pub trait WorldExt {
Show 20 methods
fn new() -> Self;
fn register<T: Component>(&mut self)
where
T::Storage: Default;
fn register_with_storage<F, T>(&mut self, storage: F)
where
F: FnOnce() -> T::Storage,
T: Component;
fn add_resource<T: Resource>(&mut self, res: T);
fn read_component<T: Component>(&self) -> ReadStorage<'_, T>;
fn write_component<T: Component>(&self) -> WriteStorage<'_, T>;
fn read_resource<T: Resource>(&self) -> Fetch<'_, T>;
fn write_resource<T: Resource>(&self) -> FetchMut<'_, T>;
fn entities(&self) -> Read<'_, EntitiesRes>;
fn entities_mut(&self) -> FetchMut<'_, EntitiesRes>;
fn create_entity(&mut self) -> EntityBuilder<'_>;
fn create_entity_unchecked(&self) -> EntityBuilder<'_>;
fn create_iter(&mut self) -> CreateIter<'_>ⓘNotable traits for CreateIter<'a>impl<'a> Iterator for CreateIter<'a> type Item = Entity;
;
fn delete_entity(&mut self, entity: Entity) -> Result<(), WrongGeneration>;
fn delete_entities(
&mut self,
delete: &[Entity]
) -> Result<(), WrongGeneration>;
fn delete_all(&mut self);
fn is_alive(&self, e: Entity) -> bool;
fn maintain(&mut self);
fn read_storage<T: Component>(&self) -> ReadStorage<'_, T> { ... }
fn write_storage<T: Component>(&self) -> WriteStorage<'_, T> { ... }
}
Expand description
This trait provides some extension methods to make working with shred’s World easier.
Many methods take &self
which works because everything
is stored with interior mutability. In case you violate
the borrowing rules of Rust (multiple reads xor one write),
you will get a panic.
Difference between resources and components
While components exist per Entity, resources are like globals in the
World
. Components are stored in component storages (MaskedStorage),
which are resources themselves.
Everything that is Any + Send + Sync
can be a resource.
Built-in resources
There are two built-in resources:
LazyUpdate
andEntitiesRes
Both of them should only be fetched immutably, which is why
the latter one has a type def for convenience: Entities
which
is just Fetch<EntitiesRes>
. Both resources are special and need
to execute code at the end of the frame, which is done in
World::maintain
.
Examples
use specs::prelude::*;
let mut world = World::new();
world.register::<Pos>();
world.register::<Vel>();
world.insert(DeltaTime(0.02));
world
.create_entity()
.with(Pos { x: 1.0, y: 2.0 })
.with(Vel { x: -1.0, y: 0.0 })
.build();
let b = world
.create_entity()
.with(Pos { x: 3.0, y: 5.0 })
.with(Vel { x: 1.0, y: 0.0 })
.build();
let c = world
.create_entity()
.with(Pos { x: 0.0, y: 1.0 })
.with(Vel { x: 0.0, y: 1.0 })
.build();
{
// `World::read_storage` returns a component storage.
let pos_storage = world.read_storage::<Pos>();
let vel_storage = world.read_storage::<Vel>();
// `Storage::get` allows to get a component from it:
assert_eq!(pos_storage.get(b), Some(&Pos { x: 3.0, y: 5.0 }));
assert_eq!(vel_storage.get(c), Some(&Vel { x: 0.0, y: 1.0 }));
}
let empty = world.create_entity().build();
{
// This time, we write to the `Pos` storage:
let mut pos_storage = world.write_storage::<Pos>();
let vel_storage = world.read_storage::<Vel>();
assert!(pos_storage.get(empty).is_none());
// You can also insert components after creating the entity:
pos_storage.insert(empty, Pos { x: 3.1, y: 4.15 });
assert!(pos_storage.get(empty).is_some());
}
Required Methods
Registers a new component, adding the component storage.
Calls register_with_storage
with Default::default()
.
Does nothing if the component was already registered.
Examples
use specs::prelude::*;
struct Pos {
x: f32,
y: f32,
}
impl Component for Pos {
type Storage = DenseVecStorage<Self>;
}
let mut world = World::new();
world.register::<Pos>();
// Register all other components like this
fn register_with_storage<F, T>(&mut self, storage: F) where
F: FnOnce() -> T::Storage,
T: Component,
fn register_with_storage<F, T>(&mut self, storage: F) where
F: FnOnce() -> T::Storage,
T: Component,
Registers a new component with a given storage.
Does nothing if the component was already registered.
fn add_resource<T: Resource>(&mut self, res: T)
fn add_resource<T: Resource>(&mut self, res: T)
use World::insert
instead
Adds a resource to the world.
If the resource already exists it will be overwritten.
DEPRECATED: Use World::insert instead.
Examples
use specs::prelude::*;
let mut world = World::new();
world.insert(timer);
world.insert(server_con);
fn read_component<T: Component>(&self) -> ReadStorage<'_, T>
fn read_component<T: Component>(&self) -> ReadStorage<'_, T>
Fetches a component storage for reading.
Panics
Panics if it is already borrowed mutably. Panics if the component has not been registered.
fn write_component<T: Component>(&self) -> WriteStorage<'_, T>
fn write_component<T: Component>(&self) -> WriteStorage<'_, T>
Fetches a component storage for writing.
Panics
Panics if it is already borrowed. Panics if the component has not been registered.
fn read_resource<T: Resource>(&self) -> Fetch<'_, T>
fn read_resource<T: Resource>(&self) -> Fetch<'_, T>
Fetches a resource for reading.
Panics
Panics if it is already borrowed mutably. Panics if the resource has not been added.
fn write_resource<T: Resource>(&self) -> FetchMut<'_, T>
fn write_resource<T: Resource>(&self) -> FetchMut<'_, T>
Fetches a resource for writing.
Panics
Panics if it is already borrowed. Panics if the resource has not been added.
fn entities(&self) -> Read<'_, EntitiesRes>
fn entities(&self) -> Read<'_, EntitiesRes>
Convenience method for fetching entities.
Creation and deletion of entities with the Entities
struct
are atomically, so the actual changes will be applied
with the next call to maintain()
.
fn entities_mut(&self) -> FetchMut<'_, EntitiesRes>
fn entities_mut(&self) -> FetchMut<'_, EntitiesRes>
Convenience method for fetching entities.
fn create_entity(&mut self) -> EntityBuilder<'_>
fn create_entity(&mut self) -> EntityBuilder<'_>
Allows building an entity with its components.
This takes a mutable reference to the World
, since no
component storage this builder accesses may be borrowed.
If it’s necessary that you borrow a resource from the World
while this builder is alive, you can use create_entity_unchecked
.
fn create_entity_unchecked(&self) -> EntityBuilder<'_>
fn create_entity_unchecked(&self) -> EntityBuilder<'_>
Allows building an entity with its components.
You have to make sure that no component storage is borrowed during the building!
This variant is only recommended if you need to borrow a resource
during the entity building. If possible, try to use create_entity
.
fn create_iter(&mut self) -> CreateIter<'_>ⓘNotable traits for CreateIter<'a>impl<'a> Iterator for CreateIter<'a> type Item = Entity;
fn create_iter(&mut self) -> CreateIter<'_>ⓘNotable traits for CreateIter<'a>impl<'a> Iterator for CreateIter<'a> type Item = Entity;
Returns an iterator for entity creation. This makes it easy to create a whole collection of them.
Examples
use specs::prelude::*;
let mut world = World::new();
let five_entities: Vec<_> = world.create_iter().take(5).collect();
fn delete_entity(&mut self, entity: Entity) -> Result<(), WrongGeneration>
fn delete_entity(&mut self, entity: Entity) -> Result<(), WrongGeneration>
Deletes an entity and its components.
fn delete_entities(&mut self, delete: &[Entity]) -> Result<(), WrongGeneration>
fn delete_entities(&mut self, delete: &[Entity]) -> Result<(), WrongGeneration>
Deletes the specified entities and their components.
fn delete_all(&mut self)
fn delete_all(&mut self)
Deletes all entities and their components.
Checks if an entity is alive.
Please note that atomically created or deleted entities
(the ones created / deleted with the Entities
struct)
are not handled by this method. Therefore, you
should have called maintain()
before using this
method.
If you want to get this functionality before a maintain()
,
you are most likely in a system; from there, just access the
Entities
resource and call the is_alive
method.
Panics
Panics if generation is dead.
Provided Methods
fn read_storage<T: Component>(&self) -> ReadStorage<'_, T>
fn read_storage<T: Component>(&self) -> ReadStorage<'_, T>
Fetches a component storage for reading.
Panics
Panics if it is already borrowed mutably. Panics if the component has not been registered.
fn write_storage<T: Component>(&self) -> WriteStorage<'_, T>
fn write_storage<T: Component>(&self) -> WriteStorage<'_, T>
Fetches a component storage for writing.
Panics
Panics if it is already borrowed. Panics if the component has not been registered.