pub struct Without<T>(/* private fields */);
Expand description
Trait Implementations§
§impl<T> WorldQuery for Without<T>where
T: Component,
impl<T> WorldQuery for Without<T>where T: Component,
SAFETY:
update_component_access
and update_archetype_component_access
do not add any accesses.
This is sound because fetch
does not access any components.
update_component_access
adds a Without
filter for T
.
This is sound because matches_component_set
returns whether the set does not contain the component.
§type Fetch<'w> = ()
type Fetch<'w> = ()
Per archetype/table state used by this
WorldQuery
to fetch Self::Item
§type Item<'w> = ()
type Item<'w> = ()
The item returned by this
WorldQuery
For WorldQueryData
this will be the item returned by the query.
For WorldQueryFilter
this will be either ()
, or a bool
indicating whether the entity should be included
or a tuple of such things.§type State = ComponentId
type State = ComponentId
State used to construct a
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
.§fn shrink<'wlong, 'wshort>(
_: <Without<T> as WorldQuery>::Item<'wlong>
) -> <Without<T> as WorldQuery>::Item<'wshort>where
'wlong: 'wshort,
fn shrink<'wlong, 'wshort>( _: <Without<T> as WorldQuery>::Item<'wlong> ) -> <Without<T> as WorldQuery>::Item<'wshort>where 'wlong: 'wshort,
This function manually implements subtyping for the query items.
§unsafe fn init_fetch(
_world: UnsafeWorldCell<'_>,
_state: &ComponentId,
_last_run: Tick,
_this_run: Tick
)
unsafe fn init_fetch( _world: UnsafeWorldCell<'_>, _state: &ComponentId, _last_run: Tick, _this_run: Tick )
Creates a new instance of this fetch. Read more
§const IS_DENSE: bool = _
const IS_DENSE: bool = _
Returns true if (and only if) every table of every archetype matched by this fetch contains
all of the matched components. This is used to select a more efficient “table iterator”
for “dense” queries. If this returns true,
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.§unsafe fn set_table(
_fetch: &mut (),
_state: &<Without<T> as WorldQuery>::State,
_table: &Table
)
unsafe fn set_table( _fetch: &mut (), _state: &<Without<T> as WorldQuery>::State, _table: &Table )
Adjusts internal state to account for the next
Table
. This will always be called on tables
that match this WorldQuery
. Read more§unsafe fn set_archetype(
_fetch: &mut (),
_state: &ComponentId,
_archetype: &Archetype,
_table: &Table
)
unsafe fn set_archetype( _fetch: &mut (), _state: &ComponentId, _archetype: &Archetype, _table: &Table )
Adjusts internal state to account for the next
Archetype
. This will always be called on
archetypes that match this WorldQuery
. Read more§unsafe fn fetch<'w>(
_fetch: &mut <Without<T> as WorldQuery>::Fetch<'w>,
_entity: Entity,
_table_row: TableRow
) -> <Without<T> as WorldQuery>::Item<'w>
unsafe fn fetch<'w>( _fetch: &mut <Without<T> as WorldQuery>::Fetch<'w>, _entity: Entity, _table_row: TableRow ) -> <Without<T> as WorldQuery>::Item<'w>
Fetch
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 more§fn update_component_access(
_: &ComponentId,
access: &mut FilteredAccess<ComponentId>
)
fn update_component_access( _: &ComponentId, access: &mut FilteredAccess<ComponentId> )
Adds any component accesses used by this
WorldQuery
to access
.§fn update_archetype_component_access(
_state: &ComponentId,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
fn update_archetype_component_access( _state: &ComponentId, _archetype: &Archetype, _access: &mut Access<ArchetypeComponentId> )
§fn init_state(world: &mut World) -> ComponentId
fn init_state(world: &mut World) -> ComponentId
Creates and initializes a
State
for this WorldQuery
type.§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
Returns
true
if this query matches a set of components. Otherwise, returns false
.§impl<T> WorldQueryFilter for Without<T>where
T: Component,
impl<T> WorldQueryFilter for Without<T>where T: Component,
§const IS_ARCHETYPAL: bool = true
const IS_ARCHETYPAL: bool = true
Returns true if (and only if) this Filter relies strictly on archetypes to limit which
components are accessed by the Query. Read more
§unsafe fn filter_fetch(
_fetch: &mut <Without<T> as WorldQuery>::Fetch<'_>,
_entity: Entity,
_table_row: TableRow
) -> bool
unsafe fn filter_fetch( _fetch: &mut <Without<T> as WorldQuery>::Fetch<'_>, _entity: Entity, _table_row: TableRow ) -> bool
Safety Read more
impl<T> ArchetypeFilter for Without<T>where T: Component,
Auto Trait Implementations§
impl<T> RefUnwindSafe for Without<T>where T: RefUnwindSafe,
impl<T> Send for Without<T>where T: Send,
impl<T> Sync for Without<T>where T: Sync,
impl<T> Unpin for Without<T>where T: Unpin,
impl<T> UnwindSafe for Without<T>where T: UnwindSafe,
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere U: ShaderType, &'a T: for<'a> Into<U>,
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
Return the
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
Mutably borrows from an owned value. Read more
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere T: Any,
§fn into_any(self: Box<T, Global>) -> Box<dyn Any, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any, Global>
Convert
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
.§fn into_any_rc(self: Rc<T, Global>) -> Rc<dyn Any, Global>
fn into_any_rc(self: Rc<T, Global>) -> Rc<dyn Any, Global>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.