Struct bevy_internal::ecs::prelude::Added
source · pub struct Added<T>(/* private fields */);
Expand description
A filter on a component that only retains results added after the system last ran.
A common use for this filter is one-time initialization.
To retain all results without filtering but still check whether they were added after the
system last ran, use Ref<T>
.
Deferred
Note, that entity modifications issued with Commands
are visible only after deferred operations are applied,
typically at the end of the schedule iteration.
Time complexity
Added
is not ArchetypeFilter
, which practically means that
if query (with T
component filter) matches million entities,
Added<T>
filter will iterate over all of them even if none of them were just added.
For example, these two systems are roughly equivalent in terms of performance:
fn system1(q: Query<&MyComponent, Added<Transform>>) {
for item in &q { /* component added */ }
}
fn system2(q: Query<(&MyComponent, Ref<Transform>)>) {
for item in &q {
if item.1.is_added() { /* component added */ }
}
}
Examples
fn print_add_name_component(query: Query<&Name, Added<Name>>) {
for name in &query {
println!("Named entity created: {:?}", name)
}
}
Trait Implementations§
source§impl<T> QueryFilter for Added<T>where
T: Component,
impl<T> QueryFilter for Added<T>where
T: Component,
source§const IS_ARCHETYPAL: bool = false
const IS_ARCHETYPAL: bool = false
source§unsafe fn filter_fetch(
fetch: &mut <Added<T> as WorldQuery>::Fetch<'_>,
entity: Entity,
table_row: TableRow
) -> bool
unsafe fn filter_fetch( fetch: &mut <Added<T> as WorldQuery>::Fetch<'_>, entity: Entity, table_row: TableRow ) -> bool
source§impl<T> WorldQuery for Added<T>where
T: Component,
impl<T> WorldQuery for Added<T>where
T: Component,
SAFETY:
fetch
accesses a single component in a readonly way.
This is sound because update_component_access
and update_archetype_component_access
add read access for that component and panic when appropriate.
update_component_access
adds a With
filter for a component.
This is sound because matches_component_set
returns whether the set contains that component.
§type Item<'w> = bool
type Item<'w> = bool
WorldQuery
For QueryData
this will be the item returned by the query.
For QueryFilter
this will be either ()
, or a bool
indicating whether the entity should be included
or a tuple of such things.§type Fetch<'w> = AddedFetch<'w>
type Fetch<'w> = AddedFetch<'w>
WorldQuery
to fetch Self::Item
§type State = ComponentId
type State = ComponentId
Self::Fetch
. This will be cached inside QueryState
,
so it is best to move as much data / computation here as possible to reduce the cost of
constructing Self::Fetch
.source§fn shrink<'wlong, 'wshort>(
item: <Added<T> as WorldQuery>::Item<'wlong>
) -> <Added<T> as WorldQuery>::Item<'wshort>where
'wlong: 'wshort,
fn shrink<'wlong, 'wshort>(
item: <Added<T> as WorldQuery>::Item<'wlong>
) -> <Added<T> as WorldQuery>::Item<'wshort>where
'wlong: 'wshort,
source§unsafe fn init_fetch<'w>(
world: UnsafeWorldCell<'w>,
_: &ComponentId,
last_run: Tick,
this_run: Tick
) -> <Added<T> as WorldQuery>::Fetch<'w>
unsafe fn init_fetch<'w>( world: UnsafeWorldCell<'w>, _: &ComponentId, last_run: Tick, this_run: Tick ) -> <Added<T> as WorldQuery>::Fetch<'w>
source§const IS_DENSE: bool = _
const IS_DENSE: bool = _
WorldQuery::set_table
must be used before
WorldQuery::fetch
can be called for iterators. If this returns false,
WorldQuery::set_archetype
must be used before WorldQuery::fetch
can be called for
iterators.source§unsafe fn set_archetype<'w>(
fetch: &mut <Added<T> as WorldQuery>::Fetch<'w>,
component_id: &ComponentId,
_archetype: &'w Archetype,
table: &'w Table
)
unsafe fn set_archetype<'w>( fetch: &mut <Added<T> as WorldQuery>::Fetch<'w>, component_id: &ComponentId, _archetype: &'w Archetype, table: &'w Table )
Archetype
. This will always be called on
archetypes that match this WorldQuery
. Read moresource§unsafe fn set_table<'w>(
fetch: &mut <Added<T> as WorldQuery>::Fetch<'w>,
_: &ComponentId,
table: &'w Table
)
unsafe fn set_table<'w>( fetch: &mut <Added<T> as WorldQuery>::Fetch<'w>, _: &ComponentId, table: &'w Table )
Table
. This will always be called on tables
that match this WorldQuery
. Read moresource§unsafe fn fetch<'w>(
fetch: &mut <Added<T> as WorldQuery>::Fetch<'w>,
entity: Entity,
table_row: TableRow
) -> <Added<T> as WorldQuery>::Item<'w>
unsafe fn fetch<'w>( fetch: &mut <Added<T> as WorldQuery>::Fetch<'w>, entity: Entity, table_row: TableRow ) -> <Added<T> as WorldQuery>::Item<'w>
Self::Item
for either the given entity
in the current Table
,
or for the given entity
in the current Archetype
. This must always be called after
WorldQuery::set_table
with a table_row
in the range of the current Table
or after
WorldQuery::set_archetype
with a entity
in the current archetype. Read moresource§fn update_component_access(
_: &ComponentId,
access: &mut FilteredAccess<ComponentId>
)
fn update_component_access( _: &ComponentId, access: &mut FilteredAccess<ComponentId> )
WorldQuery
to access
.source§fn init_state(world: &mut World) -> ComponentId
fn init_state(world: &mut World) -> ComponentId
State
for this WorldQuery
type.source§fn get_state(world: &World) -> Option<ComponentId>
fn get_state(world: &World) -> Option<ComponentId>
State
for this WorldQuery
type.source§fn matches_component_set(
_: &ComponentId,
set_contains_id: &impl Fn(ComponentId) -> bool
) -> bool
fn matches_component_set( _: &ComponentId, set_contains_id: &impl Fn(ComponentId) -> bool ) -> bool
true
if this query matches a set of components. Otherwise, returns false
.source§fn set_access(_state: &mut Self::State, _access: &FilteredAccess<ComponentId>)
fn set_access(_state: &mut Self::State, _access: &FilteredAccess<ComponentId>)
FilteredEntityRef
or FilteredEntityMut
. Read moreAuto Trait Implementations§
impl<T> RefUnwindSafe for Added<T>where
T: RefUnwindSafe,
impl<T> Send for Added<T>where
T: Send,
impl<T> Sync for Added<T>where
T: Sync,
impl<T> Unpin for Added<T>where
T: Unpin,
impl<T> UnwindSafe for Added<T>where
T: UnwindSafe,
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.