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mod.rs
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mod entity_ref;
mod spawn_batch;
mod world_cell;
pub use crate::change_detection::Mut;
pub use entity_ref::*;
pub use spawn_batch::*;
pub use world_cell::*;
use crate::{
archetype::{ArchetypeComponentId, ArchetypeId, Archetypes},
bundle::{Bundle, BundleInserter, BundleSpawner, Bundles},
change_detection::{MutUntyped, Ticks},
component::{
Component, ComponentDescriptor, ComponentId, ComponentInfo, ComponentTicks, Components,
},
entity::{AllocAtWithoutReplacement, Entities, Entity},
query::{QueryState, ReadOnlyWorldQuery, WorldQuery},
storage::{ResourceData, SparseSet, Storages},
system::Resource,
};
use bevy_ptr::{OwningPtr, Ptr, UnsafeCellDeref};
use bevy_utils::tracing::debug;
use std::{
any::TypeId,
cell::UnsafeCell,
fmt,
sync::atomic::{AtomicU32, Ordering},
};
mod identifier;
pub use identifier::WorldId;
/// Stores and exposes operations on [entities](Entity), [components](Component), resources,
/// and their associated metadata.
///
/// Each [Entity] has a set of components. Each component can have up to one instance of each
/// component type. Entity components can be created, updated, removed, and queried using a given
/// [World].
///
/// For complex access patterns involving [`SystemParam`](crate::system::SystemParam),
/// consider using [`SystemState`](crate::system::SystemState).
///
/// To mutate different parts of the world simultaneously,
/// use [`World::resource_scope`] or [`SystemState`](crate::system::SystemState).
///
/// ## Resources
///
/// Worlds can also store [`Resource`]s,
/// which are unique instances of a given type that don't belong to a specific Entity.
/// There are also *non send resources*, which can only be accessed on the main thread.
/// See [`Resource`] for usage.
pub struct World {
id: WorldId,
pub(crate) entities: Entities,
pub(crate) components: Components,
pub(crate) archetypes: Archetypes,
pub(crate) storages: Storages,
pub(crate) bundles: Bundles,
pub(crate) removed_components: SparseSet<ComponentId, Vec<Entity>>,
/// Access cache used by [WorldCell].
pub(crate) archetype_component_access: ArchetypeComponentAccess,
main_thread_validator: MainThreadValidator,
pub(crate) change_tick: AtomicU32,
pub(crate) last_change_tick: u32,
}
impl Default for World {
fn default() -> Self {
Self {
id: WorldId::new().expect("More `bevy` `World`s have been created than is supported"),
entities: Default::default(),
components: Default::default(),
archetypes: Default::default(),
storages: Default::default(),
bundles: Default::default(),
removed_components: Default::default(),
archetype_component_access: Default::default(),
main_thread_validator: Default::default(),
// Default value is `1`, and `last_change_tick`s default to `0`, such that changes
// are detected on first system runs and for direct world queries.
change_tick: AtomicU32::new(1),
last_change_tick: 0,
}
}
}
impl World {
/// Creates a new empty [World]
/// # Panics
///
/// If [`usize::MAX`] [`World`]s have been created.
/// This guarantee allows System Parameters to safely uniquely identify a [`World`],
/// since its [`WorldId`] is unique
#[inline]
pub fn new() -> World {
World::default()
}
/// Retrieves this [`World`]'s unique ID
#[inline]
pub fn id(&self) -> WorldId {
self.id
}
/// Retrieves this world's [Entities] collection
#[inline]
pub fn entities(&self) -> &Entities {
&self.entities
}
/// Retrieves this world's [Entities] collection mutably
///
/// # Safety
/// Mutable reference must not be used to put the [`Entities`] data
/// in an invalid state for this [`World`]
#[inline]
pub unsafe fn entities_mut(&mut self) -> &mut Entities {
&mut self.entities
}
/// Retrieves this world's [Archetypes] collection
#[inline]
pub fn archetypes(&self) -> &Archetypes {
&self.archetypes
}
/// Retrieves this world's [Components] collection
#[inline]
pub fn components(&self) -> &Components {
&self.components
}
/// Retrieves this world's [Storages] collection
#[inline]
pub fn storages(&self) -> &Storages {
&self.storages
}
/// Retrieves this world's [Bundles] collection
#[inline]
pub fn bundles(&self) -> &Bundles {
&self.bundles
}
/// Retrieves a [`WorldCell`], which safely enables multiple mutable World accesses at the same
/// time, provided those accesses do not conflict with each other.
#[inline]
pub fn cell(&mut self) -> WorldCell<'_> {
WorldCell::new(self)
}
/// Initializes a new [`Component`] type and returns the [`ComponentId`] created for it.
pub fn init_component<T: Component>(&mut self) -> ComponentId {
self.components.init_component::<T>(&mut self.storages)
}
/// Initializes a new [`Component`] type and returns the [`ComponentId`] created for it.
///
/// This method differs from [`World::init_component`] in that it uses a [`ComponentDescriptor`]
/// to initialize the new component type instead of statically available type information. This
/// enables the dynamic initialization of new component definitions at runtime for advanced use cases.
///
/// While the option to initialize a component from a descriptor is useful in type-erased
/// contexts, the standard `World::init_component` function should always be used instead
/// when type information is available at compile time.
pub fn init_component_with_descriptor(
&mut self,
descriptor: ComponentDescriptor,
) -> ComponentId {
self.components
.init_component_with_descriptor(&mut self.storages, descriptor)
}
/// 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::init_component`].
///
/// ```rust
/// use bevy_ecs::prelude::*;
///
/// let mut world = World::new();
///
/// #[derive(Component)]
/// struct ComponentA;
///
/// let component_a_id = world.init_component::<ComponentA>();
///
/// assert_eq!(component_a_id, world.component_id::<ComponentA>().unwrap())
/// ```
#[inline]
pub fn component_id<T: Component>(&self) -> Option<ComponentId> {
self.components.component_id::<T>()
}
/// Retrieves an [`EntityRef`] that exposes read-only operations for the given `entity`.
/// This will panic if the `entity` does not exist. Use [`World::get_entity`] if you want
/// to check for entity existence instead of implicitly panic-ing.
///
/// ```
/// use bevy_ecs::{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.entity(entity).get::<Position>().unwrap();
/// assert_eq!(position.x, 0.0);
/// ```
#[inline]
pub fn entity(&self, entity: Entity) -> EntityRef {
// Lazily evaluate panic!() via unwrap_or_else() to avoid allocation unless failure
self.get_entity(entity)
.unwrap_or_else(|| panic!("Entity {entity:?} does not exist"))
}
/// Retrieves an [`EntityMut`] that exposes read and write operations for the given `entity`.
/// This will panic if the `entity` does not exist. Use [`World::get_entity_mut`] if you want
/// to check for entity existence instead of implicitly panic-ing.
///
/// ```
/// use bevy_ecs::{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 entity_mut = world.entity_mut(entity);
/// let mut position = entity_mut.get_mut::<Position>().unwrap();
/// position.x = 1.0;
/// ```
#[inline]
pub fn entity_mut(&mut self, entity: Entity) -> EntityMut {
// Lazily evaluate panic!() via unwrap_or_else() to avoid allocation unless failure
self.get_entity_mut(entity)
.unwrap_or_else(|| panic!("Entity {entity:?} does not exist"))
}
/// Returns the components of an [`Entity`](crate::entity::Entity) through [`ComponentInfo`](crate::component::ComponentInfo).
#[inline]
pub fn inspect_entity(&self, entity: Entity) -> Vec<&ComponentInfo> {
let entity_location = self
.entities()
.get(entity)
.unwrap_or_else(|| panic!("Entity {entity:?} does not exist"));
let archetype = self
.archetypes()
.get(entity_location.archetype_id)
.unwrap_or_else(|| {
panic!(
"Archetype {:?} does not exist",
entity_location.archetype_id
)
});
archetype
.components()
.filter_map(|id| self.components().get_info(id))
.collect()
}
/// Returns an [`EntityMut`] for the given `entity` (if it exists) or spawns one if it doesn't exist.
/// This will return [`None`] if the `entity` exists with a different generation.
///
/// # Note
/// Spawning a specific `entity` value is rarely the right choice. Most apps should favor [`World::spawn`].
/// This method should generally only be used for sharing entities across apps, and only when they have a
/// scheme worked out to share an ID space (which doesn't happen by default).
#[inline]
pub fn get_or_spawn(&mut self, entity: Entity) -> Option<EntityMut> {
self.flush();
match self.entities.alloc_at_without_replacement(entity) {
AllocAtWithoutReplacement::Exists(location) => {
// SAFETY: `entity` exists and `location` is that entity's location
Some(unsafe { EntityMut::new(self, entity, location) })
}
AllocAtWithoutReplacement::DidNotExist => {
// SAFETY: entity was just allocated
Some(unsafe { self.spawn_at_empty_internal(entity) })
}
AllocAtWithoutReplacement::ExistsWithWrongGeneration => None,
}
}
/// Retrieves an [`EntityRef`] that exposes read-only operations for the given `entity`.
/// Returns [`None`] if the `entity` does not exist. Use [`World::entity`] if you don't want
/// to unwrap the [`EntityRef`] yourself.
///
/// ```
/// use bevy_ecs::{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 entity_ref = world.get_entity(entity).unwrap();
/// let position = entity_ref.get::<Position>().unwrap();
/// assert_eq!(position.x, 0.0);
/// ```
#[inline]
pub fn get_entity(&self, entity: Entity) -> Option<EntityRef> {
let location = self.entities.get(entity)?;
Some(EntityRef::new(self, entity, location))
}
/// Returns an [`Entity`] iterator of current entities.
///
/// This is useful in contexts where you only have read-only access to the [`World`].
#[inline]
pub fn iter_entities(&self) -> impl Iterator<Item = Entity> + '_ {
self.archetypes
.iter()
.flat_map(|archetype| archetype.entities().iter())
.map(|archetype_entity| archetype_entity.entity)
}
/// Retrieves an [`EntityMut`] that exposes read and write operations for the given `entity`.
/// Returns [`None`] if the `entity` does not exist. Use [`World::entity_mut`] if you don't want
/// to unwrap the [`EntityMut`] yourself.
///
/// ```
/// use bevy_ecs::{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 entity_mut = world.get_entity_mut(entity).unwrap();
/// let mut position = entity_mut.get_mut::<Position>().unwrap();
/// position.x = 1.0;
/// ```
#[inline]
pub fn get_entity_mut(&mut self, entity: Entity) -> Option<EntityMut> {
let location = self.entities.get(entity)?;
// SAFETY: `entity` exists and `location` is that entity's location
Some(unsafe { EntityMut::new(self, entity, location) })
}
/// Spawns a new [`Entity`] and returns a corresponding [`EntityMut`], which can be used
/// to add components to the entity or retrieve its id.
///
/// ```
/// use bevy_ecs::{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);
/// ```
pub fn spawn_empty(&mut self) -> EntityMut {
self.flush();
let entity = self.entities.alloc();
// SAFETY: entity was just allocated
unsafe { self.spawn_at_empty_internal(entity) }
}
/// Spawns a new [`Entity`] with a given [`Bundle`] of [components](`Component`) and returns
/// a corresponding [`EntityMut`], which can be used to add components to the entity or
/// retrieve its id.
///
/// ```
/// 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);
/// ```
pub fn spawn<B: Bundle>(&mut self, bundle: B) -> EntityMut {
self.flush();
let entity = self.entities.alloc();
let entity_location = {
let bundle_info = self
.bundles
.init_info::<B>(&mut self.components, &mut self.storages);
let mut spawner = bundle_info.get_bundle_spawner(
&mut self.entities,
&mut self.archetypes,
&mut self.components,
&mut self.storages,
*self.change_tick.get_mut(),
);
// SAFETY: bundle's type matches `bundle_info`, entity is allocated but non-existent
unsafe { spawner.spawn_non_existent(entity, bundle) }
};
// SAFETY: entity and location are valid, as they were just created above
unsafe { EntityMut::new(self, entity, entity_location) }
}
/// # Safety
/// must be called on an entity that was just allocated
unsafe fn spawn_at_empty_internal(&mut self, entity: Entity) -> EntityMut {
let archetype = self.archetypes.empty_mut();
// PERF: consider avoiding allocating entities in the empty archetype unless needed
let table_row = self.storages.tables[archetype.table_id()].allocate(entity);
// SAFETY: no components are allocated by archetype.allocate() because the archetype is
// empty
let location = archetype.allocate(entity, table_row);
// SAFETY: entity index was just allocated
self.entities
.meta
.get_unchecked_mut(entity.index() as usize)
.location = location;
EntityMut::new(self, entity, location)
}
/// Spawns a batch of entities with the same component [Bundle] type. Takes a given [Bundle]
/// iterator and returns a corresponding [Entity] iterator.
/// This is more efficient than spawning entities and adding components to them individually,
/// but it is limited to spawning entities with the same [Bundle] type, whereas spawning
/// individually is more flexible.
///
/// ```
/// use bevy_ecs::{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);
/// ```
pub fn spawn_batch<I>(&mut self, iter: I) -> SpawnBatchIter<'_, I::IntoIter>
where
I: IntoIterator,
I::Item: Bundle,
{
SpawnBatchIter::new(self, iter.into_iter())
}
/// 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);
/// ```
#[inline]
pub fn get<T: Component>(&self, entity: Entity) -> Option<&T> {
self.get_entity(entity)?.get()
}
/// 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;
/// ```
#[inline]
pub fn get_mut<T: Component>(&mut self, entity: Entity) -> Option<Mut<T>> {
// SAFETY: lifetimes enforce correct usage of returned borrow
unsafe { get_mut(self, entity, self.get_entity(entity)?.location()) }
}
/// Despawns the given `entity`, if it exists. This will also remove all of the entity's
/// [Component]s. Returns `true` if the `entity` is successfully despawned and `false` if
/// the `entity` does not exist.
/// ```
/// 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_none());
/// assert!(world.get::<Position>(entity).is_none());
/// ```
#[inline]
pub fn despawn(&mut self, entity: Entity) -> bool {
debug!("Despawning entity {:?}", entity);
self.get_entity_mut(entity)
.map(|e| {
e.despawn();
true
})
.unwrap_or(false)
}
/// Clears component tracker state
pub fn clear_trackers(&mut self) {
for entities in self.removed_components.values_mut() {
entities.clear();
}
self.last_change_tick = self.increment_change_tick();
}
/// Returns [`QueryState`] for the given [`WorldQuery`], which is used to efficiently
/// run queries on the [`World`] by storing and reusing the [`QueryState`].
/// ```
/// use bevy_ecs::{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")),
/// ]);
/// ```
#[inline]
pub fn query<Q: WorldQuery>(&mut self) -> QueryState<Q, ()> {
self.query_filtered::<Q, ()>()
}
/// Returns [`QueryState`] for the given filtered [`WorldQuery`], which is used to efficiently
/// run queries on the [`World`] by storing and reusing the [`QueryState`].
/// ```
/// use bevy_ecs::{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]);
/// ```
#[inline]
pub fn query_filtered<Q: WorldQuery, F: ReadOnlyWorldQuery>(&mut self) -> QueryState<Q, F> {
QueryState::new(self)
}
/// Returns an iterator of entities that had components of type `T` removed
/// since the last call to [`World::clear_trackers`].
pub fn removed<T: Component>(&self) -> std::iter::Cloned<std::slice::Iter<'_, Entity>> {
if let Some(component_id) = self.components.get_id(TypeId::of::<T>()) {
self.removed_with_id(component_id)
} else {
[].iter().cloned()
}
}
/// Returns an iterator of entities that had components with the given `component_id` removed
/// since the last call to [`World::clear_trackers`].
pub fn removed_with_id(
&self,
component_id: ComponentId,
) -> std::iter::Cloned<std::slice::Iter<'_, Entity>> {
if let Some(removed) = self.removed_components.get(component_id) {
removed.iter().cloned()
} else {
[].iter().cloned()
}
}
/// Inserts a new resource with standard starting values.
///
/// 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.
#[inline]
pub fn init_resource<R: Resource + FromWorld>(&mut self) {
if !self.contains_resource::<R>() {
let resource = R::from_world(self);
self.insert_resource(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.
#[inline]
pub fn insert_resource<R: Resource>(&mut self, value: R) {
let component_id = self.components.init_resource::<R>();
OwningPtr::make(value, |ptr| {
// SAFETY: component_id was just initialized and corresponds to resource of type R
unsafe {
self.insert_resource_by_id(component_id, ptr);
}
});
}
/// Inserts a new non-send resource with standard starting values.
///
/// 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.
///
/// # Panics
///
/// Panics if called from a thread other than the main thread.
#[inline]
pub fn init_non_send_resource<R: 'static + FromWorld>(&mut self) {
if !self.contains_resource::<R>() {
let resource = R::from_world(self);
self.insert_non_send_resource(resource);
}
}
/// Inserts a new non-send resource with the given `value`.
///
/// `NonSend` resources 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
///
/// Panics if called from a thread other than the main thread.
#[inline]
pub fn insert_non_send_resource<R: 'static>(&mut self, value: R) {
self.validate_non_send_access::<R>();
let component_id = self.components.init_non_send::<R>();
OwningPtr::make(value, |ptr| {
// SAFETY: component_id was just initialized and corresponds to resource of type R
unsafe {
self.insert_resource_by_id(component_id, ptr);
}
});
}
/// Removes the resource of a given type and returns it, if it exists. Otherwise returns [None].
#[inline]
pub fn remove_resource<R: Resource>(&mut self) -> Option<R> {
// SAFETY: R is Send + Sync
unsafe { self.remove_resource_unchecked() }
}
#[inline]
pub fn remove_non_send_resource<R: 'static>(&mut self) -> Option<R> {
self.validate_non_send_access::<R>();
// SAFETY: we are on main thread
unsafe { self.remove_resource_unchecked() }
}
#[inline]
/// # Safety
/// Only remove `NonSend` resources from the main thread
/// as they cannot be sent across threads
#[allow(unused_unsafe)]
pub unsafe fn remove_resource_unchecked<R: 'static>(&mut self) -> Option<R> {
let component_id = self.components.get_resource_id(TypeId::of::<R>())?;
// SAFETY: the resource is of type R and the value is returned back to the caller.
unsafe {
let (ptr, _) = self.storages.resources.get_mut(component_id)?.remove()?;
Some(ptr.read::<R>())
}
}
/// Returns `true` if a resource of type `R` exists. Otherwise returns `false`.
#[inline]
pub fn contains_resource<R: 'static>(&self) -> bool {
self.components
.get_resource_id(TypeId::of::<R>())
.and_then(|component_id| self.storages.resources.get(component_id))
.map(|info| info.is_present())
.unwrap_or(false)
}
pub fn is_resource_added<R: Resource>(&self) -> bool {
self.components
.get_resource_id(TypeId::of::<R>())
.and_then(|component_id| self.storages.resources.get(component_id)?.get_ticks())
.map(|ticks| ticks.is_added(self.last_change_tick(), self.read_change_tick()))
.unwrap_or(false)
}
pub fn is_resource_changed<R: Resource>(&self) -> bool {
self.components
.get_resource_id(TypeId::of::<R>())
.and_then(|component_id| self.storages.resources.get(component_id)?.get_ticks())
.map(|ticks| ticks.is_changed(self.last_change_tick(), self.read_change_tick()))
.unwrap_or(false)
}
/// Gets a reference to the resource of the given type
///
/// # Panics
///
/// Panics if the resource does not exist.
/// Use [`get_resource`](World::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`](World::get_resource_or_insert_with).
#[inline]
#[track_caller]
pub fn resource<R: Resource>(&self) -> &R {
match self.get_resource() {
Some(x) => x,
None => panic!(
"Requested resource {} does not exist in the `World`.
Did you forget to add it using `app.insert_resource` / `app.init_resource`?
Resources are also implicitly added via `app.add_event`,
and can be added by plugins.",
std::any::type_name::<R>()
),
}
}
/// Gets a mutable reference to the resource of the given type
///
/// # Panics
///
/// Panics if the resource does not exist.
/// Use [`get_resource_mut`](World::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`](World::get_resource_or_insert_with).
#[inline]
#[track_caller]
pub fn resource_mut<R: Resource>(&mut self) -> Mut<'_, R> {
match self.get_resource_mut() {
Some(x) => x,
None => panic!(
"Requested resource {} does not exist in the `World`.
Did you forget to add it using `app.insert_resource` / `app.init_resource`?
Resources are also implicitly added via `app.add_event`,
and can be added by plugins.",
std::any::type_name::<R>()
),
}
}
/// Gets a reference to the resource of the given type if it exists
#[inline]
pub fn get_resource<R: Resource>(&self) -> Option<&R> {
let component_id = self.components.get_resource_id(TypeId::of::<R>())?;
// SAFETY: unique world access
unsafe { self.get_resource_with_id(component_id) }
}
/// Gets a mutable reference to the resource of the given type if it exists
#[inline]
pub fn get_resource_mut<R: Resource>(&mut self) -> Option<Mut<'_, R>> {
// SAFETY: unique world access
unsafe { self.get_resource_unchecked_mut() }
}
// PERF: optimize this to avoid redundant lookups
/// Gets a mutable reference to the resource of type `T` if it exists,
/// otherwise inserts the resource using the result of calling `func`.
#[inline]
pub fn get_resource_or_insert_with<R: Resource>(
&mut self,
func: impl FnOnce() -> R,
) -> Mut<'_, R> {
if !self.contains_resource::<R>() {
self.insert_resource(func());
}
self.resource_mut()
}
/// Gets a mutable reference to the resource of the given type, if it exists
/// Otherwise returns [None]
///
/// # Safety
/// This will allow aliased mutable access to the given resource type. The caller must ensure
/// that there is either only one mutable access or multiple immutable accesses at a time.
#[inline]
pub unsafe fn get_resource_unchecked_mut<R: Resource>(&self) -> Option<Mut<'_, R>> {
let component_id = self.components.get_resource_id(TypeId::of::<R>())?;
self.get_resource_unchecked_mut_with_id(component_id)
}
/// Gets an immutable reference to the non-send resource of the given type, if it exists.
///
/// # Panics
///
/// Panics if the resource does not exist.
/// Use [`get_non_send_resource`](World::get_non_send_resource) instead if you want to handle this case.
#[inline]
#[track_caller]
pub fn non_send_resource<R: 'static>(&self) -> &R {
match self.get_non_send_resource() {
Some(x) => x,
None => panic!(
"Requested non-send resource {} does not exist in the `World`.
Did you forget to add it using `app.insert_non_send_resource` / `app.init_non_send_resource`?
Non-send resources can also be be added by plugins.",
std::any::type_name::<R>()
),
}
}
/// Gets a mutable reference to the non-send resource of the given type, if it exists.
///
/// # Panics
///
/// Panics if the resource does not exist.
/// Use [`get_non_send_resource_mut`](World::get_non_send_resource_mut) instead if you want to handle this case.
#[inline]
#[track_caller]
pub fn non_send_resource_mut<R: 'static>(&mut self) -> Mut<'_, R> {
match self.get_non_send_resource_mut() {
Some(x) => x,
None => panic!(
"Requested non-send resource {} does not exist in the `World`.
Did you forget to add it using `app.insert_non_send_resource` / `app.init_non_send_resource`?
Non-send resources can also be be added by plugins.",
std::any::type_name::<R>()
),
}
}
/// Gets a reference to the non-send resource of the given type, if it exists.
/// Otherwise returns [None]
#[inline]
pub fn get_non_send_resource<R: 'static>(&self) -> Option<&R> {
let component_id = self.components.get_resource_id(TypeId::of::<R>())?;
// SAFETY: component id matches type T
unsafe { self.get_non_send_with_id(component_id) }
}
/// Gets a mutable reference to the non-send resource of the given type, if it exists.
/// Otherwise returns [None]
#[inline]
pub fn get_non_send_resource_mut<R: 'static>(&mut self) -> Option<Mut<'_, R>> {
// SAFETY: unique world access
unsafe { self.get_non_send_resource_unchecked_mut() }
}
/// Gets a mutable reference to the non-send resource of the given type, if it exists.
/// Otherwise returns [None]
///
/// # Safety
/// This will allow aliased mutable access to the given non-send resource type. The caller must
/// ensure that there is either only one mutable access or multiple immutable accesses at a time.
#[inline]
pub unsafe fn get_non_send_resource_unchecked_mut<R: 'static>(&self) -> Option<Mut<'_, R>> {
let component_id = self.components.get_resource_id(TypeId::of::<R>())?;
self.get_non_send_unchecked_mut_with_id(component_id)
}
// Shorthand helper function for getting the data and change ticks for a resource.
#[inline]