mirror of
https://github.com/bevyengine/bevy
synced 2024-12-23 19:43:07 +00:00
7b2cf98896
# Objective - Currently, the `Extract` `RenderStage` is executed on the main world, with the render world available as a resource. - However, when needing access to resources in the render world (e.g. to mutate them), the only way to do so was to get exclusive access to the whole `RenderWorld` resource. - This meant that effectively only one extract which wrote to resources could run at a time. - We didn't previously make `Extract`ing writing to the world a non-happy path, even though we want to discourage that. ## Solution - Move the extract stage to run on the render world. - Add the main world as a `MainWorld` resource. - Add an `Extract` `SystemParam` as a convenience to access a (read only) `SystemParam` in the main world during `Extract`. ## Future work It should be possible to avoid needing to use `get_or_spawn` for the render commands, since now the `Commands`' `Entities` matches up with the world being executed on. We need to determine how this interacts with https://github.com/bevyengine/bevy/pull/3519 It's theoretically possible to remove the need for the `value` method on `Extract`. However, that requires slightly changing the `SystemParam` interface, which would make it more complicated. That would probably mess up the `SystemState` api too. ## Todo I still need to add doc comments to `Extract`. --- ## Changelog ### Changed - The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. Resources on the render world can now be accessed using `ResMut` during extract. ### Removed - `Commands::spawn_and_forget`. Use `Commands::get_or_spawn(e).insert_bundle(bundle)` instead ## Migration Guide The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. `Extract` takes a single type parameter, which is any system parameter (such as `Res`, `Query` etc.). It will extract this from the main world, and returns the result of this extraction when `value` is called on it. For example, if previously your extract system looked like: ```rust fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { for cloud in clouds.iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` the new version would be: ```rust fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` The diff is: ```diff --- a/src/clouds.rs +++ b/src/clouds.rs @@ -1,5 +1,5 @@ -fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { - for cloud in clouds.iter() { +fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { + for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` You can now also access resources from the render world using the normal system parameters during `Extract`: ```rust fn extract_assets(mut render_assets: ResMut<MyAssets>, source_assets: Extract<Res<MyAssets>>) { *render_assets = source_assets.clone(); } ``` Please note that all existing extract systems need to be updated to match this new style; even if they currently compile they will not run as expected. A warning will be emitted on a best-effort basis if this is not met. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
994 lines
29 KiB
Rust
994 lines
29 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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component::Component,
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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, warn};
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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(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 + Sync + 'static {
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fn write(self, world: &mut World);
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}
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/// A queue of [commands](Command) that get executed at the end of the stage of the system that called them.
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///
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/// Commands are executed one at a time in an exclusive fashion.
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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 at the end of the current stage.
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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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/// ```
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///
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/// Each command is implemented as a separate method.
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/// Check the [`Command`] trait for a list of available commands (or implement your own!).
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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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/// Create a new `Commands` from a queue and a world.
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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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/// Create a new `Commands` from a queue and an [`Entities`] reference.
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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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/// Creates a new empty [`Entity`] and returns an [`EntityCommands`] builder for it.
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///
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/// To directly spawn an entity with a [`Bundle`] included, you can use
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/// [`spawn_bundle`](Self::spawn_bundle) instead of `.spawn().insert_bundle()`.
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///
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/// See [`World::spawn`] 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().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()
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/// // adds a new component bundle to the entity
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/// .insert_bundle((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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pub fn spawn<'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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/// Returns an [`EntityCommands`] for the given `entity` (if it exists) or spawns one if it
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/// doesn't exist. This will return [`None`] if the `entity` exists with a different generation.
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///
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/// # Note
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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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/// Creates a new entity with the components contained in `bundle`.
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///
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/// This returns an [`EntityCommands`] builder, which enables inserting more components and
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/// bundles using a "builder pattern".
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///
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/// Note that `bundle` is a [`Bundle`], which is a collection of components. [`Bundle`] is
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/// automatically implemented for tuples of components. You can also create your own bundle
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/// types by deriving [`derive@Bundle`].
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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 component bundle.
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/// commands.spawn_bundle(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_bundle((Component1, Component2))
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/// // spawn_bundle returns a builder, so you can insert more bundles like this:
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/// .insert_bundle((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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pub fn spawn_bundle<'a, T: Bundle>(&'a mut self, bundle: T) -> EntityCommands<'w, 's, 'a> {
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let mut e = self.spawn();
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e.insert_bundle(bundle);
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e
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}
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/// Returns an [`EntityCommands`] builder for the requested [`Entity`].
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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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/// fn example_system(mut commands: Commands) {
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/// // Create a new, empty entity
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/// let entity = commands.spawn().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_bundle((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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#[track_caller]
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pub fn entity<'a>(&'a mut self, entity: Entity) -> EntityCommands<'w, 's, 'a> {
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assert!(
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self.entities.contains(entity),
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"Attempting to create an EntityCommands for entity {:?}, which doesn't exist.",
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entity
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);
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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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/// Spawns entities to the [`World`] according to the given iterator (or a type that can
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/// be converted to it).
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///
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/// The end result of this command is equivalent to iterating `bundles_iter` and calling
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/// [`spawn`](Self::spawn) on each bundle, but it is more performant due to memory
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/// 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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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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/// For a given batch of ([Entity], [Bundle]) pairs, either spawns each [Entity] with the given
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/// bundle (if the entity does not exist), or inserts the [Bundle] (if the entity already exists).
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///
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/// This is faster than doing equivalent operations one-by-one.
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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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/// Inserts a resource with standard starting values to the [`World`].
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///
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/// If the resource already exists, nothing happens.
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///
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/// The value given by the [`FromWorld::from_world`] method will be used.
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/// Note that any resource with the `Default` trait automatically implements `FromWorld`,
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/// and those default values will be here instead.
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///
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/// See [`World::init_resource`] for more details.
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/// Note that commands do not take effect immediately.
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/// When possible, prefer the equivalent methods on `App` or `World`.
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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(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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/// Inserts a resource to the [`World`], overwriting any previous value of the same type.
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///
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/// See [`World::insert_resource`] for more details.
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/// Note that commands do not take effect immediately.
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/// When possible, prefer the equivalent methods on `App` or `World`.
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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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/// # 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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/// Removes 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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/// # 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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/// Adds a command directly 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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///
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/// ```
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/// # use bevy_ecs::{system::Command, prelude::*};
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/// #[derive(Default)]
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/// struct Counter(u64);
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///
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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 add_three_to_counter_system(mut commands: Commands) {
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/// commands.add(AddToCounter(3));
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/// }
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/// fn add_twenty_five_to_counter_system(mut commands: Commands) {
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/// commands.add(|world: &mut World| {
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/// let mut counter = world.get_resource_or_insert_with(Counter::default);
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/// counter.0 += 25;
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/// });
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/// }
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/// # bevy_ecs::system::assert_is_system(add_three_to_counter_system);
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/// # bevy_ecs::system::assert_is_system(add_twenty_five_to_counter_system);
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/// ```
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pub fn add<C: Command>(&mut self, command: C) {
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self.queue.push(command);
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}
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}
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/// A list of commands that will be run to modify an [entity](crate::entity).
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pub struct EntityCommands<'w, 's, 'a> {
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entity: Entity,
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commands: &'a mut Commands<'w, 's>,
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}
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impl<'w, 's, 'a> EntityCommands<'w, 's, 'a> {
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/// Returns the [`Entity`] id of the entity.
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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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/// fn my_system(mut commands: Commands) {
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/// let entity_id = commands.spawn().id();
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/// }
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/// # bevy_ecs::system::assert_is_system(my_system);
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/// ```
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#[inline]
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#[must_use = "Omit the .id() call if you do not need to store the `Entity` identifier."]
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pub fn id(&self) -> Entity {
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self.entity
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}
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/// Adds a [`Bundle`] of components to the entity.
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///
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/// # Example
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///
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/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// #
|
|
/// # 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,
|
|
/// # defense: Defense,
|
|
/// # }
|
|
/// #
|
|
/// fn add_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
|
|
/// commands.entity(player.entity).insert_bundle(CombatBundle {
|
|
/// health: Health(100),
|
|
/// strength: Strength(40),
|
|
/// defense: Defense(20),
|
|
/// });
|
|
/// }
|
|
/// # bevy_ecs::system::assert_is_system(add_combat_stats_system);
|
|
/// ```
|
|
pub fn insert_bundle(&mut self, bundle: impl Bundle) -> &mut Self {
|
|
self.commands.add(InsertBundle {
|
|
entity: self.entity,
|
|
bundle,
|
|
});
|
|
self
|
|
}
|
|
|
|
/// Adds a single [`Component`] to the entity.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// `Self::insert` can be chained with [`Commands::spawn`].
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// #
|
|
/// # #[derive(Component)]
|
|
/// # struct Component1;
|
|
/// # #[derive(Component)]
|
|
/// # struct Component2;
|
|
/// #
|
|
/// fn example_system(mut commands: Commands) {
|
|
/// // Create a new entity with `Component1` and `Component2`
|
|
/// commands.spawn()
|
|
/// .insert(Component1)
|
|
/// .insert(Component2);
|
|
///
|
|
/// // The following statements are equivalent to above one.
|
|
/// commands.spawn().insert_bundle((Component1, Component2));
|
|
/// commands.spawn_bundle((Component1, Component2));
|
|
/// }
|
|
/// # bevy_ecs::system::assert_is_system(example_system);
|
|
/// ```
|
|
pub fn insert(&mut self, component: impl Component) -> &mut Self {
|
|
self.commands.add(Insert {
|
|
entity: self.entity,
|
|
component,
|
|
});
|
|
self
|
|
}
|
|
|
|
/// Removes a [`Bundle`] of components from the entity.
|
|
///
|
|
/// See [`EntityMut::remove_bundle`](crate::world::EntityMut::remove_bundle) for more
|
|
/// details.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// #
|
|
/// # struct PlayerEntity { entity: Entity }
|
|
/// #
|
|
/// # #[derive(Component)]
|
|
/// struct Dummy;
|
|
/// # #[derive(Bundle)]
|
|
/// # struct CombatBundle { a: Dummy }; // dummy field, unit bundles are not permitted.
|
|
/// #
|
|
/// fn remove_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
|
|
/// commands.entity(player.entity).remove_bundle::<CombatBundle>();
|
|
/// }
|
|
/// # bevy_ecs::system::assert_is_system(remove_combat_stats_system);
|
|
/// ```
|
|
pub fn remove_bundle<T>(&mut self) -> &mut Self
|
|
where
|
|
T: Bundle,
|
|
{
|
|
self.commands.add(RemoveBundle::<T> {
|
|
entity: self.entity,
|
|
phantom: PhantomData,
|
|
});
|
|
self
|
|
}
|
|
|
|
/// Removes a single component from the entity.
|
|
///
|
|
/// See [`EntityMut::remove`](crate::world::EntityMut::remove) for more details.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// #
|
|
/// # struct TargetEnemy { entity: Entity }
|
|
/// # #[derive(Component)]
|
|
/// # struct Enemy;
|
|
/// #
|
|
/// fn convert_enemy_system(mut commands: Commands, enemy: Res<TargetEnemy>) {
|
|
/// commands.entity(enemy.entity).remove::<Enemy>();
|
|
/// }
|
|
/// # bevy_ecs::system::assert_is_system(convert_enemy_system);
|
|
/// ```
|
|
pub fn remove<T>(&mut self) -> &mut Self
|
|
where
|
|
T: Component,
|
|
{
|
|
self.commands.add(Remove::<T> {
|
|
entity: self.entity,
|
|
phantom: PhantomData,
|
|
});
|
|
self
|
|
}
|
|
|
|
/// Despawns the entity.
|
|
///
|
|
/// See [`World::despawn`] for more details.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// #
|
|
/// # 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,
|
|
});
|
|
}
|
|
|
|
/// Logs the components of the entity at the info level.
|
|
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 + Sync + 'static,
|
|
{
|
|
fn write(self, world: &mut World) {
|
|
self(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().insert_bundle(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) {
|
|
if !world.despawn(self.entity) {
|
|
warn!("error[B0003]: Could not despawn entity {:?} because it doesn't exist in this World.", self.entity);
|
|
}
|
|
}
|
|
}
|
|
|
|
pub struct InsertBundle<T> {
|
|
pub entity: Entity,
|
|
pub bundle: T,
|
|
}
|
|
|
|
impl<T> Command for InsertBundle<T>
|
|
where
|
|
T: Bundle + 'static,
|
|
{
|
|
fn write(self, world: &mut World) {
|
|
if let Some(mut entity) = world.get_entity_mut(self.entity) {
|
|
entity.insert_bundle(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 Insert<T> {
|
|
pub entity: Entity,
|
|
pub component: T,
|
|
}
|
|
|
|
impl<T> Command for Insert<T>
|
|
where
|
|
T: Component,
|
|
{
|
|
fn write(self, world: &mut World) {
|
|
if let Some(mut entity) = world.get_entity_mut(self.entity) {
|
|
entity.insert(self.component);
|
|
} else {
|
|
panic!("error[B0003]: Could not add a component (of type `{}`) to 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: Component,
|
|
{
|
|
fn write(self, world: &mut World) {
|
|
if let Some(mut entity_mut) = world.get_entity_mut(self.entity) {
|
|
entity_mut.remove::<T>();
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Debug)]
|
|
pub struct RemoveBundle<T> {
|
|
pub entity: Entity,
|
|
pub phantom: PhantomData<T>,
|
|
}
|
|
|
|
impl<T> Command for RemoveBundle<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_bundle_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},
|
|
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)]
|
|
struct W<T>(T);
|
|
|
|
fn simple_command(world: &mut World) {
|
|
world.spawn().insert_bundle((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_bundle((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().insert_bundle((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()
|
|
.insert_bundle((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_bundle::<(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(123);
|
|
commands.insert_resource(456.0);
|
|
}
|
|
|
|
queue.apply(&mut world);
|
|
assert!(world.contains_resource::<i32>());
|
|
assert!(world.contains_resource::<f64>());
|
|
|
|
{
|
|
let mut commands = Commands::new(&mut queue, &world);
|
|
// test resource removal
|
|
commands.remove_resource::<i32>();
|
|
}
|
|
queue.apply(&mut world);
|
|
assert!(!world.contains_resource::<i32>());
|
|
assert!(world.contains_resource::<f64>());
|
|
}
|
|
}
|