Struct World
pub struct World {
pub resources: Resources,
pub components: ComponentStores,
}Expand description
The World is simply a collection of Resources, and ComponentStores.
Also stored in the world is the Entities, but it is stored as a resource.
World is designed to be trivially Cloneed to allow for snapshotting the world state. The
is especially useful in the context of rollback networking, which requires the ability to
snapshot and restore state.
Fields§
§resources: ResourcesStores the world resources.
components: ComponentStoresStores the world components.
Implementations§
§impl World
impl World
pub fn with_entities(entities: AtomicResource<Entities>) -> World
pub fn with_entities(entities: AtomicResource<Entities>) -> World
Create a new world that uses the provided entities resource.
This allows multiple worlds to avoid allocating the same entity IDs.
pub fn maintain(&self)
pub fn maintain(&self)
Remove the component info for dead entities.
This should be called every game frame to cleanup entities that have been killed.
This will remove the component storage for all killed entities, and allow their slots to be re-used for any new entities.
pub fn run_system<'system, R, In, Out, S>(&self, system: S, input: In) -> Outwhere
In: 'system,
Out: 'system,
S: IntoSystem<R, In, Out>,
<S as IntoSystem<R, In, Out>>::Sys: 'system,
pub fn run_system<'system, R, In, Out, S>(&self, system: S, input: In) -> Outwhere
In: 'system,
Out: 'system,
S: IntoSystem<R, In, Out>,
<S as IntoSystem<R, In, Out>>::Sys: 'system,
Run a system once.
This is good for initializing the world with setup systems.
pub fn entity_components<Q>(
&self,
entity: Entity,
query: Q,
) -> <<Q as QueryItem>::Iter as Iterator>::Itemwhere
Q: QueryItem,
pub fn entity_components<Q>(
&self,
entity: Entity,
query: Q,
) -> <<Q as QueryItem>::Iter as Iterator>::Itemwhere
Q: QueryItem,
Get an entity’s components.
§Panics
Panics if the entity does not have the required components from the query.
pub fn get_entity_components<Q>(
&self,
entity: Entity,
query: Q,
) -> Option<<<Q as QueryItem>::Iter as Iterator>::Item>where
Q: QueryItem,
pub fn get_entity_components<Q>(
&self,
entity: Entity,
query: Q,
) -> Option<<<Q as QueryItem>::Iter as Iterator>::Item>where
Q: QueryItem,
Get an entity’s components.
pub fn init_resource<R>(&self) -> RefMut<'_, R>
pub fn init_resource<R>(&self) -> RefMut<'_, R>
Initialize a resource of type T by inserting it’s default value.
pub fn insert_resource<R>(&self, resource: R) -> Option<R>where
R: HasSchema,
pub fn insert_resource<R>(&self, resource: R) -> Option<R>where
R: HasSchema,
Insert a resource, replacing it if it already exists.
pub fn resource_mut<T>(&self) -> RefMut<'_, T>where
T: HasSchema,
pub fn resource_mut<T>(&self) -> RefMut<'_, T>where
T: HasSchema,
pub fn get_resource<T>(&self) -> Option<Ref<'_, T>>where
T: HasSchema,
pub fn get_resource<T>(&self) -> Option<Ref<'_, T>>where
T: HasSchema,
Borrow a resource from the world, if it exists.
pub fn get_resource_mut<T>(&self) -> Option<RefMut<'_, T>>where
T: HasSchema,
pub fn get_resource_mut<T>(&self) -> Option<RefMut<'_, T>>where
T: HasSchema,
Borrow a resource from the world, if it exists.
pub fn clear_owned_resources(&self)
pub fn clear_owned_resources(&self)
Removes all resources that are not shared. Shared resources are preserved.
pub fn retain_resources<F>(&self, predicate: F)
pub fn retain_resources<F>(&self, predicate: F)
Iterates through owned and shared resource cells removing them if the predicate returns false.
See also: Self::retain_owned_resources.
pub fn retain_owned_resources<F>(&self, predicate: F)
pub fn retain_owned_resources<F>(&self, predicate: F)
Iterates through resource cells removing them if the predicate returns false.
Doesn’t include shared resources. See also: Self::retain_resources.
pub fn component<T>(&self) -> Ref<'_, ComponentStore<T>>where
T: HasSchema,
pub fn component<T>(&self) -> Ref<'_, ComponentStore<T>>where
T: HasSchema,
Borrow a component store from the world.
§Panics
Panics if the component store does not exist in the world.
pub fn component_mut<T>(&self) -> RefMut<'_, ComponentStore<T>>where
T: HasSchema,
pub fn component_mut<T>(&self) -> RefMut<'_, ComponentStore<T>>where
T: HasSchema,
Mutably borrow a component store from the world.
§Panics
Panics if the component store does not exist in the world.
pub fn load_snapshot(&mut self, snapshot: World)
pub fn load_snapshot(&mut self, snapshot: World)
Load snapshot of World into self.
Trait Implementations§
§impl SystemParam for &World
impl SystemParam for &World
§type Param<'s> = &'s World
type Param<'s> = &'s World
§fn get_state(_world: &World) -> <&World as SystemParam>::State
fn get_state(_world: &World) -> <&World as SystemParam>::State
§fn borrow<'s>(
world: &'s World,
_state: &'s mut <&World as SystemParam>::State,
) -> <&World as SystemParam>::Param<'s>
fn borrow<'s>( world: &'s World, _state: &'s mut <&World as SystemParam>::State, ) -> <&World as SystemParam>::Param<'s>
Auto Trait Implementations§
impl Freeze for World
impl !RefUnwindSafe for World
impl Send for World
impl Sync for World
impl Unpin for World
impl !UnwindSafe for World
Blanket Implementations§
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
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
§fn from_world(_world: &World) -> T
fn from_world(_world: &World) -> T
Self using data from the given World.