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# Objective - Add a way to iterate over all entities from &World ## Solution - Added a function `iter_entities` on World which returns an iterator of `Entity` derived from the entities in the `World`'s `archetypes` --- ## Changelog - Added a function `iter_entities` on World, allowing iterating over all entities in contexts where you only have read-only access to the World.
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2 changed files with 81 additions and 7 deletions
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@ -320,6 +320,16 @@ impl World {
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Some(EntityRef::new(self, entity, location))
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}
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/// Returns an [`Entity`] iterator of current entities.
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///
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/// This is useful in contexts where you only have read-only access to the [`World`].
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#[inline]
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pub fn iter_entities(&self) -> impl Iterator<Item = Entity> + '_ {
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self.archetypes
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.iter()
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.flat_map(|archetype| archetype.entities().iter().copied())
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}
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/// Retrieves an [`EntityMut`] that exposes read and write operations for the given `entity`.
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/// Returns [`None`] if the `entity` does not exist. Use [`World::entity_mut`] if you don't want
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/// to unwrap the [`EntityMut`] yourself.
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@ -1634,7 +1644,7 @@ mod tests {
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system::Resource,
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};
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use bevy_ecs_macros::Component;
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use bevy_utils::HashSet;
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use bevy_utils::{HashMap, HashSet};
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use std::{
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any::TypeId,
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panic,
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@ -1907,4 +1917,73 @@ mod tests {
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[Some(baz_id)].into()
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);
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}
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#[test]
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fn iterate_entities() {
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let mut world = World::new();
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let mut entity_counters = HashMap::new();
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let iterate_and_count_entities = |world: &World, entity_counters: &mut HashMap<_, _>| {
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entity_counters.clear();
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for entity in world.iter_entities() {
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let counter = entity_counters.entry(entity).or_insert(0);
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*counter += 1;
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}
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};
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// Adding one entity and validating iteration
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let ent0 = world.spawn((Foo, Bar, Baz)).id();
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iterate_and_count_entities(&world, &mut entity_counters);
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assert_eq!(entity_counters[&ent0], 1);
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assert_eq!(entity_counters.len(), 1);
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// Spawning three more entities and then validating iteration
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let ent1 = world.spawn((Foo, Bar)).id();
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let ent2 = world.spawn((Bar, Baz)).id();
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let ent3 = world.spawn((Foo, Baz)).id();
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iterate_and_count_entities(&world, &mut entity_counters);
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assert_eq!(entity_counters[&ent0], 1);
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assert_eq!(entity_counters[&ent1], 1);
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assert_eq!(entity_counters[&ent2], 1);
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assert_eq!(entity_counters[&ent3], 1);
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assert_eq!(entity_counters.len(), 4);
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// Despawning first entity and then validating the iteration
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assert!(world.despawn(ent0));
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iterate_and_count_entities(&world, &mut entity_counters);
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assert_eq!(entity_counters[&ent1], 1);
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assert_eq!(entity_counters[&ent2], 1);
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assert_eq!(entity_counters[&ent3], 1);
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assert_eq!(entity_counters.len(), 3);
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// Spawning three more entities, despawning three and then validating the iteration
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let ent4 = world.spawn(Foo).id();
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let ent5 = world.spawn(Bar).id();
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let ent6 = world.spawn(Baz).id();
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assert!(world.despawn(ent2));
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assert!(world.despawn(ent3));
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assert!(world.despawn(ent4));
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iterate_and_count_entities(&world, &mut entity_counters);
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assert_eq!(entity_counters[&ent1], 1);
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assert_eq!(entity_counters[&ent5], 1);
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assert_eq!(entity_counters[&ent6], 1);
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assert_eq!(entity_counters.len(), 3);
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// Despawning remaining entities and then validating the iteration
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assert!(world.despawn(ent1));
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assert!(world.despawn(ent5));
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assert!(world.despawn(ent6));
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iterate_and_count_entities(&world, &mut entity_counters);
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assert_eq!(entity_counters.len(), 0);
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}
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}
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@ -42,12 +42,7 @@ impl DynamicScene {
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let mut builder =
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DynamicSceneBuilder::from_world_with_type_registry(world, type_registry.clone());
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builder.extract_entities(
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world
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.archetypes()
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.iter()
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.flat_map(|archetype| archetype.entities().iter().copied()),
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);
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builder.extract_entities(world.iter_entities());
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builder.build()
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}
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