Is it possible to get a list of components by having Entity in bevy rust? For example for debugging purposes.
use bevy::prelude::*;
fn main()
{
App::build()
.add_plugins(DefaultPlugins)
.add_startup_system(setup.system())
.add_system(first.system())
.add_system(first_no_second.system())
.add_system(first_and_second.system())
.run()
}
fn setup(mut commands: Commands)
{
commands.spawn().insert(FirstComponent(0.0));
commands.spawn().insert(FirstComponent(1.0));
commands.spawn().insert(SecondComponent::StateA);
commands.spawn().insert(SecondComponent::StateB);
commands.spawn().insert(SecondComponent::StateA).insert(FirstComponent(3.0));
commands.spawn().insert(SecondComponent::StateB).insert(FirstComponent(4.0));
}
#[derive(Debug)]
struct FirstComponent(f32);
#[derive(Debug)]
enum SecondComponent
{
StateA,
StateB
}
fn first(query: Query<&FirstComponent>)
{
for entity in query.iter()
{
println!("First: {:?}", entity)
}
}
fn first_no_second(query: Query<&FirstComponent, Without<SecondComponent>>)
{
for entity in query.iter()
{
println!("First without Second: {:?}", entity)
}
}
fn first_and_second(query: Query<&FirstComponent, With<SecondComponent>>)
{
for entity in query.iter()
{
println!("First with Second: {:?}", entity)
}
}
How bevy's ecs understands which systems need to be started for a certain Queue. Within World, the components are somehow related to the Entity, am I right? Is it possible to somehow trace this connection from the outside? I really like how it works, for me it looks like magic, but I would like to understand what is happening "under the hood"
I found it possible to get direct access to the world, components and entities only through AppBuilder. Below is a sample code which is sufficient for my purposes
use bevy::prelude::*;
use bevy::ecs::component::{ComponentId, ComponentInfo};
fn main()
{
App::build()
.add_plugin(WorldPlugin::default())
.run()
}
// some components for test
struct TestComponent;
struct TestComponent2;
#[derive(Default)]
struct WorldPlugin {}
impl Plugin for WorldPlugin
{
fn build(&self, app: &mut AppBuilder)
{
// creating an entity with both test components
let entity = app.world_mut()
.spawn()
.insert(TestComponent)
.insert(TestComponent2)
.id();
// to interact with components and entities you need access to the world
let world = app.world();
// components are stored covertly as component id
for component_id in get_components_ids(world, &entity).unwrap()
{
let component_info = component_id_to_component_info(world, component_id).unwrap();
println!("{}", extract_component_name(component_info));
}
}
}
/// gets an iterator component id from the world corresponding to your entity
fn get_components_ids<'a>(world: &'a World, entity: &Entity) -> Option<impl Iterator<Item=ComponentId> + 'a>
{
// components and entities are linked through archetypes
for archetype in world.archetypes().iter()
{
if archetype.entities().contains(entity) { return Some(archetype.components()) }
}
None
}
fn component_id_to_component_info(world: &World, component_id: ComponentId) -> Option<&ComponentInfo>
{
let components = world.components();
components.get_info(component_id)
}
fn extract_component_name(component_info: &ComponentInfo) -> &str
{
component_info.name()
}
This code makes it possible to get a set of components for your entity, which allows you to get any data about a component. Here is a description of the ComponentInfo structure taken from the bevy source code
#[derive(Debug)]
pub struct ComponentInfo {
name: String,
id: ComponentId,
type_id: Option<TypeId>,
// SAFETY: This must remain private. It must only be set to "true" if this component is
// actually Send + Sync
is_send_and_sync: bool,
layout: Layout,
drop: unsafe fn(*mut u8),
storage_type: StorageType,
}
The world stores a set of components, entities, and "archetypes" are used to link them. An example diagram is attached below.