bevy/src/ecs/mod.rs

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mod entity_builder;
mod archetypes;
pub use entity_builder::*;
pub use archetypes::*;
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use crate::prelude::{Children, Entity, SubWorld, World};
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pub fn run_on_hierarchy<T>(
world: &World,
entity: Entity,
input: T,
func: &mut dyn FnMut(&World, Entity, T) -> Option<T>,
) where
T: Copy,
{
let result = func(world, entity, input);
if let Some(result) = result {
match world.get_component::<Children>(entity) {
Some(children) => Some(
for child in children.iter() {
run_on_hierarchy(world, *child, result, func);
}
),
None => None,
};
}
}
pub fn run_on_hierarchy_mut<T>(
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world: &mut World,
entity: Entity,
input: T,
func: &mut dyn FnMut(&mut World, Entity, T) -> Option<T>,
) where
T: Copy,
{
// TODO: not a huge fan of this pattern. are there ways to do recursive updates in legion without allocactions?
let children = match world.get_component::<Children>(entity) {
Some(children) => Some(
children
.iter()
.map(|entity| *entity)
.collect::<Vec<Entity>>(),
),
None => None,
};
let result = func(world, entity, input);
if let Some(result) = result {
if let Some(children) = children {
for child in children {
run_on_hierarchy_mut(world, child, result, func);
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}
}
}
}
pub fn run_on_hierarchy_subworld<T>(
world: &SubWorld,
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entity: Entity,
input: T,
func: &mut dyn FnMut(&SubWorld, Entity, T) -> Option<T>,
) where
T: Copy,
{
let result = func(world, entity, input);
if let Some(result) = result {
match world.get_component::<Children>(entity) {
Some(children) => Some(
for child in children.iter() {
run_on_hierarchy_subworld(world, *child, result, func);
}
),
None => None,
};
}
}
pub fn run_on_hierarchy_subworld_mut<T>(
world: &mut SubWorld,
entity: Entity,
input: T,
func: &mut dyn FnMut(&mut SubWorld, Entity, T) -> Option<T>,
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) where
T: Copy,
{
// TODO: not a huge fan of this pattern. are there ways to do recursive updates in legion without allocactions?
let children = match world.get_component::<Children>(entity) {
Some(children) => Some(
children
.iter()
.map(|entity| *entity)
.collect::<Vec<Entity>>(),
),
None => None,
};
let result = func(world, entity, input);
if let Some(result) = result {
if let Some(children) = children {
for child in children {
run_on_hierarchy_subworld_mut(world, child, result, func);
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}
}
}
}