use crate::{ component::Component, entity::Entity, query::{ Fetch, FilterFetch, NopFetch, QueryCombinationIter, QueryEntityError, QueryIter, QueryState, WorldQuery, }, world::{Mut, World}, }; use bevy_tasks::TaskPool; use std::{any::TypeId, fmt::Debug}; use thiserror::Error; /// Provides scoped access to components in a [`World`]. /// /// Queries enable iteration over entities and their components as well as filtering them /// on certain conditions. A query matches its parameters against the world to produce a series /// of results. Each *query result* is a tuple of components (the same components defined /// in the query) that belong to the same entity. /// /// Computational cost of queries is reduced by the fact that they have an internal archetype /// cache to avoid re-computing archetype matches on each query access. /// /// Query functionality is based on the [`WorldQuery`] trait. Both tuples of components /// (up to 16 elements) and query filters implement this trait. /// /// `Query` accepts two type parameters: /// /// 1. **Component access:** the components that an entity must have at the same time to yield /// a query result. /// 2. **Query filters (optional):** a predicate that ignores query results that don't match /// its conditions. /// /// # Usage as system parameter /// /// A query is defined by declaring it as a system parameter. This section shows the various /// use cases of `Query` as a system parameter. /// /// ## Immutable component access /// /// The following example defines a query that gives an iterator over `(&ComponentA, &ComponentB)` /// tuples, where `ComponentA` and `ComponentB` belong to the same entity. Accessing components /// immutably helps system parallelization. /// /// ``` /// # use bevy_ecs::component::Component; /// # use bevy_ecs::system::IntoSystem; /// # use bevy_ecs::system::Query; /// # #[derive(Component)] /// # struct ComponentA; /// # #[derive(Component)] /// # struct ComponentB; /// # fn system( /// query: Query<(&ComponentA, &ComponentB)> /// # ) {} /// # system.system(); /// ``` /// /// ## Mutable component access /// /// The following example is similar to the previous one, with the exception of `ComponentA` /// being accessed mutably here. Note that both mutable and immutable accesses are allowed /// in the same query. /// /// ``` /// # use bevy_ecs::component::Component; /// # use bevy_ecs::system::IntoSystem; /// # use bevy_ecs::system::Query; /// # #[derive(Component)] /// # struct ComponentA; /// # #[derive(Component)] /// # struct ComponentB; /// # fn system( /// // `ComponentA` is accessed mutably, while `ComponentB` is accessed immutably. /// mut query: Query<(&mut ComponentA, &ComponentB)> /// # ) {} /// # system.system(); /// ``` /// /// Two systems cannot be executed in parallel if both access a certain component and /// at least one of the accesses is mutable, unless the schedule can verify that no entity /// could be found in both queries, as otherwise Rusts mutability Rules would be broken. /// /// Similarly, a system cannot contain two queries that would break Rust's mutability Rules. /// If you need such Queries, you can use Filters to make the Queries disjoint or use a /// [`QuerySet`](super::QuerySet). /// /// ## Entity ID access /// /// Inserting [`Entity`](crate::entity::Entity) at any position in the type parameter tuple /// will give access to the entity ID. /// /// ``` /// # use bevy_ecs::prelude::*; /// # #[derive(Component)] /// # struct ComponentA; /// # #[derive(Component)] /// # struct ComponentB; /// # fn system( /// query: Query<(Entity, &ComponentA, &ComponentB)> /// # ) {} /// # system.system(); /// ``` /// /// ## Query filtering /// /// The second, optional type parameter of query, is used for filters can be added to filter /// out the query results that don't satisfy the given condition. /// /// ``` /// # use bevy_ecs::prelude::*; /// # #[derive(Component)] /// # struct ComponentA; /// # #[derive(Component)] /// # struct ComponentB; /// # #[derive(Component)] /// # struct ComponentC; /// # fn system( /// // `ComponentC` data won't be accessed, but only entities that contain it will be queried. /// query: Query<(&ComponentA, &ComponentB), With> /// # ) {} /// # system.system(); /// ``` /// /// If you need to apply more filters in a single query, group them into a tuple: /// /// ``` /// # use bevy_ecs::prelude::*; /// # #[derive(Component)] /// # struct ComponentA; /// # #[derive(Component)] /// # struct ComponentB; /// # #[derive(Component)] /// # struct ComponentC; /// # fn system( /// // Similar to the previous query, but with the addition of a `Changed` filter. /// query: Query<(&ComponentA, &ComponentB), (With, Changed)> /// # ) {} /// # system.system(); /// ``` /// /// The following list contains all the available query filters: /// /// - [`Added`](crate::query::Added) /// - [`Changed`](crate::query::Changed) /// - [`With`](crate::query::With) /// - [`Without`](crate::query::Without) /// - [`Or`](crate::query::Or) /// /// ## Optional component access /// /// A component can be made optional in a query by wrapping it into an [`Option`]. In the /// following example, the query will iterate over components of both entities that contain /// `ComponentA` and `ComponentB`, and entities that contain `ComponentA` but not `ComponentB`. /// /// ``` /// # use bevy_ecs::prelude::*; /// # #[derive(Component)] /// # struct ComponentA; /// # #[derive(Component)] /// # struct ComponentB; /// # fn system( /// query: Query<(&ComponentA, Option<&ComponentB>)> /// # ) {} /// # system.system(); /// ``` /// /// If an entity does not contain a component, its corresponding query result value will be /// `None`. Optional components increase the number of entities a query has to match against, /// therefore they can hurt iteration performance, especially in the worst case scenario where /// the query solely consists of only optional components, since all entities will be iterated /// over. /// /// ## Single component access /// /// If just a single component needs to be accessed, using a tuple as the first type parameter /// of `Query` can be omitted. /// /// ``` /// # use bevy_ecs::prelude::*; /// # #[derive(Component)] /// # struct MyComponent; /// # fn tuple_system( /// // This is correct, but can be avoided. /// query: Query<(&MyComponent,)> /// # ) {} /// # tuple_system.system(); /// /// # fn non_tuple_system( /// // This is the preferred method. /// query: Query<&MyComponent> /// # ) {} /// # non_tuple_system.system(); /// ``` /// /// # Usage of query results /// /// Inside the body of the system function, the `Query` is available as a function parameter. /// This section shows various methods to access query results. /// /// ## Iteration over every query result /// /// The [`iter`](Self::iter) and [`iter_mut`](Self::iter_mut) methods are used to iterate /// over every query result. Refer to the /// [`Iterator` API docs](https://doc.rust-lang.org/stable/std/iter/trait.Iterator.html) /// for advanced iterator usage. /// /// ``` /// # use bevy_ecs::prelude::*; /// # #[derive(Component)] /// # struct ComponentA; /// # #[derive(Component)] /// # struct ComponentB; /// fn immutable_query_system(query: Query<(&ComponentA, &ComponentB)>) { /// for (a, b) in query.iter() { /// // Here, `a` and `b` are normal references to components, relatively of /// // `&ComponentA` and `&ComponentB` types. /// } /// } /// # immutable_query_system.system(); /// /// fn mutable_query_system(mut query: Query<(&mut ComponentA, &ComponentB)>) { /// for (mut a, b) in query.iter_mut() { /// // Similar to the above system, but this time `ComponentA` can be accessed mutably. /// // Note the usage of `mut` in the tuple and the call to `iter_mut` instead of `iter`. /// } /// } /// # mutable_query_system.system(); /// ``` /// /// ## Getting the query result for a particular entity /// /// If you have an [`Entity`] ID, you can use the [`get`](Self::get) or /// [`get_mut`](Self::get_mut) methods to access the query result for that particular entity. /// /// ## Getting a single query result /// /// While it's possible to get a single result from a query by using `iter.next()`, a more /// idiomatic approach would use the [`single`](Self::single) or [`single_mut`](Self::single_mut) /// methods instead. Keep in mind though that they will return a [`QuerySingleError`] if the /// number of query results differ from being exactly one. If that's the case, use `iter.next()` /// (or `iter_mut.next()`) to only get the first query result. pub struct Query<'world, 'state, Q: WorldQuery, F: WorldQuery = ()> where F::Fetch: FilterFetch, { pub(crate) world: &'world World, pub(crate) state: &'state QueryState, pub(crate) last_change_tick: u32, pub(crate) change_tick: u32, } impl<'w, 's, Q: WorldQuery, F: WorldQuery> Query<'w, 's, Q, F> where F::Fetch: FilterFetch, { /// Creates a new query. /// /// # Safety /// /// This will create a query that could violate memory safety rules. Make sure that this is only /// called in ways that ensure the queries have unique mutable access. #[inline] pub(crate) unsafe fn new( world: &'w World, state: &'s QueryState, last_change_tick: u32, change_tick: u32, ) -> Self { Self { world, state, last_change_tick, change_tick, } } /// Returns an [`Iterator`] over the query results. /// /// This can only return immutable data (mutable data will be cast to an immutable form). /// See [`Self::iter_mut`] for queries that contain at least one mutable component. /// /// # Example /// /// Here, the `report_names_system` iterates over the `Player` component of every entity /// that contains it: /// /// ``` /// # use bevy_ecs::prelude::*; /// # /// # #[derive(Component)] /// # struct Player { name: String } /// # /// fn report_names_system(query: Query<&Player>) { /// for player in query.iter() { /// println!("Say hello to {}!", player.name); /// } /// } /// # report_names_system.system(); /// ``` #[inline] pub fn iter(&'s self) -> QueryIter<'w, 's, Q, Q::ReadOnlyFetch, F> { // SAFE: system runs without conflicts with other systems. // same-system queries have runtime borrow checks when they conflict unsafe { self.state .iter_unchecked_manual(self.world, self.last_change_tick, self.change_tick) } } /// Returns an [`Iterator`] over the query results. /// /// # Example /// /// Here, the `gravity_system` iterates over the `Velocity` component of every entity in /// the world that contains it in order to update it: /// /// ``` /// # use bevy_ecs::prelude::*; /// # /// # #[derive(Component)] /// # struct Velocity { x: f32, y: f32, z: f32 } /// fn gravity_system(mut query: Query<&mut Velocity>) { /// const DELTA: f32 = 1.0 / 60.0; /// for mut velocity in query.iter_mut() { /// velocity.y -= 9.8 * DELTA; /// } /// } /// # gravity_system.system(); /// ``` #[inline] pub fn iter_mut(&mut self) -> QueryIter<'_, '_, Q, Q::Fetch, F> { // SAFE: system runs without conflicts with other systems. // same-system queries have runtime borrow checks when they conflict unsafe { self.state .iter_unchecked_manual(self.world, self.last_change_tick, self.change_tick) } } /// Returns an [`Iterator`] over all possible combinations of `K` query results without repetition. /// This can only return immutable data /// /// For permutations of size K of query returning N results, you will get: /// - if K == N: one permutation of all query results /// - if K < N: all possible K-sized combinations of query results, without repetition /// - if K > N: empty set (no K-sized combinations exist) #[inline] pub fn iter_combinations( &self, ) -> QueryCombinationIter<'_, '_, Q, Q::ReadOnlyFetch, F, K> { // SAFE: system runs without conflicts with other systems. // same-system queries have runtime borrow checks when they conflict unsafe { self.state.iter_combinations_unchecked_manual( self.world, self.last_change_tick, self.change_tick, ) } } /// Iterates over all possible combinations of `K` query results without repetition. /// /// The returned value is not an `Iterator`, because that would lead to aliasing of mutable references. /// In order to iterate it, use `fetch_next` method with `while let Some(..)` loop pattern. /// /// ``` /// # use bevy_ecs::prelude::*; /// #[derive(Component)] /// # struct A; /// # fn some_system(mut query: Query<&mut A>) { /// // iterate using `fetch_next` in while loop /// let mut combinations = query.iter_combinations_mut(); /// while let Some([mut a, mut b]) = combinations.fetch_next() { /// // mutably access components data /// } /// # } /// ``` /// /// There is no `for_each` method, because it cannot be safely implemented /// due to a [compiler bug](https://github.com/rust-lang/rust/issues/62529). /// /// For immutable access see [`Query::iter_combinations`]. #[inline] pub fn iter_combinations_mut( &mut self, ) -> QueryCombinationIter<'_, '_, Q, Q::Fetch, F, K> { // SAFE: system runs without conflicts with other systems. // same-system queries have runtime borrow checks when they conflict unsafe { self.state.iter_combinations_unchecked_manual( self.world, self.last_change_tick, self.change_tick, ) } } /// Returns an [`Iterator`] over the query results. /// /// # Safety /// /// This function makes it possible to violate Rust's aliasing guarantees. You must make sure /// this call does not result in multiple mutable references to the same component #[inline] pub unsafe fn iter_unsafe(&'s self) -> QueryIter<'w, 's, Q, Q::Fetch, F> { // SEMI-SAFE: system runs without conflicts with other systems. // same-system queries have runtime borrow checks when they conflict self.state .iter_unchecked_manual(self.world, self.last_change_tick, self.change_tick) } /// Iterates over all possible combinations of `K` query results without repetition. /// See [`Query::iter_combinations`]. /// /// # Safety /// This allows aliased mutability. You must make sure this call does not result in multiple /// mutable references to the same component #[inline] pub unsafe fn iter_combinations_unsafe( &self, ) -> QueryCombinationIter<'_, '_, Q, Q::Fetch, F, K> { // SEMI-SAFE: system runs without conflicts with other systems. // same-system queries have runtime borrow checks when they conflict self.state.iter_combinations_unchecked_manual( self.world, self.last_change_tick, self.change_tick, ) } /// Runs `f` on each query result. This is faster than the equivalent iter() method, but cannot /// be chained like a normal [`Iterator`]. /// /// This can only pass in immutable data, see [`Self::for_each_mut`] for mutable access. /// /// # Example /// /// Here, the `report_names_system` iterates over the `Player` component of every entity /// that contains it: /// /// ``` /// # use bevy_ecs::prelude::*; /// # /// # #[derive(Component)] /// # struct Player { name: String } /// # /// fn report_names_system(query: Query<&Player>) { /// query.for_each(|player| { /// println!("Say hello to {}!", player.name); /// }); /// } /// # report_names_system.system(); /// ``` #[inline] pub fn for_each>::Item)>(&'s self, f: FN) { // SAFE: system runs without conflicts with other systems. // same-system queries have runtime borrow checks when they conflict unsafe { self.state .for_each_unchecked_manual::( self.world, f, self.last_change_tick, self.change_tick, ) }; } /// Runs `f` on each query result. This is faster than the equivalent iter() method, but cannot /// be chained like a normal [`Iterator`]. /// /// # Example /// /// Here, the `gravity_system` iterates over the `Velocity` component of every entity in /// the world that contains it in order to update it: /// /// ``` /// # use bevy_ecs::prelude::*; /// # /// # #[derive(Component)] /// # struct Velocity { x: f32, y: f32, z: f32 } /// fn gravity_system(mut query: Query<&mut Velocity>) { /// const DELTA: f32 = 1.0 / 60.0; /// query.for_each_mut(|mut velocity| { /// velocity.y -= 9.8 * DELTA; /// }); /// } /// # gravity_system.system(); /// ``` #[inline] pub fn for_each_mut<'a, FN: FnMut(>::Item)>(&'a mut self, f: FN) { // SAFE: system runs without conflicts with other systems. same-system queries have runtime // borrow checks when they conflict unsafe { self.state.for_each_unchecked_manual::( self.world, f, self.last_change_tick, self.change_tick, ) }; } /// Runs `f` on each query result in parallel using the given task pool. /// /// This can only be called for immutable data, see [`Self::par_for_each_mut`] for /// mutable access. #[inline] pub fn par_for_each>::Item) + Send + Sync + Clone>( &'s self, task_pool: &TaskPool, batch_size: usize, f: FN, ) { // SAFE: system runs without conflicts with other systems. same-system queries have runtime // borrow checks when they conflict unsafe { self.state .par_for_each_unchecked_manual::( self.world, task_pool, batch_size, f, self.last_change_tick, self.change_tick, ) }; } /// Runs `f` on each query result in parallel using the given task pool. #[inline] pub fn par_for_each_mut<'a, FN: Fn(>::Item) + Send + Sync + Clone>( &'a mut self, task_pool: &TaskPool, batch_size: usize, f: FN, ) { // SAFE: system runs without conflicts with other systems. same-system queries have runtime // borrow checks when they conflict unsafe { self.state.par_for_each_unchecked_manual::( self.world, task_pool, batch_size, f, self.last_change_tick, self.change_tick, ) }; } /// Returns the query result for the given [`Entity`]. /// /// In case of a nonexisting entity or mismatched component, a [`QueryEntityError`] is /// returned instead. /// /// This can only return immutable data (mutable data will be cast to an immutable form). /// See [`get_mut`](Self::get_mut) for queries that contain at least one mutable component. /// /// # Example /// /// Here, `get` is used to retrieve the exact query result of the entity specified by the /// `SelectedCharacter` resource. /// /// ``` /// # use bevy_ecs::prelude::*; /// # /// # struct SelectedCharacter { entity: Entity } /// # #[derive(Component)] /// # struct Character { name: String } /// # /// fn print_selected_character_name_system( /// query: Query<&Character>, /// selection: Res /// ) /// { /// if let Ok(selected_character) = query.get(selection.entity) { /// println!("{}", selected_character.name); /// } /// } /// # print_selected_character_name_system.system(); /// ``` #[inline] pub fn get( &'s self, entity: Entity, ) -> Result<>::Item, QueryEntityError> { // SAFE: system runs without conflicts with other systems. // same-system queries have runtime borrow checks when they conflict unsafe { self.state.get_unchecked_manual::( self.world, entity, self.last_change_tick, self.change_tick, ) } } /// Returns the query result for the given [`Entity`]. /// /// In case of a nonexisting entity or mismatched component, a [`QueryEntityError`] is /// returned instead. /// /// # Example /// /// Here, `get_mut` is used to retrieve the exact query result of the entity specified by the /// `PoisonedCharacter` resource. /// /// ``` /// # use bevy_ecs::prelude::*; /// # /// # struct PoisonedCharacter { character_id: Entity } /// # #[derive(Component)] /// # struct Health(u32); /// # /// fn poison_system(mut query: Query<&mut Health>, poisoned: Res) { /// if let Ok(mut health) = query.get_mut(poisoned.character_id) { /// health.0 -= 1; /// } /// } /// # poison_system.system(); /// ``` #[inline] pub fn get_mut( &mut self, entity: Entity, ) -> Result<::Item, QueryEntityError> { // SAFE: system runs without conflicts with other systems. // same-system queries have runtime borrow checks when they conflict unsafe { self.state.get_unchecked_manual::( self.world, entity, self.last_change_tick, self.change_tick, ) } } /// Returns the query result for the given [`Entity`]. /// /// In case of a nonexisting entity or mismatched component, a [`QueryEntityError`] is /// returned instead. /// /// # Safety /// /// This function makes it possible to violate Rust's aliasing guarantees. You must make sure /// this call does not result in multiple mutable references to the same component #[inline] pub unsafe fn get_unchecked( &'s self, entity: Entity, ) -> Result<>::Item, QueryEntityError> { // SEMI-SAFE: system runs without conflicts with other systems. // same-system queries have runtime borrow checks when they conflict self.state.get_unchecked_manual::( self.world, entity, self.last_change_tick, self.change_tick, ) } /// Returns a reference to the [`Entity`]'s [`Component`] of the given type. /// /// In case of a nonexisting entity or mismatched component, a [`QueryEntityError`] is /// returned instead. /// /// # Example /// /// Here, `get_component` is used to retrieve the `Character` component of the entity /// specified by the `SelectedCharacter` resource. /// /// ``` /// # use bevy_ecs::prelude::*; /// # /// # struct SelectedCharacter { entity: Entity } /// # #[derive(Component)] /// # struct Character { name: String } /// # /// fn print_selected_character_name_system( /// query: Query<&Character>, /// selection: Res /// ) /// { /// if let Ok(selected_character) = query.get_component::(selection.entity) { /// println!("{}", selected_character.name); /// } /// } /// # print_selected_character_name_system.system(); /// ``` #[inline] pub fn get_component(&self, entity: Entity) -> Result<&T, QueryComponentError> { let world = self.world; let entity_ref = world .get_entity(entity) .ok_or(QueryComponentError::NoSuchEntity)?; let component_id = world .components() .get_id(TypeId::of::()) .ok_or(QueryComponentError::MissingComponent)?; let archetype_component = entity_ref .archetype() .get_archetype_component_id(component_id) .ok_or(QueryComponentError::MissingComponent)?; if self .state .archetype_component_access .has_read(archetype_component) { entity_ref .get::() .ok_or(QueryComponentError::MissingComponent) } else { Err(QueryComponentError::MissingReadAccess) } } /// Returns a mutable reference to the [`Entity`]'s [`Component`] of the given type. /// /// In case of a nonexisting entity or mismatched component, a [`QueryEntityError`] is /// returned instead. /// /// # Example /// /// Here, `get_component_mut` is used to retrieve the `Health` component of the entity /// specified by the `PoisonedCharacter` resource. /// /// ``` /// # use bevy_ecs::prelude::*; /// # /// # struct PoisonedCharacter { character_id: Entity } /// # #[derive(Component)] /// # struct Health(u32); /// # /// fn poison_system(mut query: Query<&mut Health>, poisoned: Res) { /// if let Ok(mut health) = query.get_component_mut::(poisoned.character_id) { /// health.0 -= 1; /// } /// } /// # poison_system.system(); /// ``` #[inline] pub fn get_component_mut( &mut self, entity: Entity, ) -> Result, QueryComponentError> { // SAFE: unique access to query (preventing aliased access) unsafe { self.get_component_unchecked_mut(entity) } } /// Returns a mutable reference to the [`Entity`]'s [`Component`] of the given type. /// /// In case of a nonexisting entity or mismatched component, a [`QueryEntityError`] is /// returned instead. /// /// # Safety /// /// This function makes it possible to violate Rust's aliasing guarantees. You must make sure /// this call does not result in multiple mutable references to the same component #[inline] pub unsafe fn get_component_unchecked_mut( &self, entity: Entity, ) -> Result, QueryComponentError> { let world = self.world; let entity_ref = world .get_entity(entity) .ok_or(QueryComponentError::NoSuchEntity)?; let component_id = world .components() .get_id(TypeId::of::()) .ok_or(QueryComponentError::MissingComponent)?; let archetype_component = entity_ref .archetype() .get_archetype_component_id(component_id) .ok_or(QueryComponentError::MissingComponent)?; if self .state .archetype_component_access .has_write(archetype_component) { entity_ref .get_unchecked_mut::(self.last_change_tick, self.change_tick) .ok_or(QueryComponentError::MissingComponent) } else { Err(QueryComponentError::MissingWriteAccess) } } /// Returns a single immutable query result when there is exactly one entity matching /// the query. /// /// This can only return immutable data. Use [`single_mut`](Self::single_mut) for /// queries that contain at least one mutable component. /// /// # Example /// /// ``` /// # use bevy_ecs::prelude::*; /// # #[derive(Component)] /// # struct Player; /// # #[derive(Component)] /// # struct Position(f32, f32); /// fn player_system(query: Query<&Position, With>) { /// let player_position = query.single(); /// // do something with player_position /// } /// # player_system.system(); /// ``` /// /// # Panics /// /// Panics if the number of query results is not exactly one. Use /// [`get_single`](Self::get_single) to return a `Result` instead of panicking. #[track_caller] pub fn single(&'s self) -> >::Item { self.get_single().unwrap() } /// Returns a single immutable query result when there is exactly one entity matching /// the query. /// /// This can only return immutable data. Use [`get_single_mut`](Self::get_single_mut) /// for queries that contain at least one mutable component. /// /// If the number of query results is not exactly one, a [`QuerySingleError`] is returned /// instead. /// /// # Example /// /// ``` /// # use bevy_ecs::prelude::*; /// # use bevy_ecs::system::QuerySingleError; /// # #[derive(Component)] /// # struct PlayerScore(i32); /// fn player_scoring_system(query: Query<&PlayerScore>) { /// match query.get_single() { /// Ok(PlayerScore(score)) => { /// println!("Score: {}", score); /// } /// Err(QuerySingleError::NoEntities(_)) => { /// println!("Error: There is no player!"); /// } /// Err(QuerySingleError::MultipleEntities(_)) => { /// println!("Error: There is more than one player!"); /// } /// } /// } /// # player_scoring_system.system(); /// ``` pub fn get_single( &'s self, ) -> Result<>::Item, QuerySingleError> { let mut query = self.iter(); let first = query.next(); let extra = query.next().is_some(); match (first, extra) { (Some(r), false) => Ok(r), (None, _) => Err(QuerySingleError::NoEntities(std::any::type_name::())), (Some(_), _) => Err(QuerySingleError::MultipleEntities(std::any::type_name::< Self, >())), } } /// Returns a single mutable query result when there is exactly one entity matching /// the query. /// /// # Example /// /// ``` /// # use bevy_ecs::prelude::*; /// # /// # #[derive(Component)] /// # struct Player; /// # #[derive(Component)] /// # struct Health(u32); /// # /// fn regenerate_player_health_system(mut query: Query<&mut Health, With>) { /// let mut health = query.single_mut(); /// health.0 += 1; /// } /// # regenerate_player_health_system.system(); /// ``` /// /// # Panics /// /// Panics if the number of query results is not exactly one. Use /// [`get_single_mut`](Self::get_single_mut) to return a `Result` instead of panicking. #[track_caller] pub fn single_mut(&mut self) -> >::Item { self.get_single_mut().unwrap() } /// Returns a single mutable query result when there is exactly one entity matching /// the query. /// /// If the number of query results is not exactly one, a [`QuerySingleError`] is returned /// instead. /// /// # Example /// /// ``` /// # use bevy_ecs::prelude::*; /// # /// # #[derive(Component)] /// # struct Player; /// # #[derive(Component)] /// # struct Health(u32); /// # /// fn regenerate_player_health_system(mut query: Query<&mut Health, With>) { /// let mut health = query.get_single_mut().expect("Error: Could not find a single player."); /// health.0 += 1; /// } /// # regenerate_player_health_system.system(); /// ``` pub fn get_single_mut( &mut self, ) -> Result<>::Item, QuerySingleError> { let mut query = self.iter_mut(); let first = query.next(); let extra = query.next().is_some(); match (first, extra) { (Some(r), false) => Ok(r), (None, _) => Err(QuerySingleError::NoEntities(std::any::type_name::())), (Some(_), _) => Err(QuerySingleError::MultipleEntities(std::any::type_name::< Self, >())), } } /// Returns `true` if there are no query results. /// /// # Example /// /// Here, the score is increased only if an entity with a `Player` component is present /// in the world: /// /// ``` /// # use bevy_ecs::prelude::*; /// # /// # #[derive(Component)] /// # struct Player; /// # #[derive(Component)] /// # struct Score(u32); /// fn update_score_system(query: Query<(), With>, mut score: ResMut) { /// if !query.is_empty() { /// score.0 += 1; /// } /// } /// # update_score_system.system(); /// ``` #[inline] pub fn is_empty(&self) -> bool { self.state .is_empty(self.world, self.last_change_tick, self.change_tick) } /// Returns `true` if the given [`Entity`] matches the query. /// /// # Example /// /// ``` /// # use bevy_ecs::prelude::*; /// # /// # #[derive(Component)] /// # struct InRange; /// # /// # struct Target { /// # entity: Entity, /// # } /// # /// fn targeting_system(in_range_query: Query<&InRange>, target: Res) { /// if in_range_query.contains(target.entity) { /// println!("Bam!") /// } /// } /// # targeting_system.system(); /// ``` #[inline] pub fn contains(&self, entity: Entity) -> bool { // SAFE: NopFetch does not access any members while &self ensures no one has exclusive access unsafe { self.state .get_unchecked_manual::>( self.world, entity, self.last_change_tick, self.change_tick, ) .is_ok() } } } /// An error that occurs when retrieving a specific [`Entity`]'s component from a [`Query`] #[derive(Error, Debug)] pub enum QueryComponentError { #[error("This query does not have read access to the requested component.")] MissingReadAccess, #[error("This query does not have write access to the requested component.")] MissingWriteAccess, #[error("The given entity does not have the requested component.")] MissingComponent, #[error("The requested entity does not exist.")] NoSuchEntity, } /// An error that occurs when evaluating a [`Query`] as a single expected resulted via /// [`Query::single`] or [`Query::single_mut`]. #[derive(Debug, Error)] pub enum QuerySingleError { #[error("No entities fit the query {0}")] NoEntities(&'static str), #[error("Multiple entities fit the query {0}!")] MultipleEntities(&'static str), }