bevy/crates/bevy_ecs/src/system/query.rs
Jakob Hellermann 0cb0d8b55d add UnsafeWorldCell abstraction (#6404)
alternative to #5922, implements #5956 
builds on top of https://github.com/bevyengine/bevy/pull/6402

# Objective

https://github.com/bevyengine/bevy/issues/5956 goes into more detail, but the TLDR is:
- bevy systems ensure disjoint accesses to resources and components, and for that to work there are methods `World::get_resource_unchecked_mut(&self)`, ..., `EntityRef::get_mut_unchecked(&self)` etc.
- we don't have these unchecked methods for `by_id` variants, so third-party crate authors cannot build their own safe disjoint-access abstractions with these
- having `_unchecked_mut` methods is not great, because in their presence safe code can accidentally violate subtle invariants. Having to go through `world.as_unsafe_world_cell().unsafe_method()` forces you to stop and think about what you want to write in your `// SAFETY` comment.

The alternative is to keep exposing `_unchecked_mut` variants for every operation that we want third-party crates to build upon, but we'd prefer to avoid using these methods alltogether: https://github.com/bevyengine/bevy/pull/5922#issuecomment-1241954543

Also, this is something that **cannot be implemented outside of bevy**, so having either this PR or #5922 as an escape hatch with lots of discouraging comments would be great.

## Solution

- add `UnsafeWorldCell` with `unsafe fn get_resource(&self)`, `unsafe fn get_resource_mut(&self)`
- add `fn World::as_unsafe_world_cell(&mut self) -> UnsafeWorldCell<'_>` (and `as_unsafe_world_cell_readonly(&self)`)
- add `UnsafeWorldCellEntityRef` with `unsafe fn get`, `unsafe fn get_mut` and the other utilities on `EntityRef` (no methods for spawning, despawning, insertion)
- use the `UnsafeWorldCell` abstraction in `ReflectComponent`, `ReflectResource` and `ReflectAsset`, so these APIs are easier to reason about
- remove `World::get_resource_mut_unchecked`, `EntityRef::get_mut_unchecked` and use `unsafe { world.as_unsafe_world_cell().get_mut() }` and `unsafe { world.as_unsafe_world_cell().get_entity(entity)?.get_mut() }` instead

This PR does **not** make use of `UnsafeWorldCell` for anywhere else in `bevy_ecs` such as `SystemParam` or `Query`. That is a much larger change, and I am convinced that having `UnsafeWorldCell` is already useful for third-party crates.

Implemented API:

```rust
struct World { .. }
impl World {
  fn as_unsafe_world_cell(&self) -> UnsafeWorldCell<'_>;
}

struct UnsafeWorldCell<'w>(&'w World);
impl<'w> UnsafeWorldCell {
  unsafe fn world(&self) -> &World;

  fn get_entity(&self) -> UnsafeWorldCellEntityRef<'w>; // returns 'w which is `'self` of the `World::as_unsafe_world_cell(&'w self)`

  unsafe fn get_resource<T>(&self) -> Option<&'w T>;
  unsafe fn get_resource_by_id(&self, ComponentId) -> Option<&'w T>;
  unsafe fn get_resource_mut<T>(&self) -> Option<Mut<'w, T>>;
  unsafe fn get_resource_mut_by_id(&self) -> Option<MutUntyped<'w>>;
  unsafe fn get_non_send_resource<T>(&self) -> Option<&'w T>;
  unsafe fn get_non_send_resource_mut<T>(&self) -> Option<Mut<'w, T>>>;

  // not included: remove, remove_resource, despawn, anything that might change archetypes
}

struct UnsafeWorldCellEntityRef<'w> { .. }
impl UnsafeWorldCellEntityRef<'w> {
  unsafe fn get<T>(&self, Entity) -> Option<&'w T>;
  unsafe fn get_by_id(&self, Entity, ComponentId) -> Option<Ptr<'w>>;
  unsafe fn get_mut<T>(&self, Entity) -> Option<Mut<'w, T>>;
  unsafe fn get_mut_by_id(&self, Entity, ComponentId) -> Option<MutUntyped<'w>>;
  unsafe fn get_change_ticks<T>(&self, Entity) -> Option<Mut<'w, T>>;
  // fn id, archetype, contains, contains_id, containts_type_id
}
```

<details>
<summary>UnsafeWorldCell docs</summary>

Variant of the [`World`] where resource and component accesses takes a `&World`, and the responsibility to avoid
aliasing violations are given to the caller instead of being checked at compile-time by rust's unique XOR shared rule.

### Rationale
In rust, having a `&mut World` means that there are absolutely no other references to the safe world alive at the same time,
without exceptions. Not even unsafe code can change this.

But there are situations where careful shared mutable access through a type is possible and safe. For this, rust provides the [`UnsafeCell`](std::cell::UnsafeCell)
escape hatch, which allows you to get a `*mut T` from a `&UnsafeCell<T>` and around which safe abstractions can be built.

Access to resources and components can be done uniquely using [`World::resource_mut`] and [`World::entity_mut`], and shared using [`World::resource`] and [`World::entity`].
These methods use lifetimes to check at compile time that no aliasing rules are being broken.

This alone is not enough to implement bevy systems where multiple systems can access *disjoint* parts of the world concurrently. For this, bevy stores all values of
resources and components (and [`ComponentTicks`](crate::component::ComponentTicks)) in [`UnsafeCell`](std::cell::UnsafeCell)s, and carefully validates disjoint access patterns using
APIs like [`System::component_access`](crate::system::System::component_access).

A system then can be executed using [`System::run_unsafe`](crate::system::System::run_unsafe) with a `&World` and use methods with interior mutability to access resource values.
access resource values.

### Example Usage

[`UnsafeWorldCell`] can be used as a building block for writing APIs that safely allow disjoint access into the world.
In the following example, the world is split into a resource access half and a component access half, where each one can
safely hand out mutable references.

```rust
use bevy_ecs::world::World;
use bevy_ecs::change_detection::Mut;
use bevy_ecs::system::Resource;
use bevy_ecs::world::unsafe_world_cell_world::UnsafeWorldCell;

// INVARIANT: existance of this struct means that users of it are the only ones being able to access resources in the world
struct OnlyResourceAccessWorld<'w>(UnsafeWorldCell<'w>);
// INVARIANT: existance of this struct means that users of it are the only ones being able to access components in the world
struct OnlyComponentAccessWorld<'w>(UnsafeWorldCell<'w>);

impl<'w> OnlyResourceAccessWorld<'w> {
    fn get_resource_mut<T: Resource>(&mut self) -> Option<Mut<'w, T>> {
        // SAFETY: resource access is allowed through this UnsafeWorldCell
        unsafe { self.0.get_resource_mut::<T>() }
    }
}
// impl<'w> OnlyComponentAccessWorld<'w> {
//     ...
// }

// the two interior mutable worlds borrow from the `&mut World`, so it cannot be accessed while they are live
fn split_world_access(world: &mut World) -> (OnlyResourceAccessWorld<'_>, OnlyComponentAccessWorld<'_>) {
    let resource_access = OnlyResourceAccessWorld(unsafe { world.as_unsafe_world_cell() });
    let component_access = OnlyComponentAccessWorld(unsafe { world.as_unsafe_world_cell() });
    (resource_access, component_access)
}
```


</details>
2023-01-27 00:12:13 +00:00

1503 lines
53 KiB
Rust

use crate::{
component::Component,
entity::Entity,
query::{
BatchingStrategy, QueryCombinationIter, QueryEntityError, QueryIter, QueryManyIter,
QueryParIter, QuerySingleError, QueryState, ROQueryItem, ReadOnlyWorldQuery, WorldQuery,
},
world::{Mut, World},
};
use std::{any::TypeId, borrow::Borrow, fmt::Debug};
/// [System parameter] that provides selective access to the [`Component`] data stored in a [`World`].
///
/// Enables access to [entity identifiers] and [components] from a system, without the need to directly access the world.
/// Its iterators and getter methods return *query items*.
/// Each query item is a type containing data relative to an entity.
///
/// `Query` is a generic data structure that accepts two type parameters, both of which must implement the [`WorldQuery`] trait:
///
/// - **`Q` (query fetch).**
/// The type of data contained in the query item.
/// Only entities that match the requested data will generate an item.
/// - **`F` (query filter).**
/// A set of conditions that determines whether query items should be kept or discarded.
/// This type parameter is optional.
///
/// # System parameter declaration
///
/// A query should always be declared as a system parameter.
/// This section shows the most common idioms involving the declaration of `Query`, emerging by combining [`WorldQuery`] implementors.
///
/// ## Component access
///
/// A query defined with a reference to a component as the query fetch type parameter can be used to generate items that refer to the data of said component.
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # #[derive(Component)]
/// # struct ComponentA;
/// # fn immutable_ref(
/// // A component can be accessed by shared reference...
/// query: Query<&ComponentA>
/// # ) {}
/// # bevy_ecs::system::assert_is_system(immutable_ref);
///
/// # fn mutable_ref(
/// // ... or by mutable reference.
/// query: Query<&mut ComponentA>
/// # ) {}
/// # bevy_ecs::system::assert_is_system(mutable_ref);
/// ```
///
/// ## Query filtering
///
/// Setting the query filter type parameter will ensure that each query item satisfies the given condition.
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # #[derive(Component)]
/// # struct ComponentA;
/// # #[derive(Component)]
/// # struct ComponentB;
/// # fn system(
/// // Just `ComponentA` data will be accessed, but only for entities that also contain
/// // `ComponentB`.
/// query: Query<&ComponentA, With<ComponentB>>
/// # ) {}
/// # bevy_ecs::system::assert_is_system(system);
/// ```
///
/// ## `WorldQuery` tuples
///
/// Using tuples, each `Query` type parameter can contain multiple elements.
///
/// In the following example, two components are accessed simultaneously, and the query items are filtered on two conditions.
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # #[derive(Component)]
/// # struct ComponentA;
/// # #[derive(Component)]
/// # struct ComponentB;
/// # #[derive(Component)]
/// # struct ComponentC;
/// # #[derive(Component)]
/// # struct ComponentD;
/// # fn immutable_ref(
/// query: Query<(&ComponentA, &ComponentB), (With<ComponentC>, Without<ComponentD>)>
/// # ) {}
/// # bevy_ecs::system::assert_is_system(immutable_ref);
/// ```
///
/// ## Entity identifier access
///
/// The identifier of an entity can be made available inside the query item by including [`Entity`] in the query fetch type parameter.
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # #[derive(Component)]
/// # struct ComponentA;
/// # fn system(
/// query: Query<(Entity, &ComponentA)>
/// # ) {}
/// # bevy_ecs::system::assert_is_system(system);
/// ```
///
/// ## Optional component access
///
/// A component can be made optional in a query by wrapping it into an [`Option`].
/// In this way, a query item can still be generated even if the queried entity does not contain the wrapped component.
/// In this case, its corresponding value will be `None`.
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # #[derive(Component)]
/// # struct ComponentA;
/// # #[derive(Component)]
/// # struct ComponentB;
/// # fn system(
/// // Generates items for entities that contain `ComponentA`, and optionally `ComponentB`.
/// query: Query<(&ComponentA, Option<&ComponentB>)>
/// # ) {}
/// # bevy_ecs::system::assert_is_system(system);
/// ```
///
/// See the documentation for [`AnyOf`] to idiomatically declare many optional components.
///
/// See the [performance] section to learn more about the impact of optional components.
///
/// ## Disjoint queries
///
/// A system cannot contain two queries that break Rust's mutability rules.
/// In this case, the [`Without`] filter can be used to disjoint them.
///
/// In the following example, two queries mutably access the same component.
/// Executing this system will panic, since an entity could potentially match the two queries at the same time by having both `Player` and `Enemy` components.
/// This would violate mutability rules.
///
/// ```should_panic
/// # use bevy_ecs::prelude::*;
/// # #[derive(Component)]
/// # struct Health;
/// # #[derive(Component)]
/// # struct Player;
/// # #[derive(Component)]
/// # struct Enemy;
/// #
/// fn randomize_health(
/// player_query: Query<&mut Health, With<Player>>,
/// enemy_query: Query<&mut Health, With<Enemy>>,
/// )
/// # {}
/// # let mut randomize_health_system = bevy_ecs::system::IntoSystem::into_system(randomize_health);
/// # let mut world = World::new();
/// # randomize_health_system.initialize(&mut world);
/// # randomize_health_system.run((), &mut world);
/// ```
///
/// Adding a `Without` filter will disjoint the queries.
/// In this way, any entity that has both `Player` and `Enemy` components is excluded from both queries.
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # #[derive(Component)]
/// # struct Health;
/// # #[derive(Component)]
/// # struct Player;
/// # #[derive(Component)]
/// # struct Enemy;
/// #
/// fn randomize_health(
/// player_query: Query<&mut Health, (With<Player>, Without<Enemy>)>,
/// enemy_query: Query<&mut Health, (With<Enemy>, Without<Player>)>,
/// )
/// # {}
/// # let mut randomize_health_system = bevy_ecs::system::IntoSystem::into_system(randomize_health);
/// # let mut world = World::new();
/// # randomize_health_system.initialize(&mut world);
/// # randomize_health_system.run((), &mut world);
/// ```
///
/// An alternative to this idiom is to wrap the conflicting queries into a [`ParamSet`](super::ParamSet).
///
/// # Accessing query items
///
/// The following table summarizes the behavior of the safe methods that can be used to get query items.
///
/// |Query methods|Effect|
/// |:---:|---|
/// |[`iter`]\([`_mut`][`iter_mut`])|Returns an iterator over all query items.|
/// |[`for_each`]\([`_mut`][`for_each_mut`]),<br>[`par_iter`]\([`_mut`][`par_iter_mut`])|Runs a specified function for each query item.|
/// |[`iter_many`]\([`_mut`][`iter_many_mut`])|Iterates or runs a specified function over query items generated by a list of entities.|
/// |[`iter_combinations`]\([`_mut`][`iter_combinations_mut`])|Returns an iterator over all combinations of a specified number of query items.|
/// |[`get`]\([`_mut`][`get_mut`])|Returns the query item for the specified entity.|
/// |[`many`]\([`_mut`][`many_mut`]),<br>[`get_many`]\([`_mut`][`get_many_mut`])|Returns the query items for the specified entities.|
/// |[`single`]\([`_mut`][`single_mut`]),<br>[`get_single`]\([`_mut`][`get_single_mut`])|Returns the query item while verifying that there aren't others.|
///
/// There are two methods for each type of query operation: immutable and mutable (ending with `_mut`).
/// When using immutable methods, the query items returned are of type [`ROQueryItem`], a read-only version of the query item.
/// In this circumstance, every mutable reference in the query fetch type parameter is substituted by a shared reference.
///
/// # Performance
///
/// Creating a `Query` is a low-cost constant operation.
/// Iterating it, on the other hand, fetches data from the world and generates items, which can have a significant computational cost.
///
/// [`Table`] component storage type is much more optimized for query iteration than [`SparseSet`].
///
/// Two systems cannot be executed in parallel if both access the same component type where at least one of the accesses is mutable.
/// This happens unless the executor can verify that no entity could be found in both queries.
///
/// Optional components increase the number of entities a query has to match against.
/// This can hurt iteration performance, especially if the query solely consists of only optional components, since the query would iterate over each entity in the world.
///
/// The following table compares the computational complexity of the various methods and operations, where:
///
/// - **n** is the number of entities that match the query,
/// - **r** is the number of elements in a combination,
/// - **k** is the number of involved entities in the operation,
/// - **a** is the number of archetypes in the world,
/// - **C** is the [binomial coefficient], used to count combinations.
/// <sub>n</sub>C<sub>r</sub> is read as "*n* choose *r*" and is equivalent to the number of distinct unordered subsets of *r* elements that can be taken from a set of *n* elements.
///
/// |Query operation|Computational complexity|
/// |:---:|:---:|
/// |[`iter`]\([`_mut`][`iter_mut`])|O(n)|
/// |[`for_each`]\([`_mut`][`for_each_mut`]),<br>[`par_iter`]\([`_mut`][`par_iter_mut`])|O(n)|
/// |[`iter_many`]\([`_mut`][`iter_many_mut`])|O(k)|
/// |[`iter_combinations`]\([`_mut`][`iter_combinations_mut`])|O(<sub>n</sub>C<sub>r</sub>)|
/// |[`get`]\([`_mut`][`get_mut`])|O(1)|
/// |([`get_`][`get_many`])[`many`]|O(k)|
/// |([`get_`][`get_many_mut`])[`many_mut`]|O(k<sup>2</sup>)|
/// |[`single`]\([`_mut`][`single_mut`]),<br>[`get_single`]\([`_mut`][`get_single_mut`])|O(a)|
/// |Archetype based filtering ([`With`], [`Without`], [`Or`])|O(a)|
/// |Change detection filtering ([`Added`], [`Changed`])|O(a + n)|
///
/// `for_each` methods are seen to be generally faster than their `iter` version on worlds with high archetype fragmentation.
/// As iterators are in general more flexible and better integrated with the rest of the Rust ecosystem,
/// it is advised to use `iter` methods over `for_each`.
/// It is strongly advised to only use `for_each` if it tangibly improves performance:
/// be sure profile or benchmark both before and after the change.
///
/// [`Added`]: crate::query::Added
/// [`AnyOf`]: crate::query::AnyOf
/// [binomial coefficient]: https://en.wikipedia.org/wiki/Binomial_coefficient
/// [`Changed`]: crate::query::Changed
/// [components]: crate::component::Component
/// [entity identifiers]: crate::entity::Entity
/// [`for_each`]: Self::for_each
/// [`for_each_mut`]: Self::for_each_mut
/// [`get`]: Self::get
/// [`get_many`]: Self::get_many
/// [`get_many_mut`]: Self::get_many_mut
/// [`get_mut`]: Self::get_mut
/// [`get_single`]: Self::get_single
/// [`get_single_mut`]: Self::get_single_mut
/// [`iter`]: Self::iter
/// [`iter_combinations`]: Self::iter_combinations
/// [`iter_combinations_mut`]: Self::iter_combinations_mut
/// [`iter_many`]: Self::iter_many
/// [`iter_many_mut`]: Self::iter_many_mut
/// [`iter_mut`]: Self::iter_mut
/// [`many`]: Self::many
/// [`many_mut`]: Self::many_mut
/// [`Or`]: crate::query::Or
/// [`par_iter`]: Self::par_iter
/// [`par_iter_mut`]: Self::par_iter_mut
/// [performance]: #performance
/// [`single`]: Self::single
/// [`single_mut`]: Self::single_mut
/// [`SparseSet`]: crate::storage::SparseSet
/// [System parameter]: crate::system::SystemParam
/// [`Table`]: crate::storage::Table
/// [`With`]: crate::query::With
/// [`Without`]: crate::query::Without
pub struct Query<'world, 'state, Q: WorldQuery, F: ReadOnlyWorldQuery = ()> {
world: &'world World,
state: &'state QueryState<Q, F>,
last_change_tick: u32,
change_tick: u32,
// SAFETY: This is used to ensure that `get_component_mut::<C>` properly fails when a Query writes C
// and gets converted to a read-only query using `to_readonly`. Without checking this, `get_component_mut` relies on
// QueryState's archetype_component_access, which will continue allowing write access to C after being cast to
// the read-only variant. This whole situation is confusing and error prone. Ideally this is a temporary hack
// until we sort out a cleaner alternative.
force_read_only_component_access: bool,
}
impl<'w, 's, Q: WorldQuery, F: ReadOnlyWorldQuery> std::fmt::Debug for Query<'w, 's, Q, F> {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
write!(f, "Query {{ matched entities: {}, world: {:?}, state: {:?}, last_change_tick: {}, change_tick: {} }}", self.iter().count(), self.world, self.state, self.last_change_tick, self.change_tick)
}
}
impl<'w, 's, Q: WorldQuery, F: ReadOnlyWorldQuery> Query<'w, 's, Q, F> {
/// Creates a new query.
///
/// # Panics
///
/// This will panic if the world used to create `state` is not `world`.
///
/// # 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<Q, F>,
last_change_tick: u32,
change_tick: u32,
force_read_only_component_access: bool,
) -> Self {
state.validate_world(world);
Self {
force_read_only_component_access,
world,
state,
last_change_tick,
change_tick,
}
}
/// Returns another `Query` from this that fetches the read-only version of the query items.
///
/// For example, `Query<(&mut A, &B, &mut C), With<D>>` will become `Query<(&A, &B, &C), With<D>>`.
/// This can be useful when working around the borrow checker,
/// or reusing functionality between systems via functions that accept query types.
pub fn to_readonly(&self) -> Query<'_, 's, Q::ReadOnly, F::ReadOnly> {
let new_state = self.state.as_readonly();
// SAFETY: This is memory safe because it turns the query immutable.
unsafe {
Query::new(
self.world,
new_state,
self.last_change_tick,
self.change_tick,
// SAFETY: this must be set to true or `get_component_mut` will be unsound. See the comments
// on this field for more details
true,
)
}
}
/// Returns an [`Iterator`] over the read-only query items.
///
/// # 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 {
/// println!("Say hello to {}!", player.name);
/// }
/// }
/// # bevy_ecs::system::assert_is_system(report_names_system);
/// ```
///
/// # See also
///
/// - [`iter_mut`](Self::iter_mut) for mutable query items.
/// - [`for_each`](Self::for_each) for the closure based alternative.
#[inline]
pub fn iter(&self) -> QueryIter<'_, 's, Q::ReadOnly, F::ReadOnly> {
// SAFETY: system runs without conflicts with other systems.
// same-system queries have runtime borrow checks when they conflict
unsafe {
self.state.as_readonly().iter_unchecked_manual(
self.world,
self.last_change_tick,
self.change_tick,
)
}
}
/// Returns an [`Iterator`] over the query items.
///
/// # Example
///
/// Here, the `gravity_system` updates the `Velocity` component of every entity that contains 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 &mut query {
/// velocity.y -= 9.8 * DELTA;
/// }
/// }
/// # bevy_ecs::system::assert_is_system(gravity_system);
/// ```
///
/// # See also
///
/// - [`iter`](Self::iter) for read-only query items.
/// - [`for_each_mut`](Self::for_each_mut) for the closure based alternative.
#[inline]
pub fn iter_mut(&mut self) -> QueryIter<'_, 's, Q, F> {
// SAFETY: 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 a [`QueryCombinationIter`] over all combinations of `K` read-only query items without repetition.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # #[derive(Component)]
/// # struct ComponentA;
/// #
/// fn some_system(query: Query<&ComponentA>) {
/// for [a1, a2] in query.iter_combinations() {
/// // ...
/// }
/// }
/// ```
///
/// # See also
///
/// - [`iter_combinations_mut`](Self::iter_combinations_mut) for mutable query item combinations.
#[inline]
pub fn iter_combinations<const K: usize>(
&self,
) -> QueryCombinationIter<'_, 's, Q::ReadOnly, F::ReadOnly, K> {
// SAFETY: system runs without conflicts with other systems.
// same-system queries have runtime borrow checks when they conflict
unsafe {
self.state.as_readonly().iter_combinations_unchecked_manual(
self.world,
self.last_change_tick,
self.change_tick,
)
}
}
/// Returns a [`QueryCombinationIter`] over all combinations of `K` query items without repetition.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # #[derive(Component)]
/// # struct ComponentA;
/// fn some_system(mut query: Query<&mut ComponentA>) {
/// let mut combinations = query.iter_combinations_mut();
/// while let Some([mut a1, mut a2]) = combinations.fetch_next() {
/// // mutably access components data
/// }
/// }
/// ```
///
/// # See also
///
/// - [`iter_combinations`](Self::iter_combinations) for read-only query item combinations.
#[inline]
pub fn iter_combinations_mut<const K: usize>(
&mut self,
) -> QueryCombinationIter<'_, 's, Q, F, K> {
// SAFETY: 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 read-only query items generated from an [`Entity`] list.
///
/// Items are returned in the order of the list of entities.
/// Entities that don't match the query are skipped.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # #[derive(Component)]
/// # struct Counter {
/// # value: i32
/// # }
/// #
/// // A component containing an entity list.
/// #[derive(Component)]
/// struct Friends {
/// list: Vec<Entity>,
/// }
///
/// fn system(
/// friends_query: Query<&Friends>,
/// counter_query: Query<&Counter>,
/// ) {
/// for friends in &friends_query {
/// for counter in counter_query.iter_many(&friends.list) {
/// println!("Friend's counter: {:?}", counter.value);
/// }
/// }
/// }
/// # bevy_ecs::system::assert_is_system(system);
/// ```
///
/// # See also
///
/// - [`iter_many_mut`](Self::iter_many_mut) to get mutable query items.
#[inline]
pub fn iter_many<EntityList: IntoIterator>(
&self,
entities: EntityList,
) -> QueryManyIter<'_, 's, Q::ReadOnly, F::ReadOnly, EntityList::IntoIter>
where
EntityList::Item: Borrow<Entity>,
{
// SAFETY: system runs without conflicts with other systems.
// same-system queries have runtime borrow checks when they conflict
unsafe {
self.state.as_readonly().iter_many_unchecked_manual(
entities,
self.world,
self.last_change_tick,
self.change_tick,
)
}
}
/// Returns an iterator over the query items generated from an [`Entity`] list.
///
/// Items are returned in the order of the list of entities.
/// Entities that don't match the query are skipped.
///
/// # Examples
///
/// ```
/// # use bevy_ecs::prelude::*;
/// #[derive(Component)]
/// struct Counter {
/// value: i32
/// }
///
/// #[derive(Component)]
/// struct Friends {
/// list: Vec<Entity>,
/// }
///
/// fn system(
/// friends_query: Query<&Friends>,
/// mut counter_query: Query<&mut Counter>,
/// ) {
/// for friends in &friends_query {
/// let mut iter = counter_query.iter_many_mut(&friends.list);
/// while let Some(mut counter) = iter.fetch_next() {
/// println!("Friend's counter: {:?}", counter.value);
/// counter.value += 1;
/// }
/// }
/// }
/// # bevy_ecs::system::assert_is_system(system);
/// ```
#[inline]
pub fn iter_many_mut<EntityList: IntoIterator>(
&mut self,
entities: EntityList,
) -> QueryManyIter<'_, 's, Q, F, EntityList::IntoIter>
where
EntityList::Item: Borrow<Entity>,
{
// SAFETY: system runs without conflicts with other systems.
// same-system queries have runtime borrow checks when they conflict
unsafe {
self.state.iter_many_unchecked_manual(
entities,
self.world,
self.last_change_tick,
self.change_tick,
)
}
}
/// Returns an [`Iterator`] over the query items.
///
/// # 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.
///
/// # See also
///
/// - [`iter`](Self::iter) and [`iter_mut`](Self::iter_mut) for the safe versions.
#[inline]
pub unsafe fn iter_unsafe(&self) -> QueryIter<'_, 's, Q, F> {
// SEMI-SAFETY: 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 items without repetition.
///
/// # Safety
///
/// This allows aliased mutability.
/// You must make sure this call does not result in multiple mutable references to the same component.
///
/// # See also
///
/// - [`iter_combinations`](Self::iter_combinations) and [`iter_combinations_mut`](Self::iter_combinations_mut) for the safe versions.
#[inline]
pub unsafe fn iter_combinations_unsafe<const K: usize>(
&self,
) -> QueryCombinationIter<'_, 's, Q, F, K> {
// SEMI-SAFETY: 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,
)
}
/// Returns an [`Iterator`] over the query items generated from an [`Entity`] list.
///
/// # Safety
///
/// This allows aliased mutability and does not check for entity uniqueness.
/// You must make sure this call does not result in multiple mutable references to the same component.
/// Particular care must be taken when collecting the data (rather than iterating over it one item at a time) such as via [`Iterator::collect`].
///
/// # See also
///
/// - [`iter_many_mut`](Self::iter_many_mut) to safely access the query items.
pub unsafe fn iter_many_unsafe<EntityList: IntoIterator>(
&self,
entities: EntityList,
) -> QueryManyIter<'_, 's, Q, F, EntityList::IntoIter>
where
EntityList::Item: Borrow<Entity>,
{
self.state.iter_many_unchecked_manual(
entities,
self.world,
self.last_change_tick,
self.change_tick,
)
}
/// Runs `f` on each read-only query item.
///
/// # 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);
/// });
/// }
/// # bevy_ecs::system::assert_is_system(report_names_system);
/// ```
///
/// # See also
///
/// - [`for_each_mut`](Self::for_each_mut) to operate on mutable query items.
/// - [`iter`](Self::iter) for the iterator based alternative.
#[inline]
pub fn for_each<'this>(&'this self, f: impl FnMut(ROQueryItem<'this, Q>)) {
// SAFETY: system runs without conflicts with other systems.
// same-system queries have runtime borrow checks when they conflict
unsafe {
self.state.as_readonly().for_each_unchecked_manual(
self.world,
f,
self.last_change_tick,
self.change_tick,
);
};
}
/// Runs `f` on each query item.
///
/// # Example
///
/// Here, the `gravity_system` updates the `Velocity` component of every entity that contains 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;
/// });
/// }
/// # bevy_ecs::system::assert_is_system(gravity_system);
/// ```
///
/// # See also
///
/// - [`for_each`](Self::for_each) to operate on read-only query items.
/// - [`iter_mut`](Self::iter_mut) for the iterator based alternative.
#[inline]
pub fn for_each_mut<'a>(&'a mut self, f: impl FnMut(Q::Item<'a>)) {
// SAFETY: 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,
);
};
}
/// Returns a parallel iterator over the query results for the given [`World`].
///
/// This can only be called for read-only queries, see [`par_iter_mut`] for write-queries.
///
/// [`par_iter_mut`]: Self::par_iter_mut
#[inline]
pub fn par_iter(&mut self) -> QueryParIter<'_, '_, Q::ReadOnly, F::ReadOnly> {
QueryParIter {
world: self.world,
state: self.state.as_readonly(),
batching_strategy: BatchingStrategy::new(),
}
}
/// Returns a parallel iterator over the query results for the given [`World`].
///
/// This can only be called for mutable queries, see [`par_iter`] for read-only-queries.
///
/// [`par_iter`]: Self::par_iter
#[inline]
pub fn par_iter_mut(&mut self) -> QueryParIter<'_, '_, Q, F> {
QueryParIter {
world: self.world,
state: self.state,
batching_strategy: BatchingStrategy::new(),
}
}
/// Returns the read-only query item for the given [`Entity`].
///
/// In case of a nonexisting entity or mismatched component, a [`QueryEntityError`] is returned instead.
///
/// # Example
///
/// Here, `get` is used to retrieve the exact query item of the entity specified by the `SelectedCharacter` resource.
///
/// ```
/// # use bevy_ecs::prelude::*;
/// #
/// # #[derive(Resource)]
/// # struct SelectedCharacter { entity: Entity }
/// # #[derive(Component)]
/// # struct Character { name: String }
/// #
/// fn print_selected_character_name_system(
/// query: Query<&Character>,
/// selection: Res<SelectedCharacter>
/// )
/// {
/// if let Ok(selected_character) = query.get(selection.entity) {
/// println!("{}", selected_character.name);
/// }
/// }
/// # bevy_ecs::system::assert_is_system(print_selected_character_name_system);
/// ```
///
/// # See also
///
/// - [`get_mut`](Self::get_mut) to get a mutable query item.
#[inline]
pub fn get(&self, entity: Entity) -> Result<ROQueryItem<'_, Q>, QueryEntityError> {
// SAFETY: system runs without conflicts with other systems.
// same-system queries have runtime borrow checks when they conflict
unsafe {
self.state.as_readonly().get_unchecked_manual(
self.world,
entity,
self.last_change_tick,
self.change_tick,
)
}
}
/// Returns the read-only query items for the given array of [`Entity`].
///
/// In case of a nonexisting entity or mismatched component, a [`QueryEntityError`] is returned instead.
/// The elements of the array do not need to be unique, unlike `get_many_mut`.
///
/// # See also
///
/// - [`get_many_mut`](Self::get_many_mut) to get mutable query items.
/// - [`many`](Self::many) for the panicking version.
#[inline]
pub fn get_many<const N: usize>(
&self,
entities: [Entity; N],
) -> Result<[ROQueryItem<'_, Q>; N], QueryEntityError> {
// SAFETY: it is the scheduler's responsibility to ensure that `Query` is never handed out on the wrong `World`.
unsafe {
self.state.get_many_read_only_manual(
self.world,
entities,
self.last_change_tick,
self.change_tick,
)
}
}
/// Returns the read-only query items for the given array of [`Entity`].
///
/// # Panics
///
/// This method panics if there is a query mismatch or a non-existing entity.
///
/// # Examples
/// ```rust, no_run
/// use bevy_ecs::prelude::*;
///
/// #[derive(Component)]
/// struct Targets([Entity; 3]);
///
/// #[derive(Component)]
/// struct Position{
/// x: i8,
/// y: i8
/// };
///
/// impl Position {
/// fn distance(&self, other: &Position) -> i8 {
/// // Manhattan distance is way easier to compute!
/// (self.x - other.x).abs() + (self.y - other.y).abs()
/// }
/// }
///
/// fn check_all_targets_in_range(targeting_query: Query<(Entity, &Targets, &Position)>, targets_query: Query<&Position>){
/// for (targeting_entity, targets, origin) in &targeting_query {
/// // We can use "destructuring" to unpack the results nicely
/// let [target_1, target_2, target_3] = targets_query.many(targets.0);
///
/// assert!(target_1.distance(origin) <= 5);
/// assert!(target_2.distance(origin) <= 5);
/// assert!(target_3.distance(origin) <= 5);
/// }
/// }
/// ```
///
/// # See also
///
/// - [`get_many`](Self::get_many) for the non-panicking version.
#[inline]
pub fn many<const N: usize>(&self, entities: [Entity; N]) -> [ROQueryItem<'_, Q>; N] {
self.get_many(entities).unwrap()
}
/// Returns the query item 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 item of the entity specified by the `PoisonedCharacter` resource.
///
/// ```
/// # use bevy_ecs::prelude::*;
/// #
/// # #[derive(Resource)]
/// # struct PoisonedCharacter { character_id: Entity }
/// # #[derive(Component)]
/// # struct Health(u32);
/// #
/// fn poison_system(mut query: Query<&mut Health>, poisoned: Res<PoisonedCharacter>) {
/// if let Ok(mut health) = query.get_mut(poisoned.character_id) {
/// health.0 -= 1;
/// }
/// }
/// # bevy_ecs::system::assert_is_system(poison_system);
/// ```
///
/// # See also
///
/// - [`get`](Self::get) to get a read-only query item.
#[inline]
pub fn get_mut(&mut self, entity: Entity) -> Result<Q::Item<'_>, QueryEntityError> {
// SAFETY: 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 items for the given array of [`Entity`].
///
/// In case of a nonexisting entity, duplicate entities or mismatched component, a [`QueryEntityError`] is returned instead.
///
/// # See also
///
/// - [`get_many`](Self::get_many) to get read-only query items.
/// - [`many_mut`](Self::many_mut) for the panicking version.
#[inline]
pub fn get_many_mut<const N: usize>(
&mut self,
entities: [Entity; N],
) -> Result<[Q::Item<'_>; N], QueryEntityError> {
// SAFETY: scheduler ensures safe Query world access
unsafe {
self.state.get_many_unchecked_manual(
self.world,
entities,
self.last_change_tick,
self.change_tick,
)
}
}
/// Returns the query items for the given array of [`Entity`].
///
/// # Panics
///
/// This method panics if there is a query mismatch, a non-existing entity, or the same `Entity` is included more than once in the array.
///
/// # Examples
///
/// ```rust, no_run
/// use bevy_ecs::prelude::*;
///
/// #[derive(Component)]
/// struct Spring{
/// connected_entities: [Entity; 2],
/// strength: f32,
/// }
///
/// #[derive(Component)]
/// struct Position {
/// x: f32,
/// y: f32,
/// }
///
/// #[derive(Component)]
/// struct Force {
/// x: f32,
/// y: f32,
/// }
///
/// fn spring_forces(spring_query: Query<&Spring>, mut mass_query: Query<(&Position, &mut Force)>){
/// for spring in &spring_query {
/// // We can use "destructuring" to unpack our query items nicely
/// let [(position_1, mut force_1), (position_2, mut force_2)] = mass_query.many_mut(spring.connected_entities);
///
/// force_1.x += spring.strength * (position_1.x - position_2.x);
/// force_1.y += spring.strength * (position_1.y - position_2.y);
///
/// // Silence borrow-checker: I have split your mutable borrow!
/// force_2.x += spring.strength * (position_2.x - position_1.x);
/// force_2.y += spring.strength * (position_2.y - position_1.y);
/// }
/// }
/// ```
///
/// # See also
///
/// - [`get_many_mut`](Self::get_many_mut) for the non panicking version.
/// - [`many`](Self::many) to get read-only query items.
#[inline]
pub fn many_mut<const N: usize>(&mut self, entities: [Entity; N]) -> [Q::Item<'_>; N] {
self.get_many_mut(entities).unwrap()
}
/// Returns the query item 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.
///
/// # See also
///
/// - [`get_mut`](Self::get_mut) for the safe version.
#[inline]
pub unsafe fn get_unchecked(&self, entity: Entity) -> Result<Q::Item<'_>, QueryEntityError> {
// SEMI-SAFETY: 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 shared reference to the component `T` of the given [`Entity`].
///
/// 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::*;
/// #
/// # #[derive(Resource)]
/// # struct SelectedCharacter { entity: Entity }
/// # #[derive(Component)]
/// # struct Character { name: String }
/// #
/// fn print_selected_character_name_system(
/// query: Query<&Character>,
/// selection: Res<SelectedCharacter>
/// )
/// {
/// if let Ok(selected_character) = query.get_component::<Character>(selection.entity) {
/// println!("{}", selected_character.name);
/// }
/// }
/// # bevy_ecs::system::assert_is_system(print_selected_character_name_system);
/// ```
///
/// # See also
///
/// - [`get_component_mut`](Self::get_component_mut) to get a mutable reference of a component.
#[inline]
pub fn get_component<T: 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::<T>())
.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::<T>()
.ok_or(QueryComponentError::MissingComponent)
} else {
Err(QueryComponentError::MissingReadAccess)
}
}
/// Returns a mutable reference to the component `T` of the given entity.
///
/// 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::*;
/// #
/// # #[derive(Resource)]
/// # struct PoisonedCharacter { character_id: Entity }
/// # #[derive(Component)]
/// # struct Health(u32);
/// #
/// fn poison_system(mut query: Query<&mut Health>, poisoned: Res<PoisonedCharacter>) {
/// if let Ok(mut health) = query.get_component_mut::<Health>(poisoned.character_id) {
/// health.0 -= 1;
/// }
/// }
/// # bevy_ecs::system::assert_is_system(poison_system);
/// ```
///
/// # See also
///
/// - [`get_component`](Self::get_component) to get a shared reference of a component.
#[inline]
pub fn get_component_mut<T: Component>(
&mut self,
entity: Entity,
) -> Result<Mut<'_, T>, QueryComponentError> {
// SAFETY: unique access to query (preventing aliased access)
unsafe { self.get_component_unchecked_mut(entity) }
}
/// Returns a mutable reference to the component `T` of 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.
///
/// # See also
///
/// - [`get_component_mut`](Self::get_component_mut) for the safe version.
#[inline]
pub unsafe fn get_component_unchecked_mut<T: Component>(
&self,
entity: Entity,
) -> Result<Mut<'_, T>, QueryComponentError> {
// SAFETY: this check is required to ensure soundness in the case of `to_readonly().get_component_mut()`
// See the comments on the `force_read_only_component_access` field for more info.
if self.force_read_only_component_access {
return Err(QueryComponentError::MissingWriteAccess);
}
let world = self.world;
let entity_ref = world
.as_unsafe_world_cell_migration_internal()
.get_entity(entity)
.ok_or(QueryComponentError::NoSuchEntity)?;
let component_id = world
.components()
.get_id(TypeId::of::<T>())
.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_mut_using_ticks::<T>(self.last_change_tick, self.change_tick)
.ok_or(QueryComponentError::MissingComponent)
} else {
Err(QueryComponentError::MissingWriteAccess)
}
}
/// Returns a single read-only query item when there is exactly one entity matching the query.
///
/// # Panics
///
/// This method panics if the number of query items is **not** exactly one.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # #[derive(Component)]
/// # struct Player;
/// # #[derive(Component)]
/// # struct Position(f32, f32);
/// fn player_system(query: Query<&Position, With<Player>>) {
/// let player_position = query.single();
/// // do something with player_position
/// }
/// # bevy_ecs::system::assert_is_system(player_system);
/// ```
///
/// # See also
///
/// - [`get_single`](Self::get_single) for the non-panicking version.
/// - [`single_mut`](Self::single_mut) to get the mutable query item.
#[track_caller]
pub fn single(&self) -> ROQueryItem<'_, Q> {
self.get_single().unwrap()
}
/// Returns a single read-only query item when there is exactly one entity matching the query.
///
/// If the number of query items is not exactly one, a [`QuerySingleError`] is returned instead.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # use bevy_ecs::query::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!");
/// }
/// }
/// }
/// # bevy_ecs::system::assert_is_system(player_scoring_system);
/// ```
///
/// # See also
///
/// - [`get_single_mut`](Self::get_single_mut) to get the mutable query item.
/// - [`single`](Self::single) for the panicking version.
#[inline]
pub fn get_single(&self) -> Result<ROQueryItem<'_, Q>, QuerySingleError> {
// SAFETY:
// the query ensures that the components it accesses are not mutably accessible somewhere else
// and the query is read only.
unsafe {
self.state.as_readonly().get_single_unchecked_manual(
self.world,
self.last_change_tick,
self.change_tick,
)
}
}
/// Returns a single query item when there is exactly one entity matching the query.
///
/// # Panics
///
/// This method panics if the number of query item is **not** exactly one.
///
/// # 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<Player>>) {
/// let mut health = query.single_mut();
/// health.0 += 1;
/// }
/// # bevy_ecs::system::assert_is_system(regenerate_player_health_system);
/// ```
///
/// # See also
///
/// - [`get_single_mut`](Self::get_single_mut) for the non-panicking version.
/// - [`single`](Self::single) to get the read-only query item.
#[track_caller]
pub fn single_mut(&mut self) -> Q::Item<'_> {
self.get_single_mut().unwrap()
}
/// Returns a single query item when there is exactly one entity matching the query.
///
/// If the number of query items 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<Player>>) {
/// let mut health = query.get_single_mut().expect("Error: Could not find a single player.");
/// health.0 += 1;
/// }
/// # bevy_ecs::system::assert_is_system(regenerate_player_health_system);
/// ```
///
/// # See also
///
/// - [`get_single`](Self::get_single) to get the read-only query item.
/// - [`single_mut`](Self::single_mut) for the panicking version.
#[inline]
pub fn get_single_mut(&mut self) -> Result<Q::Item<'_>, QuerySingleError> {
// SAFETY:
// the query ensures mutable access to the components it accesses, and the query
// is uniquely borrowed
unsafe {
self.state.get_single_unchecked_manual(
self.world,
self.last_change_tick,
self.change_tick,
)
}
}
/// Returns `true` if there are no query items.
///
/// # 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(Resource)]
/// # struct Score(u32);
/// fn update_score_system(query: Query<(), With<Player>>, mut score: ResMut<Score>) {
/// if !query.is_empty() {
/// score.0 += 1;
/// }
/// }
/// # bevy_ecs::system::assert_is_system(update_score_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;
/// #
/// # #[derive(Resource)]
/// # struct Target {
/// # entity: Entity,
/// # }
/// #
/// fn targeting_system(in_range_query: Query<&InRange>, target: Res<Target>) {
/// if in_range_query.contains(target.entity) {
/// println!("Bam!")
/// }
/// }
/// # bevy_ecs::system::assert_is_system(targeting_system);
/// ```
#[inline]
pub fn contains(&self, entity: Entity) -> bool {
// SAFETY: NopFetch does not access any members while &self ensures no one has exclusive access
unsafe {
self.state
.as_nop()
.get_unchecked_manual(self.world, entity, self.last_change_tick, self.change_tick)
.is_ok()
}
}
}
impl<'w, 's, Q: WorldQuery, F: ReadOnlyWorldQuery> IntoIterator for &'w Query<'_, 's, Q, F> {
type Item = ROQueryItem<'w, Q>;
type IntoIter = QueryIter<'w, 's, Q::ReadOnly, F::ReadOnly>;
fn into_iter(self) -> Self::IntoIter {
self.iter()
}
}
impl<'w, 's, Q: WorldQuery, F: ReadOnlyWorldQuery> IntoIterator for &'w mut Query<'_, 's, Q, F> {
type Item = Q::Item<'w>;
type IntoIter = QueryIter<'w, 's, Q, F>;
fn into_iter(self) -> Self::IntoIter {
self.iter_mut()
}
}
/// An error that occurs when retrieving a specific [`Entity`]'s component from a [`Query`]
#[derive(Debug, PartialEq, Eq)]
pub enum QueryComponentError {
MissingReadAccess,
MissingWriteAccess,
MissingComponent,
NoSuchEntity,
}
impl std::error::Error for QueryComponentError {}
impl std::fmt::Display for QueryComponentError {
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
match self {
QueryComponentError::MissingReadAccess => {
write!(
f,
"This query does not have read access to the requested component."
)
}
QueryComponentError::MissingWriteAccess => {
write!(
f,
"This query does not have write access to the requested component."
)
}
QueryComponentError::MissingComponent => {
write!(f, "The given entity does not have the requested component.")
}
QueryComponentError::NoSuchEntity => {
write!(f, "The requested entity does not exist.")
}
}
}
}
impl<'w, 's, Q: ReadOnlyWorldQuery, F: ReadOnlyWorldQuery> Query<'w, 's, Q, F> {
/// Returns the query item for the given [`Entity`], with the actual "inner" world lifetime.
///
/// 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 item of the entity specified by the
/// `SelectedCharacter` resource.
///
/// ```
/// # use bevy_ecs::prelude::*;
/// #
/// # #[derive(Resource)]
/// # struct SelectedCharacter { entity: Entity }
/// # #[derive(Component)]
/// # struct Character { name: String }
/// #
/// fn print_selected_character_name_system(
/// query: Query<&Character>,
/// selection: Res<SelectedCharacter>
/// )
/// {
/// if let Ok(selected_character) = query.get(selection.entity) {
/// println!("{}", selected_character.name);
/// }
/// }
/// # bevy_ecs::system::assert_is_system(print_selected_character_name_system);
/// ```
#[inline]
pub fn get_inner(&self, entity: Entity) -> Result<ROQueryItem<'w, Q>, QueryEntityError> {
// SAFETY: system runs without conflicts with other systems.
// same-system queries have runtime borrow checks when they conflict
unsafe {
self.state.as_readonly().get_unchecked_manual(
self.world,
entity,
self.last_change_tick,
self.change_tick,
)
}
}
/// Returns an [`Iterator`] over the query items, with the actual "inner" world lifetime.
///
/// 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 {
/// println!("Say hello to {}!", player.name);
/// }
/// }
/// # bevy_ecs::system::assert_is_system(report_names_system);
/// ```
#[inline]
pub fn iter_inner(&self) -> QueryIter<'w, 's, Q::ReadOnly, F::ReadOnly> {
// SAFETY: system runs without conflicts with other systems.
// same-system queries have runtime borrow checks when they conflict
unsafe {
self.state.as_readonly().iter_unchecked_manual(
self.world,
self.last_change_tick,
self.change_tick,
)
}
}
}