.
Source§impl World
impl World
Sourcepub fn get_resource_by_id(&self, component_id: ComponentId) -> Option<Ptr<'_>>
pub fn get_resource_by_id(&self, component_id: ComponentId) -> Option<Ptr<'_>>
Gets a pointer to the resource with the id ComponentId if it exists.
The returned pointer must not be used to modify the resource, and must not be
dereferenced after the immutable borrow of the World ends.
You should prefer to use the typed API World::get_resource where possible and only
use this in cases where the actual types are not known at compile time.
Sourcepub fn get_resource_mut_by_id(
&mut self,
component_id: ComponentId,
) -> Option<MutUntyped<'_>>
pub fn get_resource_mut_by_id( &mut self, component_id: ComponentId, ) -> Option<MutUntyped<'_>>
Gets a pointer to the resource with the id ComponentId if it exists.
The returned pointer may be used to modify the resource, as long as the mutable borrow
of the World is still valid.
You should prefer to use the typed API World::get_resource_mut where possible and only
use this in cases where the actual types are not known at compile time.
Sourcepub fn iter_resources(&self) -> impl Iterator<Item = (&ComponentInfo, Ptr<'_>)>
pub fn iter_resources(&self) -> impl Iterator<Item = (&ComponentInfo, Ptr<'_>)>
Iterates over all resources in the world.
The returned iterator provides lifetimed, but type-unsafe pointers. Actually reading the contents of each resource will require the use of unsafe code.
§Examples
§Printing the size of all resources
let mut total = 0;
for (info, _) in world.iter_resources() {
println!("Resource: {}", info.name());
println!("Size: {} bytes", info.layout().size());
total += info.layout().size();
}
println!("Total size: {} bytes", total);§Dynamically running closures for resources matching specific TypeIds
// In this example, `A` and `B` are resources. We deliberately do not use the
// `bevy_reflect` crate here to showcase the low-level [`Ptr`] usage. You should
// probably use something like `ReflectFromPtr` in a real-world scenario.
// Create the hash map that will store the closures for each resource type
let mut closures: HashMap<TypeId, Box<dyn Fn(&Ptr<'_>)>> = HashMap::default();
// Add closure for `A`
closures.insert(TypeId::of::<A>(), Box::new(|ptr| {
// SAFETY: We assert ptr is the same type of A with TypeId of A
let a = unsafe { &ptr.deref::<A>() };
// ... do something with `a` here
}));
// Add closure for `B`
closures.insert(TypeId::of::<B>(), Box::new(|ptr| {
// SAFETY: We assert ptr is the same type of B with TypeId of B
let b = unsafe { &ptr.deref::<B>() };
// ... do something with `b` here
}));
// Iterate all resources, in order to run the closures for each matching resource type
for (info, ptr) in world.iter_resources() {
let Some(type_id) = info.type_id() else {
// It's possible for resources to not have a `TypeId` (e.g. non-Rust resources
// dynamically inserted via a scripting language) in which case we can't match them.
continue;
};
let Some(closure) = closures.get(&type_id) else {
// No closure for this resource type, skip it.
continue;
};
// Run the closure for the resource
closure(&ptr);
}Sourcepub fn iter_resources_mut(
&mut self,
) -> impl Iterator<Item = (&ComponentInfo, MutUntyped<'_>)>
pub fn iter_resources_mut( &mut self, ) -> impl Iterator<Item = (&ComponentInfo, MutUntyped<'_>)>
Mutably iterates over all resources in the world.
The returned iterator provides lifetimed, but type-unsafe pointers. Actually reading from or writing to the contents of each resource will require the use of unsafe code.
§Example
// In this example, `A` and `B` are resources. We deliberately do not use the
// `bevy_reflect` crate here to showcase the low-level `MutUntyped` usage. You should
// probably use something like `ReflectFromPtr` in a real-world scenario.
// Create the hash map that will store the mutator closures for each resource type
let mut mutators: HashMap<TypeId, Box<dyn Fn(&mut MutUntyped<'_>)>> = HashMap::default();
// Add mutator closure for `A`
mutators.insert(TypeId::of::<A>(), Box::new(|mut_untyped| {
// Note: `MutUntyped::as_mut()` automatically marks the resource as changed
// for ECS change detection, and gives us a `PtrMut` we can use to mutate the resource.
// SAFETY: We assert ptr is the same type of A with TypeId of A
let a = unsafe { &mut mut_untyped.as_mut().deref_mut::<A>() };
// ... mutate `a` here
}));
// Add mutator closure for `B`
mutators.insert(TypeId::of::<B>(), Box::new(|mut_untyped| {
// SAFETY: We assert ptr is the same type of B with TypeId of B
let b = unsafe { &mut mut_untyped.as_mut().deref_mut::<B>() };
// ... mutate `b` here
}));
// Iterate all resources, in order to run the mutator closures for each matching resource type
for (info, mut mut_untyped) in world.iter_resources_mut() {
let Some(type_id) = info.type_id() else {
// It's possible for resources to not have a `TypeId` (e.g. non-Rust resources
// dynamically inserted via a scripting language) in which case we can't match them.
continue;
};
let Some(mutator) = mutators.get(&type_id) else {
// No mutator closure for this resource type, skip it.
continue;
};
// Run the mutator closure for the resource
mutator(&mut mut_untyped);
}Sourcepub fn get_non_send_by_id(&self, component_id: ComponentId) -> Option<Ptr<'_>>
pub fn get_non_send_by_id(&self, component_id: ComponentId) -> Option<Ptr<'_>>
Gets a pointer to !Send data with the id ComponentId if it exists.
The returned pointer must not be used to modify the resource, and must not be
dereferenced after the immutable borrow of the World ends.
You should prefer to use the typed API World::get_non_send where possible and only
use this in cases where the actual types are not known at compile time.
§Panics
This function will panic if it isn’t called from the same thread that the data was inserted from.
Sourcepub fn get_non_send_mut_by_id(
&mut self,
component_id: ComponentId,
) -> Option<MutUntyped<'_>>
pub fn get_non_send_mut_by_id( &mut self, component_id: ComponentId, ) -> Option<MutUntyped<'_>>
Gets mutable access to !Send data with the id ComponentId if it exists.
The returned pointer may be used to modify the data, as long as the mutable borrow
of the World is still valid.
You should prefer to use the typed API World::get_non_send_mut where possible and only
use this in cases where the actual types are not known at compile time.
§Panics
This function will panic if it isn’t called from the same thread that the data was inserted from.
Sourcepub fn remove_resource_by_id(&mut self, component_id: ComponentId) -> bool
pub fn remove_resource_by_id(&mut self, component_id: ComponentId) -> bool
Removes the resource of a given type, if it exists.
Returns true if the resource is successfully removed and false if
the entity does not exist.
You should prefer to use the typed API World::remove_resource where possible and only
use this in cases where the actual types are not known at compile time.
Sourcepub fn remove_non_send_by_id(&mut self, component_id: ComponentId) -> Option<()>
pub fn remove_non_send_by_id(&mut self, component_id: ComponentId) -> Option<()>
Removes the non-send data of a given type, if it exists. Otherwise returns None.
You should prefer to use the typed API World::remove_non_send where possible and only
use this in cases where the actual types are not known at compile time.
§Panics
This function will panic if it isn’t called from the same thread that the data was inserted from.
Sourcepub fn get_by_id(
&self,
entity: Entity,
component_id: ComponentId,
) -> Option<Ptr<'_>>
pub fn get_by_id( &self, entity: Entity, component_id: ComponentId, ) -> Option<Ptr<'_>>
Retrieves an immutable untyped reference to the given entity’s Component of the given ComponentId.
Returns None if the entity does not have a Component of the given type.
You should prefer to use the typed API World::get_mut where possible and only
use this in cases where the actual types are not known at compile time.
§Panics
This function will panic if it isn’t called from the same thread that the resource was inserted from.
Sourcepub fn get_mut_by_id(
&mut self,
entity: Entity,
component_id: ComponentId,
) -> Option<MutUntyped<'_>>
pub fn get_mut_by_id( &mut self, entity: Entity, component_id: ComponentId, ) -> Option<MutUntyped<'_>>
Retrieves a mutable untyped reference to the given entity’s Component of the given ComponentId.
Returns None if the entity does not have a Component of the given type.
You should prefer to use the typed API World::get_mut where possible and only
use this in cases where the actual types are not known at compile time.
Source§impl World
impl World
Sourcepub fn add_schedule(&mut self, schedule: Schedule)
pub fn add_schedule(&mut self, schedule: Schedule)
Adds the specified Schedule to the world.
If a schedule already exists with the same label, it will be replaced.
The schedule can later be run
by calling .run_schedule(label) or by directly
accessing the Schedules resource.
The Schedules resource will be initialized if it does not already exist.
An alternative to this is to call Schedules::add_systems() with some
ScheduleLabel and let the schedule for that label be created if it
does not already exist.
Sourcepub fn try_schedule_scope<R>(
&mut self,
label: impl ScheduleLabel,
f: impl FnOnce(&mut World, &mut Schedule) -> R,
) -> Result<R, TryRunScheduleError>
pub fn try_schedule_scope<R>( &mut self, label: impl ScheduleLabel, f: impl FnOnce(&mut World, &mut Schedule) -> R, ) -> Result<R, TryRunScheduleError>
Temporarily removes the schedule associated with label from the world,
runs user code, and finally re-adds the schedule.
This returns a TryRunScheduleError if there is no schedule
associated with label.
The Schedule is fetched from the Schedules resource of the world by its label,
and system state is cached.
For simple cases where you just need to call the schedule once,
consider using World::try_run_schedule instead.
For other use cases, see the example on World::schedule_scope.
Sourcepub fn schedule_scope<R>(
&mut self,
label: impl ScheduleLabel,
f: impl FnOnce(&mut World, &mut Schedule) -> R,
) -> R
pub fn schedule_scope<R>( &mut self, label: impl ScheduleLabel, f: impl FnOnce(&mut World, &mut Schedule) -> R, ) -> R
Temporarily removes the schedule associated with label from the world,
runs user code, and finally re-adds the schedule.
The Schedule is fetched from the Schedules resource of the world by its label,
and system state is cached.
§Examples
// Run the schedule five times.
world.schedule_scope(MySchedule, |world, schedule| {
for _ in 0..5 {
schedule.run(world);
}
});For simple cases where you just need to call the schedule once,
consider using World::run_schedule instead.
§Panics
If the requested schedule does not exist.
Sourcepub fn try_run_schedule(
&mut self,
label: impl ScheduleLabel,
) -> Result<(), TryRunScheduleError>
pub fn try_run_schedule( &mut self, label: impl ScheduleLabel, ) -> Result<(), TryRunScheduleError>
Attempts to run the Schedule associated with the label a single time,
and returns a TryRunScheduleError if the schedule does not exist.
The Schedule is fetched from the Schedules resource of the world by its label,
and system state is cached.
For simple testing use cases, call Schedule::run(&mut world) instead.
Examples found in repository?
95 fn run_reenter<S: States>(transition: In<Option<StateTransitionEvent<S>>>, world: &mut World) {
96 // We return early if no transition event happened.
97 let Some(transition) = transition.0 else {
98 return;
99 };
100
101 // If we wanted to ignore identity transitions,
102 // we'd compare `exited` and `entered` here,
103 // and return if they were the same.
104
105 // We check if we actually entered a state.
106 // A [`None`] would indicate that the state was removed from the world.
107 // This only happens in the case of [`SubStates`] and [`ComputedStates`].
108 let Some(entered) = transition.entered else {
109 return;
110 };
111
112 // If all conditions are valid, we run our custom schedule.
113 let _ = world.try_run_schedule(OnReenter(entered));
114
115 // If you want to overwrite the default `OnEnter` behavior to act like re-enter,
116 // you can do so by running the `OnEnter` schedule here. Note that you don't want
117 // to run `OnEnter` when the default behavior does so.
118 // ```
119 // if transition.entered != transition.exited {
120 // return;
121 // }
122 // let _ = world.try_run_schedule(OnReenter(entered));
123 // ```
124 }
125
126 /// Custom schedule that will behave like [`OnExit`], but run on identity transitions.
127 #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
128 pub struct OnReexit<S: States>(pub S);
129
130 fn run_reexit<S: States>(transition: In<Option<StateTransitionEvent<S>>>, world: &mut World) {
131 let Some(transition) = transition.0 else {
132 return;
133 };
134 let Some(exited) = transition.exited else {
135 return;
136 };
137
138 let _ = world.try_run_schedule(OnReexit(exited));
139 }Sourcepub fn run_schedule(&mut self, label: impl ScheduleLabel)
pub fn run_schedule(&mut self, label: impl ScheduleLabel)
Runs the Schedule associated with the label a single time.
The Schedule is fetched from the Schedules resource of the world by its label,
and system state is cached.
For simple testing use cases, call Schedule::run(&mut world) instead.
This avoids the need to create a unique ScheduleLabel.
§Panics
If the requested schedule does not exist.
Sourcepub fn allow_ambiguous_component<T>(&mut self)where
T: Component,
pub fn allow_ambiguous_component<T>(&mut self)where
T: Component,
Ignore system order ambiguities caused by conflicts on Components of type T.
Sourcepub fn allow_ambiguous_resource<T>(&mut self)where
T: Resource,
pub fn allow_ambiguous_resource<T>(&mut self)where
T: Resource,
Ignore system order ambiguities caused by conflicts on Resources of type T.
Trait Implementations§
Source§impl DirectAssetAccessExt for World
impl DirectAssetAccessExt for World
Source§fn add_asset<'a, A>(&mut self, asset: impl Into<A>) -> Handle<A>where
A: Asset,
fn add_asset<'a, A>(&mut self, asset: impl Into<A>) -> Handle<A>where
A: Asset,
Insert an asset similarly to Assets::add.
§Panics
If self doesn’t have an AssetServer resource initialized yet.
Source§fn load_asset<'a, A>(&self, path: impl Into<AssetPath<'a>>) -> Handle<A>where
A: Asset,
fn load_asset<'a, A>(&self, path: impl Into<AssetPath<'a>>) -> Handle<A>where
A: Asset,
Load an asset similarly to AssetServer::load.
§Panics
If self doesn’t have an AssetServer resource initialized yet.
Source§fn load_builder(&self) -> LoadBuilder<'_>
fn load_builder(&self) -> LoadBuilder<'_>
Creates a new LoadBuilder similar to AssetServer::load_builder.
§Panics
If self doesn’t have an AssetServer resource initialized yet.
Source§fn load_asset_with_settings<'a, A, S>(
&self,
path: impl Into<AssetPath<'a>>,
settings: impl Fn(&mut S) + Send + Sync + 'static,
) -> Handle<A>
👎Deprecated: Use world.load_builder().with_settings(settings).load(path)
fn load_asset_with_settings<'a, A, S>( &self, path: impl Into<AssetPath<'a>>, settings: impl Fn(&mut S) + Send + Sync + 'static, ) -> Handle<A>
Use world.load_builder().with_settings(settings).load(path)
Load an asset with settings, similarly to AssetServer::load_with_settings.
§Panics
If self doesn’t have an AssetServer resource initialized yet.
Source§impl<'w> From<&'w World> for FilteredResources<'w, 'static>
impl<'w> From<&'w World> for FilteredResources<'w, 'static>
Source§fn from(value: &'w World) -> FilteredResources<'w, 'static>
fn from(value: &'w World) -> FilteredResources<'w, 'static>
Source§impl<'w> From<&'w World> for UnsafeWorldCell<'w>
impl<'w> From<&'w World> for UnsafeWorldCell<'w>
Source§fn from(value: &'w World) -> UnsafeWorldCell<'w>
fn from(value: &'w World) -> UnsafeWorldCell<'w>
Source§impl<'w> From<&'w mut World> for DeferredWorld<'w>
impl<'w> From<&'w mut World> for DeferredWorld<'w>
Source§fn from(world: &'w mut World) -> DeferredWorld<'w>
fn from(world: &'w mut World) -> DeferredWorld<'w>
Source§impl<'w> From<&'w mut World> for FilteredResources<'w, 'static>
impl<'w> From<&'w mut World> for FilteredResources<'w, 'static>
Source§fn from(value: &'w mut World) -> FilteredResources<'w, 'static>
fn from(value: &'w mut World) -> FilteredResources<'w, 'static>
Source§impl<'w> From<&'w mut World> for FilteredResourcesMut<'w, 'static>
impl<'w> From<&'w mut World> for FilteredResourcesMut<'w, 'static>
Source§fn from(value: &'w mut World) -> FilteredResourcesMut<'w, 'static>
fn from(value: &'w mut World) -> FilteredResourcesMut<'w, 'static>
Source§impl<'w> From<&'w mut World> for UnsafeWorldCell<'w>
impl<'w> From<&'w mut World> for UnsafeWorldCell<'w>
Source§fn from(value: &'w mut World) -> UnsafeWorldCell<'w>
fn from(value: &'w mut World) -> UnsafeWorldCell<'w>
Source§impl GetAssetServer for World
impl GetAssetServer for World
fn get_asset_server(&self) -> &AssetServer
Source§impl IsFocused for World
impl IsFocused for World
Source§fn is_focused(&self, entity: Entity) -> bool
fn is_focused(&self, entity: Entity) -> bool
Source§fn is_focus_within(&self, entity: Entity) -> bool
fn is_focus_within(&self, entity: Entity) -> bool
Source§fn is_focus_visible(&self, entity: Entity) -> bool
fn is_focus_visible(&self, entity: Entity) -> bool
Source§fn is_focus_within_visible(&self, entity: Entity) -> bool
fn is_focus_within_visible(&self, entity: Entity) -> bool
Source§impl RunSystemOnce for &mut World
impl RunSystemOnce for &mut World
Source§fn run_system_once_with<T, In, Out, Marker>(
self,
system: T,
input: <<<T as IntoSystem<In, Out, Marker>>::System as System>::In as SystemInput>::Inner<'_>,
) -> Result<Out, RunSystemError>where
T: IntoSystem<In, Out, Marker>,
In: SystemInput,
fn run_system_once_with<T, In, Out, Marker>(
self,
system: T,
input: <<<T as IntoSystem<In, Out, Marker>>::System as System>::In as SystemInput>::Inner<'_>,
) -> Result<Out, RunSystemError>where
T: IntoSystem<In, Out, Marker>,
In: SystemInput,
Source§fn run_system_once<T, Out, Marker>(
self,
system: T,
) -> Result<Out, RunSystemError>where
T: IntoSystem<(), Out, Marker>,
fn run_system_once<T, Out, Marker>(
self,
system: T,
) -> Result<Out, RunSystemError>where
T: IntoSystem<(), Out, Marker>,
Source§impl SystemParam for &World
impl SystemParam for &World
Source§type Item<'w, 's> = &'w World
type Item<'w, 's> = &'w World
Self, instantiated with new lifetimes. Read moreSource§fn init_state(_world: &mut World) -> <&World as SystemParam>::State
fn init_state(_world: &mut World) -> <&World as SystemParam>::State
State.Source§fn init_access(
_state: &<&World as SystemParam>::State,
_system_meta: &mut SystemMeta,
component_access_set: &mut FilteredAccessSet,
_world: &mut World,
)
fn init_access( _state: &<&World as SystemParam>::State, _system_meta: &mut SystemMeta, component_access_set: &mut FilteredAccessSet, _world: &mut World, )
Source§unsafe fn get_param<'w, 's>(
_state: &'s mut <&World as SystemParam>::State,
_system_meta: &SystemMeta,
world: UnsafeWorldCell<'w>,
_change_tick: Tick,
) -> Result<<&World as SystemParam>::Item<'w, 's>, SystemParamValidationError>
unsafe fn get_param<'w, 's>( _state: &'s mut <&World as SystemParam>::State, _system_meta: &SystemMeta, world: UnsafeWorldCell<'w>, _change_tick: Tick, ) -> Result<<&World as SystemParam>::Item<'w, 's>, SystemParamValidationError>
SystemParamFunction. Read moreSource§fn apply(state: &mut Self::State, system_meta: &SystemMeta, world: &mut World)
fn apply(state: &mut Self::State, system_meta: &SystemMeta, world: &mut World)
SystemParam’s state.
This is used to apply Commands during ApplyDeferred.Source§fn queue(
state: &mut Self::State,
system_meta: &SystemMeta,
world: DeferredWorld<'_>,
)
fn queue( state: &mut Self::State, system_meta: &SystemMeta, world: DeferredWorld<'_>, )
ApplyDeferred.Source§impl WorldSceneExt for World
impl WorldSceneExt for World
Source§fn spawn_scene<S>(
&mut self,
scene: S,
) -> Result<EntityWorldMut<'_>, SpawnSceneError>where
S: Scene,
fn spawn_scene<S>(
&mut self,
scene: S,
) -> Result<EntityWorldMut<'_>, SpawnSceneError>where
S: Scene,
Scene immediately. This will resolve the Scene (using Scene::resolve). If that fails (for example, if there are dependencies that have not been
loaded yet), it will return a SpawnSceneError. If resolving the Scene is successful, the scene will be spawned. Read moreSource§fn queue_spawn_scene<S>(&mut self, scene: S) -> EntityWorldMut<'_>where
S: Scene,
fn queue_spawn_scene<S>(&mut self, scene: S) -> EntityWorldMut<'_>where
S: Scene,
scene to be spawned. This will evaluate the scene’s dependencies (via Scene::register_dependencies) and queue it to be resolved and spawned
after all of the dependencies have been loaded. If a SpawnSceneError occurs, it will be logged as an error. Read moreSource§fn spawn_scene_list<L>(
&mut self,
scenes: L,
) -> Result<Vec<Entity>, SpawnSceneError>where
L: SceneList,
fn spawn_scene_list<L>(
&mut self,
scenes: L,
) -> Result<Vec<Entity>, SpawnSceneError>where
L: SceneList,
SceneList immediately. This will resolve the scene list (using SceneList::resolve_list). If that fails (for example, if there are dependencies that have not been
loaded yet), it will return a SpawnSceneError. If resolving the SceneList is successful, the scene list will be spawned. Read moreSource§fn queue_spawn_scene_list<L>(&mut self, scenes: L)where
L: SceneList,
fn queue_spawn_scene_list<L>(&mut self, scenes: L)where
L: SceneList,
scene_list to be spawned. This will evaluate the scene_list’s dependencies (via Scene::register_dependencies) and queue it to be resolved
and spawned after all of the dependencies have been loaded. If a SpawnSceneError occurs, it will be logged as an error. Read moreimpl<'w> ReadOnlySystemParam for &'w World
impl Send for World
impl Sync for World
Auto Trait Implementations§
impl !Freeze for World
impl !RefUnwindSafe for World
impl Unpin for World
impl UnsafeUnpin for World
impl !UnwindSafe for World
Blanket Implementations§
Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
T ShaderType for self. When used in AsBindGroup
derives, it is safe to assume that all images in self exist.Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
§impl<T> Conv for T
impl<T> Conv for T
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>, which can then be
downcast into Box<dyn ConcreteType> where ConcreteType implements Trait.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait> (where Trait: Downcast) to Rc<Any>, which can then be further
downcast into Rc<ConcreteType> where ConcreteType implements Trait.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
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.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be
further downcast into Rc<ConcreteType> where ConcreteType implements Trait.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.§impl<T> DowncastSend for T
impl<T> DowncastSend for T
§impl<T> DowncastSync for T
impl<T> DowncastSync for T
§impl<T> FmtForward for T
impl<T> FmtForward for T
§fn fmt_binary(self) -> FmtBinary<Self>where
Self: Binary,
fn fmt_binary(self) -> FmtBinary<Self>where
Self: Binary,
self to use its Binary implementation when Debug-formatted.§fn fmt_display(self) -> FmtDisplay<Self>where
Self: Display,
fn fmt_display(self) -> FmtDisplay<Self>where
Self: Display,
self to use its Display implementation when
Debug-formatted.§fn fmt_lower_exp(self) -> FmtLowerExp<Self>where
Self: LowerExp,
fn fmt_lower_exp(self) -> FmtLowerExp<Self>where
Self: LowerExp,
self to use its LowerExp implementation when
Debug-formatted.§fn fmt_lower_hex(self) -> FmtLowerHex<Self>where
Self: LowerHex,
fn fmt_lower_hex(self) -> FmtLowerHex<Self>where
Self: LowerHex,
self to use its LowerHex implementation when
Debug-formatted.§fn fmt_octal(self) -> FmtOctal<Self>where
Self: Octal,
fn fmt_octal(self) -> FmtOctal<Self>where
Self: Octal,
self to use its Octal implementation when Debug-formatted.§fn fmt_pointer(self) -> FmtPointer<Self>where
Self: Pointer,
fn fmt_pointer(self) -> FmtPointer<Self>where
Self: Pointer,
self to use its Pointer implementation when
Debug-formatted.§fn fmt_upper_exp(self) -> FmtUpperExp<Self>where
Self: UpperExp,
fn fmt_upper_exp(self) -> FmtUpperExp<Self>where
Self: UpperExp,
self to use its UpperExp implementation when
Debug-formatted.§fn fmt_upper_hex(self) -> FmtUpperHex<Self>where
Self: UpperHex,
fn fmt_upper_hex(self) -> FmtUpperHex<Self>where
Self: UpperHex,
self to use its UpperHex implementation when
Debug-formatted.§fn fmt_list(self) -> FmtList<Self>where
&'a Self: for<'a> IntoIterator,
fn fmt_list(self) -> FmtList<Self>where
&'a Self: for<'a> IntoIterator,
§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
Source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
Source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates Self using default().
§impl<T> Identity for Twhere
T: ?Sized,
impl<T> Identity for Twhere
T: ?Sized,
§impl<T> InitializeFromFunction<T> for T
impl<T> InitializeFromFunction<T> for T
§fn initialize_from_function(f: fn() -> T) -> T
fn initialize_from_function(f: fn() -> T) -> T
§impl<T> Instrument for T
impl<T> Instrument for T
§fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
§fn in_current_span(self) -> Instrumented<Self> ⓘ
fn in_current_span(self) -> Instrumented<Self> ⓘ
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§impl<T> IntoResult<T> for T
impl<T> IntoResult<T> for T
Source§fn into_result(self) -> Result<T, RunSystemError>
fn into_result(self) -> Result<T, RunSystemError>
§impl<F, T> IntoSample<T> for Fwhere
T: FromSample<F>,
impl<F, T> IntoSample<T> for Fwhere
T: FromSample<F>,
fn into_sample(self) -> T
§impl<T> NoneValue for Twhere
T: Default,
impl<T> NoneValue for Twhere
T: Default,
type NoneType = T
§fn null_value() -> T
fn null_value() -> T
§impl<T> Pipe for Twhere
T: ?Sized,
impl<T> Pipe for Twhere
T: ?Sized,
§fn pipe<R>(self, func: impl FnOnce(Self) -> R) -> Rwhere
Self: Sized,
fn pipe<R>(self, func: impl FnOnce(Self) -> R) -> Rwhere
Self: Sized,
§fn pipe_ref<'a, R>(&'a self, func: impl FnOnce(&'a Self) -> R) -> Rwhere
R: 'a,
fn pipe_ref<'a, R>(&'a self, func: impl FnOnce(&'a Self) -> R) -> Rwhere
R: 'a,
self and passes that borrow into the pipe function. Read more§fn pipe_ref_mut<'a, R>(&'a mut self, func: impl FnOnce(&'a mut Self) -> R) -> Rwhere
R: 'a,
fn pipe_ref_mut<'a, R>(&'a mut self, func: impl FnOnce(&'a mut Self) -> R) -> Rwhere
R: 'a,
self and passes that borrow into the pipe function. Read more§fn pipe_borrow<'a, B, R>(&'a self, func: impl FnOnce(&'a B) -> R) -> R
fn pipe_borrow<'a, B, R>(&'a self, func: impl FnOnce(&'a B) -> R) -> R
§fn pipe_borrow_mut<'a, B, R>(
&'a mut self,
func: impl FnOnce(&'a mut B) -> R,
) -> R
fn pipe_borrow_mut<'a, B, R>( &'a mut self, func: impl FnOnce(&'a mut B) -> R, ) -> R
§fn pipe_as_ref<'a, U, R>(&'a self, func: impl FnOnce(&'a U) -> R) -> R
fn pipe_as_ref<'a, U, R>(&'a self, func: impl FnOnce(&'a U) -> R) -> R
self, then passes self.as_ref() into the pipe function.§fn pipe_as_mut<'a, U, R>(&'a mut self, func: impl FnOnce(&'a mut U) -> R) -> R
fn pipe_as_mut<'a, U, R>(&'a mut self, func: impl FnOnce(&'a mut U) -> R) -> R
self, then passes self.as_mut() into the pipe
function.§fn pipe_deref<'a, T, R>(&'a self, func: impl FnOnce(&'a T) -> R) -> R
fn pipe_deref<'a, T, R>(&'a self, func: impl FnOnce(&'a T) -> R) -> R
self, then passes self.deref() into the pipe function.§impl<T> Pointable for T
impl<T> Pointable for T
Source§impl<R, P> ReadPrimitive<R> for P
impl<R, P> ReadPrimitive<R> for P
Source§fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
ReadEndian::read_from_little_endian().§impl<T, O> SuperFrom<T> for Owhere
O: From<T>,
impl<T, O> SuperFrom<T> for Owhere
O: From<T>,
§fn super_from(input: T) -> O
fn super_from(input: T) -> O
§impl<T, O, M> SuperInto<O, M> for Twhere
O: SuperFrom<T, M>,
impl<T, O, M> SuperInto<O, M> for Twhere
O: SuperFrom<T, M>,
§fn super_into(self) -> O
fn super_into(self) -> O
§impl<T> Tap for T
impl<T> Tap for T
§fn tap_borrow<B>(self, func: impl FnOnce(&B)) -> Self
fn tap_borrow<B>(self, func: impl FnOnce(&B)) -> Self
Borrow<B> of a value. Read more§fn tap_borrow_mut<B>(self, func: impl FnOnce(&mut B)) -> Self
fn tap_borrow_mut<B>(self, func: impl FnOnce(&mut B)) -> Self
BorrowMut<B> of a value. Read more§fn tap_ref<R>(self, func: impl FnOnce(&R)) -> Self
fn tap_ref<R>(self, func: impl FnOnce(&R)) -> Self
AsRef<R> view of a value. Read more§fn tap_ref_mut<R>(self, func: impl FnOnce(&mut R)) -> Self
fn tap_ref_mut<R>(self, func: impl FnOnce(&mut R)) -> Self
AsMut<R> view of a value. Read more§fn tap_deref<T>(self, func: impl FnOnce(&T)) -> Self
fn tap_deref<T>(self, func: impl FnOnce(&T)) -> Self
Deref::Target of a value. Read more§fn tap_deref_mut<T>(self, func: impl FnOnce(&mut T)) -> Self
fn tap_deref_mut<T>(self, func: impl FnOnce(&mut T)) -> Self
Deref::Target of a value. Read more§fn tap_dbg(self, func: impl FnOnce(&Self)) -> Self
fn tap_dbg(self, func: impl FnOnce(&Self)) -> Self
.tap() only in debug builds, and is erased in release builds.§fn tap_mut_dbg(self, func: impl FnOnce(&mut Self)) -> Self
fn tap_mut_dbg(self, func: impl FnOnce(&mut Self)) -> Self
.tap_mut() only in debug builds, and is erased in release
builds.§fn tap_borrow_dbg<B>(self, func: impl FnOnce(&B)) -> Self
fn tap_borrow_dbg<B>(self, func: impl FnOnce(&B)) -> Self
.tap_borrow() only in debug builds, and is erased in release
builds.§fn tap_borrow_mut_dbg<B>(self, func: impl FnOnce(&mut B)) -> Self
fn tap_borrow_mut_dbg<B>(self, func: impl FnOnce(&mut B)) -> Self
.tap_borrow_mut() only in debug builds, and is erased in release
builds.§fn tap_ref_dbg<R>(self, func: impl FnOnce(&R)) -> Self
fn tap_ref_dbg<R>(self, func: impl FnOnce(&R)) -> Self
.tap_ref() only in debug builds, and is erased in release
builds.§fn tap_ref_mut_dbg<R>(self, func: impl FnOnce(&mut R)) -> Self
fn tap_ref_mut_dbg<R>(self, func: impl FnOnce(&mut R)) -> Self
.tap_ref_mut() only in debug builds, and is erased in release
builds.§fn tap_deref_dbg<T>(self, func: impl FnOnce(&T)) -> Self
fn tap_deref_dbg<T>(self, func: impl FnOnce(&T)) -> Self
.tap_deref() only in debug builds, and is erased in release
builds.