mirror of
https://github.com/bevyengine/bevy
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aa4170d9a4
# Objective - Follow up of https://github.com/bevyengine/bevy/pull/7267 ## Solution - Rename schedule_v3 to schedule - Suppress "module inception" lint
1153 lines
35 KiB
Rust
1153 lines
35 KiB
Rust
mod command_queue;
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mod parallel_scope;
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use crate::{
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bundle::Bundle,
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entity::{Entities, Entity},
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world::{FromWorld, World},
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};
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use bevy_utils::tracing::{error, info};
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pub use command_queue::CommandQueue;
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pub use parallel_scope::*;
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use std::marker::PhantomData;
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use super::Resource;
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/// A [`World`] mutation.
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///
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/// Should be used with [`Commands::add`].
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///
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/// # Usage
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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/// # use bevy_ecs::system::Command;
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/// // Our world resource
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/// #[derive(Resource, Default)]
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/// struct Counter(u64);
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///
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/// // Our custom command
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/// struct AddToCounter(u64);
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///
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/// impl Command for AddToCounter {
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/// fn write(self, world: &mut World) {
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/// let mut counter = world.get_resource_or_insert_with(Counter::default);
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/// counter.0 += self.0;
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/// }
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/// }
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///
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/// fn some_system(mut commands: Commands) {
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/// commands.add(AddToCounter(42));
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/// }
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/// ```
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pub trait Command: Send + 'static {
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fn write(self, world: &mut World);
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}
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/// A [`Command`] queue to perform impactful changes to the [`World`].
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///
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/// Since each command requires exclusive access to the `World`,
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/// all queued commands are automatically applied in sequence
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/// when the [`apply_system_buffers`] system runs.
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///
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/// The command queue of an individual system can also be manually applied
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/// by calling [`System::apply_buffers`].
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/// Similarly, the command queue of a schedule can be manually applied via [`Schedule::apply_system_buffers`].
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///
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/// Each command can be used to modify the [`World`] in arbitrary ways:
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/// * spawning or despawning entities
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/// * inserting components on new or existing entities
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/// * inserting resources
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/// * etc.
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///
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/// # Usage
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///
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/// Add `mut commands: Commands` as a function argument to your system to get a copy of this struct that will be applied the next time a copy of [`apply_system_buffers`] runs.
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/// Commands are almost always used as a [`SystemParam`](crate::system::SystemParam).
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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/// #
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/// fn my_system(mut commands: Commands) {
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/// // ...
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/// }
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/// # bevy_ecs::system::assert_is_system(my_system);
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/// ```
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///
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/// # Implementing
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///
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/// Each built-in command is implemented as a separate method, e.g. [`spawn`](#method.spawn).
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/// In addition to the pre-defined command methods, you can add commands with any arbitrary
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/// behavior using [`Commands::add`](#method.add), which accepts any type implementing [`Command`].
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///
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/// Since closures and other functions implement this trait automatically, this allows one-shot,
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/// anonymous custom commands.
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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/// # fn foo(mut commands: Commands) {
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/// // NOTE: type inference fails here, so annotations are required on the closure.
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/// commands.add(|w: &mut World| {
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/// // Mutate the world however you want...
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/// # todo!();
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/// });
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/// # }
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/// ```
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///
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/// [`System::apply_buffers`]: crate::system::System::apply_buffers
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/// [`apply_system_buffers`]: crate::schedule::apply_system_buffers
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/// [`Schedule::apply_system_buffers`]: crate::schedule::Schedule::apply_system_buffers
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pub struct Commands<'w, 's> {
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queue: &'s mut CommandQueue,
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entities: &'w Entities,
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}
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impl<'w, 's> Commands<'w, 's> {
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/// Returns a new `Commands` instance from a [`CommandQueue`] and a [`World`].
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///
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/// It is not required to call this constructor when using `Commands` as a [system parameter].
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///
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/// [system parameter]: crate::system::SystemParam
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pub fn new(queue: &'s mut CommandQueue, world: &'w World) -> Self {
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Self {
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queue,
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entities: world.entities(),
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}
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}
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/// Returns a new `Commands` instance from a [`CommandQueue`] and an [`Entities`] reference.
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///
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/// It is not required to call this constructor when using `Commands` as a [system parameter].
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///
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/// [system parameter]: crate::system::SystemParam
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pub fn new_from_entities(queue: &'s mut CommandQueue, entities: &'w Entities) -> Self {
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Self { queue, entities }
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}
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/// Pushes a [`Command`] to the queue for creating a new empty [`Entity`],
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/// and returns its corresponding [`EntityCommands`].
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///
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/// See [`World::spawn_empty`] for more details.
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///
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/// # Example
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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///
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/// #[derive(Component)]
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/// struct Label(&'static str);
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/// #[derive(Component)]
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/// struct Strength(u32);
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/// #[derive(Component)]
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/// struct Agility(u32);
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///
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/// fn example_system(mut commands: Commands) {
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/// // Create a new empty entity and retrieve its id.
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/// let empty_entity = commands.spawn_empty().id();
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///
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/// // Create another empty entity, then add some component to it
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/// commands.spawn_empty()
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/// // adds a new component bundle to the entity
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/// .insert((Strength(1), Agility(2)))
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/// // adds a single component to the entity
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/// .insert(Label("hello world"));
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/// }
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/// # bevy_ecs::system::assert_is_system(example_system);
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/// ```
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///
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/// # See also
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///
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/// - [`spawn`](Self::spawn) to spawn an entity with a bundle.
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/// - [`spawn_batch`](Self::spawn_batch) to spawn entities with a bundle each.
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pub fn spawn_empty<'a>(&'a mut self) -> EntityCommands<'w, 's, 'a> {
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let entity = self.entities.reserve_entity();
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EntityCommands {
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entity,
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commands: self,
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}
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}
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/// Pushes a [`Command`] to the queue for creating a new [`Entity`] if the given one does not exists,
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/// and returns its corresponding [`EntityCommands`].
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///
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/// This method silently fails by returning `EntityCommands`
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/// even if the given `Entity` cannot be spawned.
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///
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/// See [`World::get_or_spawn`] for more details.
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///
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/// # Note
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///
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/// Spawning a specific `entity` value is rarely the right choice. Most apps should favor
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/// [`Commands::spawn`]. This method should generally only be used for sharing entities across
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/// apps, and only when they have a scheme worked out to share an ID space (which doesn't happen
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/// by default).
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pub fn get_or_spawn<'a>(&'a mut self, entity: Entity) -> EntityCommands<'w, 's, 'a> {
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self.add(GetOrSpawn { entity });
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EntityCommands {
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entity,
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commands: self,
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}
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}
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/// Pushes a [`Command`] to the queue for creating a new entity with the given [`Bundle`]'s components,
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/// and returns its corresponding [`EntityCommands`].
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///
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/// # Example
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///
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/// ```
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/// use bevy_ecs::prelude::*;
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///
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/// #[derive(Component)]
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/// struct Component1;
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/// #[derive(Component)]
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/// struct Component2;
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/// #[derive(Component)]
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/// struct Label(&'static str);
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/// #[derive(Component)]
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/// struct Strength(u32);
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/// #[derive(Component)]
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/// struct Agility(u32);
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///
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/// #[derive(Bundle)]
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/// struct ExampleBundle {
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/// a: Component1,
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/// b: Component2,
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/// }
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///
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/// fn example_system(mut commands: Commands) {
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/// // Create a new entity with a single component.
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/// commands.spawn(Component1);
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///
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/// // Create a new entity with a component bundle.
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/// commands.spawn(ExampleBundle {
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/// a: Component1,
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/// b: Component2,
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/// });
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///
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/// commands
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/// // Create a new entity with two components using a "tuple bundle".
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/// .spawn((Component1, Component2))
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/// // `spawn returns a builder, so you can insert more bundles like this:
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/// .insert((Strength(1), Agility(2)))
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/// // or insert single components like this:
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/// .insert(Label("hello world"));
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/// }
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/// # bevy_ecs::system::assert_is_system(example_system);
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/// ```
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///
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/// # See also
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///
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/// - [`spawn_empty`](Self::spawn_empty) to spawn an entity without any components.
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/// - [`spawn_batch`](Self::spawn_batch) to spawn entities with a bundle each.
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pub fn spawn<'a, T: Bundle>(&'a mut self, bundle: T) -> EntityCommands<'w, 's, 'a> {
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let mut e = self.spawn_empty();
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e.insert(bundle);
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e
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}
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/// Returns the [`EntityCommands`] for the requested [`Entity`].
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///
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/// # Panics
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///
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/// This method panics if the requested entity does not exist.
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///
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/// # Example
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///
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/// ```
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/// use bevy_ecs::prelude::*;
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///
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/// #[derive(Component)]
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/// struct Label(&'static str);
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/// #[derive(Component)]
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/// struct Strength(u32);
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/// #[derive(Component)]
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/// struct Agility(u32);
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///
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/// fn example_system(mut commands: Commands) {
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/// // Create a new, empty entity
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/// let entity = commands.spawn_empty().id();
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///
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/// commands.entity(entity)
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/// // adds a new component bundle to the entity
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/// .insert((Strength(1), Agility(2)))
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/// // adds a single component to the entity
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/// .insert(Label("hello world"));
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/// }
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/// # bevy_ecs::system::assert_is_system(example_system);
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/// ```
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///
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/// # See also
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///
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/// - [`get_entity`](Self::get_entity) for the fallible version.
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#[inline]
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#[track_caller]
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pub fn entity<'a>(&'a mut self, entity: Entity) -> EntityCommands<'w, 's, 'a> {
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self.get_entity(entity).unwrap_or_else(|| {
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panic!(
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"Attempting to create an EntityCommands for entity {entity:?}, which doesn't exist.",
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)
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})
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}
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/// Returns the [`EntityCommands`] for the requested [`Entity`], if it exists.
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///
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/// Returns `None` if the entity does not exist.
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///
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/// This method does not guarantee that `EntityCommands` will be successfully applied,
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/// since another command in the queue may delete the entity before them.
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///
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/// # Example
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///
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/// ```
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/// use bevy_ecs::prelude::*;
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///
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/// #[derive(Component)]
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/// struct Label(&'static str);
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/// fn example_system(mut commands: Commands) {
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/// // Create a new, empty entity
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/// let entity = commands.spawn_empty().id();
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///
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/// // Get the entity if it still exists, which it will in this case
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/// if let Some(mut entity_commands) = commands.get_entity(entity) {
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/// // adds a single component to the entity
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/// entity_commands.insert(Label("hello world"));
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/// }
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/// }
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/// # bevy_ecs::system::assert_is_system(example_system);
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/// ```
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///
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/// # See also
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///
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/// - [`entity`](Self::entity) for the panicking version.
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#[inline]
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#[track_caller]
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pub fn get_entity<'a>(&'a mut self, entity: Entity) -> Option<EntityCommands<'w, 's, 'a>> {
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self.entities.contains(entity).then_some(EntityCommands {
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entity,
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commands: self,
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})
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}
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/// Pushes a [`Command`] to the queue for creating entities with a particular [`Bundle`] type.
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///
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/// `bundles_iter` is a type that can be converted into a `Bundle` iterator
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/// (it can also be a collection).
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///
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/// This method is equivalent to iterating `bundles_iter`
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/// and calling [`spawn`](Self::spawn) on each bundle,
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/// but it is faster due to memory pre-allocation.
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///
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/// # Example
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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/// #
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/// # #[derive(Component)]
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/// # struct Name(String);
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/// # #[derive(Component)]
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/// # struct Score(u32);
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/// #
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/// # fn system(mut commands: Commands) {
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/// commands.spawn_batch(vec![
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/// (
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/// Name("Alice".to_string()),
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/// Score(0),
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/// ),
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/// (
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/// Name("Bob".to_string()),
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/// Score(0),
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/// ),
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/// ]);
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/// # }
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/// # bevy_ecs::system::assert_is_system(system);
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/// ```
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///
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/// # See also
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///
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/// - [`spawn`](Self::spawn) to spawn an entity with a bundle.
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/// - [`spawn_empty`](Self::spawn_empty) to spawn an entity without any components.
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pub fn spawn_batch<I>(&mut self, bundles_iter: I)
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where
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I: IntoIterator + Send + Sync + 'static,
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I::Item: Bundle,
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{
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self.queue.push(SpawnBatch { bundles_iter });
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}
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/// Pushes a [`Command`] to the queue for creating entities, if needed,
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/// and for adding a bundle to each entity.
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///
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/// `bundles_iter` is a type that can be converted into an ([`Entity`], [`Bundle`]) iterator
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/// (it can also be a collection).
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///
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/// When the command is applied,
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/// for each (`Entity`, `Bundle`) pair in the given `bundles_iter`,
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/// the `Entity` is spawned, if it does not exist already.
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/// Then, the `Bundle` is added to the entity.
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///
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/// This method is equivalent to iterating `bundles_iter`,
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/// calling [`get_or_spawn`](Self::get_or_spawn) for each bundle,
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/// and passing it to [`insert`](EntityCommands::insert),
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/// but it is faster due to memory pre-allocation.
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///
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/// # Note
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///
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/// Spawning a specific `entity` value is rarely the right choice. Most apps should use [`Commands::spawn_batch`].
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/// This method should generally only be used for sharing entities across apps, and only when they have a scheme
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/// worked out to share an ID space (which doesn't happen by default).
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pub fn insert_or_spawn_batch<I, B>(&mut self, bundles_iter: I)
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where
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I: IntoIterator + Send + Sync + 'static,
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I::IntoIter: Iterator<Item = (Entity, B)>,
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B: Bundle,
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{
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self.queue.push(InsertOrSpawnBatch { bundles_iter });
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}
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/// Pushes a [`Command`] to the queue for inserting a [`Resource`] in the [`World`] with an inferred value.
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///
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/// The inferred value is determined by the [`FromWorld`] trait of the resource.
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/// When the command is applied,
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/// if the resource already exists, nothing happens.
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///
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/// See [`World::init_resource`] for more details.
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///
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/// # Example
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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/// #
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/// # #[derive(Resource, Default)]
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/// # struct Scoreboard {
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/// # current_score: u32,
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/// # high_score: u32,
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/// # }
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/// #
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/// # fn initialise_scoreboard(mut commands: Commands) {
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/// commands.init_resource::<Scoreboard>();
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/// # }
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/// # bevy_ecs::system::assert_is_system(initialise_scoreboard);
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/// ```
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pub fn init_resource<R: Resource + FromWorld>(&mut self) {
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self.queue.push(InitResource::<R> {
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_phantom: PhantomData::<R>::default(),
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});
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}
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/// Pushes a [`Command`] to the queue for inserting a [`Resource`] in the [`World`] with a specific value.
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///
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/// This will overwrite any previous value of the same resource type.
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///
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/// See [`World::insert_resource`] for more details.
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///
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/// # Example
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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/// #
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/// # #[derive(Resource)]
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/// # struct Scoreboard {
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/// # current_score: u32,
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/// # high_score: u32,
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/// # }
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/// #
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/// # fn system(mut commands: Commands) {
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/// commands.insert_resource(Scoreboard {
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/// current_score: 0,
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/// high_score: 0,
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/// });
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/// # }
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/// # bevy_ecs::system::assert_is_system(system);
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/// ```
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pub fn insert_resource<R: Resource>(&mut self, resource: R) {
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self.queue.push(InsertResource { resource });
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}
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/// Pushes a [`Command`] to the queue for removing a [`Resource`] from the [`World`].
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///
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/// See [`World::remove_resource`] for more details.
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///
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/// # Example
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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/// #
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/// # #[derive(Resource)]
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/// # struct Scoreboard {
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/// # current_score: u32,
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/// # high_score: u32,
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/// # }
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/// #
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/// # fn system(mut commands: Commands) {
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/// commands.remove_resource::<Scoreboard>();
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/// # }
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/// # bevy_ecs::system::assert_is_system(system);
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/// ```
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pub fn remove_resource<R: Resource>(&mut self) {
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self.queue.push(RemoveResource::<R> {
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phantom: PhantomData,
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});
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}
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/// Pushes a generic [`Command`] to the command queue.
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///
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/// `command` can be a built-in command, custom struct that implements [`Command`] or a closure
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/// that takes [`&mut World`](World) as an argument.
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///
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/// # Example
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///
|
|
/// ```
|
|
/// # use bevy_ecs::{system::Command, prelude::*};
|
|
/// #[derive(Resource, Default)]
|
|
/// struct Counter(u64);
|
|
///
|
|
/// struct AddToCounter(u64);
|
|
///
|
|
/// impl Command for AddToCounter {
|
|
/// fn write(self, world: &mut World) {
|
|
/// let mut counter = world.get_resource_or_insert_with(Counter::default);
|
|
/// counter.0 += self.0;
|
|
/// }
|
|
/// }
|
|
///
|
|
/// fn add_three_to_counter_system(mut commands: Commands) {
|
|
/// commands.add(AddToCounter(3));
|
|
/// }
|
|
/// fn add_twenty_five_to_counter_system(mut commands: Commands) {
|
|
/// commands.add(|world: &mut World| {
|
|
/// let mut counter = world.get_resource_or_insert_with(Counter::default);
|
|
/// counter.0 += 25;
|
|
/// });
|
|
/// }
|
|
|
|
/// # bevy_ecs::system::assert_is_system(add_three_to_counter_system);
|
|
/// # bevy_ecs::system::assert_is_system(add_twenty_five_to_counter_system);
|
|
/// ```
|
|
pub fn add<C: Command>(&mut self, command: C) {
|
|
self.queue.push(command);
|
|
}
|
|
}
|
|
|
|
/// A [`Command`] which gets executed for a given [`Entity`].
|
|
///
|
|
/// # Examples
|
|
///
|
|
/// ```
|
|
/// # use std::collections::HashSet;
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// use bevy_ecs::system::EntityCommand;
|
|
/// #
|
|
/// # #[derive(Component, PartialEq)]
|
|
/// # struct Name(String);
|
|
/// # impl Name {
|
|
/// # fn new(s: String) -> Self { Name(s) }
|
|
/// # fn as_str(&self) -> &str { &self.0 }
|
|
/// # }
|
|
///
|
|
/// #[derive(Resource, Default)]
|
|
/// struct Counter(i64);
|
|
///
|
|
/// /// A `Command` which names an entity based on a global counter.
|
|
/// struct CountName;
|
|
///
|
|
/// impl EntityCommand for CountName {
|
|
/// fn write(self, id: Entity, world: &mut World) {
|
|
/// // Get the current value of the counter, and increment it for next time.
|
|
/// let mut counter = world.resource_mut::<Counter>();
|
|
/// let i = counter.0;
|
|
/// counter.0 += 1;
|
|
///
|
|
/// // Name the entity after the value of the counter.
|
|
/// world.entity_mut(id).insert(Name::new(format!("Entity #{i}")));
|
|
/// }
|
|
/// }
|
|
///
|
|
/// // App creation boilerplate omitted...
|
|
/// # let mut world = World::new();
|
|
/// # world.init_resource::<Counter>();
|
|
/// #
|
|
/// # let mut setup_schedule = Schedule::new();
|
|
/// # setup_schedule.add_system(setup);
|
|
/// # let mut assert_schedule = Schedule::new();
|
|
/// # assert_schedule.add_system(assert_names);
|
|
/// #
|
|
/// # setup_schedule.run(&mut world);
|
|
/// # assert_schedule.run(&mut world);
|
|
///
|
|
/// fn setup(mut commands: Commands) {
|
|
/// commands.spawn_empty().add(CountName);
|
|
/// commands.spawn_empty().add(CountName);
|
|
/// }
|
|
///
|
|
/// fn assert_names(named: Query<&Name>) {
|
|
/// // We use a HashSet because we do not care about the order.
|
|
/// let names: HashSet<_> = named.iter().map(Name::as_str).collect();
|
|
/// assert_eq!(names, HashSet::from_iter(["Entity #0", "Entity #1"]));
|
|
/// }
|
|
/// ```
|
|
pub trait EntityCommand: Send + 'static {
|
|
fn write(self, id: Entity, world: &mut World);
|
|
/// Returns a [`Command`] which executes this [`EntityCommand`] for the given [`Entity`].
|
|
fn with_entity(self, id: Entity) -> WithEntity<Self>
|
|
where
|
|
Self: Sized,
|
|
{
|
|
WithEntity { cmd: self, id }
|
|
}
|
|
}
|
|
|
|
/// Turns an [`EntityCommand`] type into a [`Command`] type.
|
|
pub struct WithEntity<C: EntityCommand> {
|
|
cmd: C,
|
|
id: Entity,
|
|
}
|
|
|
|
impl<C: EntityCommand> Command for WithEntity<C> {
|
|
#[inline]
|
|
fn write(self, world: &mut World) {
|
|
self.cmd.write(self.id, world);
|
|
}
|
|
}
|
|
|
|
/// A list of commands that will be run to modify an [entity](crate::entity).
|
|
pub struct EntityCommands<'w, 's, 'a> {
|
|
entity: Entity,
|
|
commands: &'a mut Commands<'w, 's>,
|
|
}
|
|
|
|
impl<'w, 's, 'a> EntityCommands<'w, 's, 'a> {
|
|
/// Returns the [`Entity`] id of the entity.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// #
|
|
/// fn my_system(mut commands: Commands) {
|
|
/// let entity_id = commands.spawn_empty().id();
|
|
/// }
|
|
/// # bevy_ecs::system::assert_is_system(my_system);
|
|
/// ```
|
|
#[inline]
|
|
#[must_use = "Omit the .id() call if you do not need to store the `Entity` identifier."]
|
|
pub fn id(&self) -> Entity {
|
|
self.entity
|
|
}
|
|
|
|
/// Adds a [`Bundle`] of components to the entity.
|
|
///
|
|
/// This will overwrite any previous value(s) of the same component type.
|
|
///
|
|
/// # Panics
|
|
///
|
|
/// The command will panic when applied if the associated entity does not exist.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// # #[derive(Resource)]
|
|
/// # struct PlayerEntity { entity: Entity }
|
|
/// #[derive(Component)]
|
|
/// struct Health(u32);
|
|
/// #[derive(Component)]
|
|
/// struct Strength(u32);
|
|
/// #[derive(Component)]
|
|
/// struct Defense(u32);
|
|
///
|
|
/// #[derive(Bundle)]
|
|
/// struct CombatBundle {
|
|
/// health: Health,
|
|
/// strength: Strength,
|
|
/// }
|
|
///
|
|
/// fn add_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
|
|
/// commands
|
|
/// .entity(player.entity)
|
|
/// // You can insert individual components:
|
|
/// .insert(Defense(10))
|
|
/// // You can also insert pre-defined bundles of components:
|
|
/// .insert(CombatBundle {
|
|
/// health: Health(100),
|
|
/// strength: Strength(40),
|
|
/// })
|
|
/// // You can also insert tuples of components and bundles.
|
|
/// // This is equivalent to the calls above:
|
|
/// .insert((
|
|
/// Defense(10),
|
|
/// CombatBundle {
|
|
/// health: Health(100),
|
|
/// strength: Strength(40),
|
|
/// },
|
|
/// ));
|
|
/// }
|
|
/// # bevy_ecs::system::assert_is_system(add_combat_stats_system);
|
|
/// ```
|
|
pub fn insert(&mut self, bundle: impl Bundle) -> &mut Self {
|
|
self.commands.add(Insert {
|
|
entity: self.entity,
|
|
bundle,
|
|
});
|
|
self
|
|
}
|
|
|
|
/// Removes a [`Bundle`] of components from the entity.
|
|
///
|
|
/// See [`EntityMut::remove`](crate::world::EntityMut::remove) for more
|
|
/// details.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// #
|
|
/// # #[derive(Resource)]
|
|
/// # struct PlayerEntity { entity: Entity }
|
|
/// #[derive(Component)]
|
|
/// struct Health(u32);
|
|
/// #[derive(Component)]
|
|
/// struct Strength(u32);
|
|
/// #[derive(Component)]
|
|
/// struct Defense(u32);
|
|
///
|
|
/// #[derive(Bundle)]
|
|
/// struct CombatBundle {
|
|
/// health: Health,
|
|
/// strength: Strength,
|
|
/// }
|
|
///
|
|
/// fn remove_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
|
|
/// commands
|
|
/// .entity(player.entity)
|
|
/// // You can remove individual components:
|
|
/// .remove::<Defense>()
|
|
/// // You can also remove pre-defined Bundles of components:
|
|
/// .remove::<CombatBundle>()
|
|
/// // You can also remove tuples of components and bundles.
|
|
/// // This is equivalent to the calls above:
|
|
/// .remove::<(Defense, CombatBundle)>();
|
|
/// }
|
|
/// # bevy_ecs::system::assert_is_system(remove_combat_stats_system);
|
|
/// ```
|
|
pub fn remove<T>(&mut self) -> &mut Self
|
|
where
|
|
T: Bundle,
|
|
{
|
|
self.commands.add(Remove::<T> {
|
|
entity: self.entity,
|
|
phantom: PhantomData,
|
|
});
|
|
self
|
|
}
|
|
|
|
/// Despawns the entity.
|
|
///
|
|
/// See [`World::despawn`] for more details.
|
|
///
|
|
/// # Panics
|
|
///
|
|
/// The command will panic when applied if the associated entity does not exist.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// #
|
|
/// # #[derive(Resource)]
|
|
/// # struct CharacterToRemove { entity: Entity }
|
|
/// #
|
|
/// fn remove_character_system(
|
|
/// mut commands: Commands,
|
|
/// character_to_remove: Res<CharacterToRemove>
|
|
/// )
|
|
/// {
|
|
/// commands.entity(character_to_remove.entity).despawn();
|
|
/// }
|
|
/// # bevy_ecs::system::assert_is_system(remove_character_system);
|
|
/// ```
|
|
pub fn despawn(&mut self) {
|
|
self.commands.add(Despawn {
|
|
entity: self.entity,
|
|
});
|
|
}
|
|
|
|
/// Pushes an [`EntityCommand`] to the queue, which will get executed for the current [`Entity`].
|
|
///
|
|
/// # Examples
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// # fn my_system(mut commands: Commands) {
|
|
/// commands
|
|
/// .spawn_empty()
|
|
/// // Closures with this signature implement `EntityCommand`.
|
|
/// .add(|id: Entity, world: &mut World| {
|
|
/// println!("Executed an EntityCommand for {id:?}");
|
|
/// });
|
|
/// # }
|
|
/// # bevy_ecs::system::assert_is_system(my_system);
|
|
/// ```
|
|
pub fn add<C: EntityCommand>(&mut self, command: C) -> &mut Self {
|
|
self.commands.add(command.with_entity(self.entity));
|
|
self
|
|
}
|
|
|
|
/// Logs the components of the entity at the info level.
|
|
///
|
|
/// # Panics
|
|
///
|
|
/// The command will panic when applied if the associated entity does not exist.
|
|
pub fn log_components(&mut self) {
|
|
self.commands.add(LogComponents {
|
|
entity: self.entity,
|
|
});
|
|
}
|
|
|
|
/// Returns the underlying [`Commands`].
|
|
pub fn commands(&mut self) -> &mut Commands<'w, 's> {
|
|
self.commands
|
|
}
|
|
}
|
|
|
|
impl<F> Command for F
|
|
where
|
|
F: FnOnce(&mut World) + Send + 'static,
|
|
{
|
|
fn write(self, world: &mut World) {
|
|
self(world);
|
|
}
|
|
}
|
|
|
|
impl<F> EntityCommand for F
|
|
where
|
|
F: FnOnce(Entity, &mut World) + Send + 'static,
|
|
{
|
|
fn write(self, id: Entity, world: &mut World) {
|
|
self(id, world);
|
|
}
|
|
}
|
|
|
|
#[derive(Debug)]
|
|
pub struct Spawn<T> {
|
|
pub bundle: T,
|
|
}
|
|
|
|
impl<T> Command for Spawn<T>
|
|
where
|
|
T: Bundle,
|
|
{
|
|
fn write(self, world: &mut World) {
|
|
world.spawn(self.bundle);
|
|
}
|
|
}
|
|
|
|
pub struct GetOrSpawn {
|
|
entity: Entity,
|
|
}
|
|
|
|
impl Command for GetOrSpawn {
|
|
fn write(self, world: &mut World) {
|
|
world.get_or_spawn(self.entity);
|
|
}
|
|
}
|
|
|
|
pub struct SpawnBatch<I>
|
|
where
|
|
I: IntoIterator,
|
|
I::Item: Bundle,
|
|
{
|
|
pub bundles_iter: I,
|
|
}
|
|
|
|
impl<I> Command for SpawnBatch<I>
|
|
where
|
|
I: IntoIterator + Send + Sync + 'static,
|
|
I::Item: Bundle,
|
|
{
|
|
fn write(self, world: &mut World) {
|
|
world.spawn_batch(self.bundles_iter);
|
|
}
|
|
}
|
|
|
|
pub struct InsertOrSpawnBatch<I, B>
|
|
where
|
|
I: IntoIterator + Send + Sync + 'static,
|
|
B: Bundle,
|
|
I::IntoIter: Iterator<Item = (Entity, B)>,
|
|
{
|
|
pub bundles_iter: I,
|
|
}
|
|
|
|
impl<I, B> Command for InsertOrSpawnBatch<I, B>
|
|
where
|
|
I: IntoIterator + Send + Sync + 'static,
|
|
B: Bundle,
|
|
I::IntoIter: Iterator<Item = (Entity, B)>,
|
|
{
|
|
fn write(self, world: &mut World) {
|
|
if let Err(invalid_entities) = world.insert_or_spawn_batch(self.bundles_iter) {
|
|
error!(
|
|
"Failed to 'insert or spawn' bundle of type {} into the following invalid entities: {:?}",
|
|
std::any::type_name::<B>(),
|
|
invalid_entities
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Debug)]
|
|
pub struct Despawn {
|
|
pub entity: Entity,
|
|
}
|
|
|
|
impl Command for Despawn {
|
|
fn write(self, world: &mut World) {
|
|
world.despawn(self.entity);
|
|
}
|
|
}
|
|
|
|
pub struct Insert<T> {
|
|
pub entity: Entity,
|
|
pub bundle: T,
|
|
}
|
|
|
|
impl<T> Command for Insert<T>
|
|
where
|
|
T: Bundle + 'static,
|
|
{
|
|
fn write(self, world: &mut World) {
|
|
if let Some(mut entity) = world.get_entity_mut(self.entity) {
|
|
entity.insert(self.bundle);
|
|
} else {
|
|
panic!("error[B0003]: Could not insert a bundle (of type `{}`) for entity {:?} because it doesn't exist in this World.", std::any::type_name::<T>(), self.entity);
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Debug)]
|
|
pub struct Remove<T> {
|
|
pub entity: Entity,
|
|
pub phantom: PhantomData<T>,
|
|
}
|
|
|
|
impl<T> Command for Remove<T>
|
|
where
|
|
T: Bundle,
|
|
{
|
|
fn write(self, world: &mut World) {
|
|
if let Some(mut entity_mut) = world.get_entity_mut(self.entity) {
|
|
// remove intersection to gracefully handle components that were removed before running
|
|
// this command
|
|
entity_mut.remove_intersection::<T>();
|
|
}
|
|
}
|
|
}
|
|
|
|
pub struct InitResource<R: Resource + FromWorld> {
|
|
_phantom: PhantomData<R>,
|
|
}
|
|
|
|
impl<R: Resource + FromWorld> Command for InitResource<R> {
|
|
fn write(self, world: &mut World) {
|
|
world.init_resource::<R>();
|
|
}
|
|
}
|
|
|
|
pub struct InsertResource<R: Resource> {
|
|
pub resource: R,
|
|
}
|
|
|
|
impl<R: Resource> Command for InsertResource<R> {
|
|
fn write(self, world: &mut World) {
|
|
world.insert_resource(self.resource);
|
|
}
|
|
}
|
|
|
|
pub struct RemoveResource<R: Resource> {
|
|
pub phantom: PhantomData<R>,
|
|
}
|
|
|
|
impl<R: Resource> Command for RemoveResource<R> {
|
|
fn write(self, world: &mut World) {
|
|
world.remove_resource::<R>();
|
|
}
|
|
}
|
|
|
|
/// [`Command`] to log the components of a given entity. See [`EntityCommands::log_components`].
|
|
pub struct LogComponents {
|
|
entity: Entity,
|
|
}
|
|
|
|
impl Command for LogComponents {
|
|
fn write(self, world: &mut World) {
|
|
let debug_infos: Vec<_> = world
|
|
.inspect_entity(self.entity)
|
|
.into_iter()
|
|
.map(|component_info| component_info.name())
|
|
.collect();
|
|
info!("Entity {:?}: {:?}", self.entity, debug_infos);
|
|
}
|
|
}
|
|
|
|
#[cfg(test)]
|
|
#[allow(clippy::float_cmp, clippy::approx_constant)]
|
|
mod tests {
|
|
use crate::{
|
|
self as bevy_ecs,
|
|
component::Component,
|
|
system::{CommandQueue, Commands, Resource},
|
|
world::World,
|
|
};
|
|
use std::sync::{
|
|
atomic::{AtomicUsize, Ordering},
|
|
Arc,
|
|
};
|
|
|
|
#[derive(Component)]
|
|
#[component(storage = "SparseSet")]
|
|
struct SparseDropCk(DropCk);
|
|
|
|
#[derive(Component)]
|
|
struct DropCk(Arc<AtomicUsize>);
|
|
impl DropCk {
|
|
fn new_pair() -> (Self, Arc<AtomicUsize>) {
|
|
let atomic = Arc::new(AtomicUsize::new(0));
|
|
(DropCk(atomic.clone()), atomic)
|
|
}
|
|
}
|
|
|
|
impl Drop for DropCk {
|
|
fn drop(&mut self) {
|
|
self.0.as_ref().fetch_add(1, Ordering::Relaxed);
|
|
}
|
|
}
|
|
|
|
#[derive(Component, Resource)]
|
|
struct W<T>(T);
|
|
|
|
fn simple_command(world: &mut World) {
|
|
world.spawn((W(0u32), W(42u64)));
|
|
}
|
|
|
|
#[test]
|
|
fn commands() {
|
|
let mut world = World::default();
|
|
let mut command_queue = CommandQueue::default();
|
|
let entity = Commands::new(&mut command_queue, &world)
|
|
.spawn((W(1u32), W(2u64)))
|
|
.id();
|
|
command_queue.apply(&mut world);
|
|
assert!(world.entities().len() == 1);
|
|
let results = world
|
|
.query::<(&W<u32>, &W<u64>)>()
|
|
.iter(&world)
|
|
.map(|(a, b)| (a.0, b.0))
|
|
.collect::<Vec<_>>();
|
|
assert_eq!(results, vec![(1u32, 2u64)]);
|
|
// test entity despawn
|
|
{
|
|
let mut commands = Commands::new(&mut command_queue, &world);
|
|
commands.entity(entity).despawn();
|
|
commands.entity(entity).despawn(); // double despawn shouldn't panic
|
|
}
|
|
command_queue.apply(&mut world);
|
|
let results2 = world
|
|
.query::<(&W<u32>, &W<u64>)>()
|
|
.iter(&world)
|
|
.map(|(a, b)| (a.0, b.0))
|
|
.collect::<Vec<_>>();
|
|
assert_eq!(results2, vec![]);
|
|
|
|
// test adding simple (FnOnce) commands
|
|
{
|
|
let mut commands = Commands::new(&mut command_queue, &world);
|
|
|
|
// set up a simple command using a closure that adds one additional entity
|
|
commands.add(|world: &mut World| {
|
|
world.spawn((W(42u32), W(0u64)));
|
|
});
|
|
|
|
// set up a simple command using a function that adds one additional entity
|
|
commands.add(simple_command);
|
|
}
|
|
command_queue.apply(&mut world);
|
|
let results3 = world
|
|
.query::<(&W<u32>, &W<u64>)>()
|
|
.iter(&world)
|
|
.map(|(a, b)| (a.0, b.0))
|
|
.collect::<Vec<_>>();
|
|
|
|
assert_eq!(results3, vec![(42u32, 0u64), (0u32, 42u64)]);
|
|
}
|
|
|
|
#[test]
|
|
fn remove_components() {
|
|
let mut world = World::default();
|
|
|
|
let mut command_queue = CommandQueue::default();
|
|
let (dense_dropck, dense_is_dropped) = DropCk::new_pair();
|
|
let (sparse_dropck, sparse_is_dropped) = DropCk::new_pair();
|
|
let sparse_dropck = SparseDropCk(sparse_dropck);
|
|
|
|
let entity = Commands::new(&mut command_queue, &world)
|
|
.spawn((W(1u32), W(2u64), dense_dropck, sparse_dropck))
|
|
.id();
|
|
command_queue.apply(&mut world);
|
|
let results_before = world
|
|
.query::<(&W<u32>, &W<u64>)>()
|
|
.iter(&world)
|
|
.map(|(a, b)| (a.0, b.0))
|
|
.collect::<Vec<_>>();
|
|
assert_eq!(results_before, vec![(1u32, 2u64)]);
|
|
|
|
// test component removal
|
|
Commands::new(&mut command_queue, &world)
|
|
.entity(entity)
|
|
.remove::<W<u32>>()
|
|
.remove::<(W<u32>, W<u64>, SparseDropCk, DropCk)>();
|
|
|
|
assert_eq!(dense_is_dropped.load(Ordering::Relaxed), 0);
|
|
assert_eq!(sparse_is_dropped.load(Ordering::Relaxed), 0);
|
|
command_queue.apply(&mut world);
|
|
assert_eq!(dense_is_dropped.load(Ordering::Relaxed), 1);
|
|
assert_eq!(sparse_is_dropped.load(Ordering::Relaxed), 1);
|
|
|
|
let results_after = world
|
|
.query::<(&W<u32>, &W<u64>)>()
|
|
.iter(&world)
|
|
.map(|(a, b)| (a.0, b.0))
|
|
.collect::<Vec<_>>();
|
|
assert_eq!(results_after, vec![]);
|
|
let results_after_u64 = world
|
|
.query::<&W<u64>>()
|
|
.iter(&world)
|
|
.map(|v| v.0)
|
|
.collect::<Vec<_>>();
|
|
assert_eq!(results_after_u64, vec![]);
|
|
}
|
|
|
|
#[test]
|
|
fn remove_resources() {
|
|
let mut world = World::default();
|
|
let mut queue = CommandQueue::default();
|
|
{
|
|
let mut commands = Commands::new(&mut queue, &world);
|
|
commands.insert_resource(W(123i32));
|
|
commands.insert_resource(W(456.0f64));
|
|
}
|
|
|
|
queue.apply(&mut world);
|
|
assert!(world.contains_resource::<W<i32>>());
|
|
assert!(world.contains_resource::<W<f64>>());
|
|
|
|
{
|
|
let mut commands = Commands::new(&mut queue, &world);
|
|
// test resource removal
|
|
commands.remove_resource::<W<i32>>();
|
|
}
|
|
queue.apply(&mut world);
|
|
assert!(!world.contains_resource::<W<i32>>());
|
|
assert!(world.contains_resource::<W<f64>>());
|
|
}
|
|
}
|