bevy/src/ecs/mod.rs
Carter Anderson e0753c8ace entity archetypes
(for organization and compile time speedups)
2020-01-18 15:36:24 -08:00

111 lines
No EOL
2.8 KiB
Rust

mod entity_builder;
mod archetypes;
pub use entity_builder::*;
pub use archetypes::*;
use crate::prelude::{Children, Entity, SubWorld, World};
pub fn run_on_hierarchy<T>(
world: &World,
entity: Entity,
input: T,
func: &mut dyn FnMut(&World, Entity, T) -> Option<T>,
) where
T: Copy,
{
let result = func(world, entity, input);
if let Some(result) = result {
match world.get_component::<Children>(entity) {
Some(children) => Some(
for child in children.iter() {
run_on_hierarchy(world, *child, result, func);
}
),
None => None,
};
}
}
pub fn run_on_hierarchy_mut<T>(
world: &mut World,
entity: Entity,
input: T,
func: &mut dyn FnMut(&mut World, Entity, T) -> Option<T>,
) where
T: Copy,
{
// TODO: not a huge fan of this pattern. are there ways to do recursive updates in legion without allocactions?
let children = match world.get_component::<Children>(entity) {
Some(children) => Some(
children
.iter()
.map(|entity| *entity)
.collect::<Vec<Entity>>(),
),
None => None,
};
let result = func(world, entity, input);
if let Some(result) = result {
if let Some(children) = children {
for child in children {
run_on_hierarchy_mut(world, child, result, func);
}
}
}
}
pub fn run_on_hierarchy_subworld<T>(
world: &SubWorld,
entity: Entity,
input: T,
func: &mut dyn FnMut(&SubWorld, Entity, T) -> Option<T>,
) where
T: Copy,
{
let result = func(world, entity, input);
if let Some(result) = result {
match world.get_component::<Children>(entity) {
Some(children) => Some(
for child in children.iter() {
run_on_hierarchy_subworld(world, *child, result, func);
}
),
None => None,
};
}
}
pub fn run_on_hierarchy_subworld_mut<T>(
world: &mut SubWorld,
entity: Entity,
input: T,
func: &mut dyn FnMut(&mut SubWorld, Entity, T) -> Option<T>,
) where
T: Copy,
{
// TODO: not a huge fan of this pattern. are there ways to do recursive updates in legion without allocactions?
let children = match world.get_component::<Children>(entity) {
Some(children) => Some(
children
.iter()
.map(|entity| *entity)
.collect::<Vec<Entity>>(),
),
None => None,
};
let result = func(world, entity, input);
if let Some(result) = result {
if let Some(children) = children {
for child in children {
run_on_hierarchy_subworld_mut(world, child, result, func);
}
}
}
}