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Module prelude

Module prelude 

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use bevy::prelude::*; to import common components, bundles, and plugins.

Modules§

ops
This mod re-exports the correct versions of floating-point operations with unspecified precision in the standard library depending on whether the libm crate feature is enabled.
vec
A contiguous growable array type with heap-allocated contents, written Vec<T>.

Macros§

children
Returns a SpawnRelatedBundle that will insert the Children component, spawn a SpawnableList of entities with given bundles that relate to the Children entity via the ChildOf component, and reserve space in the Children for each spawned entity.
debug
Constructs an event at the debug level.
debug_once
Call debug! once per call site.
debug_span
Constructs a span at the debug level.
error
Constructs an event at the error level.
error_once
Call error! once per call site.
error_span
Constructs a span at the error level.
format
Creates a String using interpolation of runtime expressions.
info
Constructs an event at the info level.
info_once
Call info! once per call site.
info_span
Constructs a span at the info level.
once
Call some expression only once per call site.
related
Returns a SpawnRelatedBundle that will insert the given RelationshipTarget, spawn a SpawnableList of entities with given bundles that relate to the RelationshipTarget entity via the RelationshipTarget::Relationship component, and reserve space in the RelationshipTarget for each spawned entity.
trace
Constructs an event at the trace level.
trace_once
Call trace! once per call site.
trace_span
Constructs a span at the trace level.
vec
Creates a Vec containing the arguments.
warn
Constructs an event at the warn level.
warn_once
Call warn! once per call site.
warn_span
Constructs a span at the warn level.

Structs§

Aabb2d
A 2D axis-aligned bounding box, or bounding rectangle
Aabb3d
A 3D axis-aligned bounding box
AabbCast2d
An intersection test that casts an Aabb2d along a ray.
AabbCast3d
An intersection test that casts an Aabb3d along a ray.
Add
EventPattern for an AddEvent on a given bundle of components.
Added
A filter on a component that only retains results the first time after they have been added.
Allow
Allows a query to contain entities with the component T, bypassing DefaultQueryFilters.
Annulus
A primitive shape formed by the region between two circles, also known as a ring.
AnyOf
The AnyOf query parameter fetches entities with any of the component types included in T.
App
App is the primary API for writing user applications. It automates the setup of a standard lifecycle and provides interface glue for plugins.
AppTypeRegistry
A Resource storing TypeRegistry for type registrations relevant to a whole app.
ApplyDeferred
A special System that instructs the executor to call System::apply_deferred on the systems that have run but not applied their Deferred system parameters (like Commands) or other system buffers.
Arc2d
A primitive representing an arc between two points on a circle.
AssetChanged
Filter that selects entities with an A for an asset that changed after the system last ran, where A is a component that implements AsAssetId.
AssetPlugin
Provides “asset” loading and processing functionality. An Asset is a “runtime value” that is loaded from an AssetSource, which can be something like a filesystem, a network, etc.
AssetServer
Loads and tracks the state of Asset values from a configured AssetReader. This can be used to kick off new asset loads and retrieve their current load states.
Assets
Stores Asset values identified by their AssetId.
Axis
Stores the position data of the input devices of type T.
BVec2
A 2-dimensional bool vector mask.
BVec3
A 3-dimensional bool vector mask.
BVec4
A 4-dimensional bool vector mask.
BVec3A
A 3-dimensional SIMD vector mask.
BVec4A
A 4-dimensional SIMD vector mask.
BevyError
The built in “universal” Bevy error type. This has a blanket From impl for any type that implements Rust’s Error, meaning it can be used as a “catch all” error.
BoundingCircle
A bounding circle
BoundingCircleCast
An intersection test that casts a BoundingCircle along a ray.
BoundingSphere
A bounding sphere
BoundingSphereCast
An intersection test that casts a BoundingSphere along a ray.
Box
A pointer type that uniquely owns a heap allocation of type T.
ButtonInput
A “press-able” input of type T.
Camera
The defining Component for camera entities, storing information about how and what to render through this camera.
Camera2d
A 2D camera component. Enables the 2D render graph for a Camera.
Camera3d
A 3D camera component. Enables the main 3D render graph for a Camera.
Capsule2d
A 2D capsule primitive, also known as a stadium or pill shape.
Capsule3d
A 3D capsule primitive centered on the origin A three-dimensional capsule is defined as a surface at a distance (radius) from a line
Changed
A filter on a component that only retains results the first time after they have been added or mutably dereferenced.
ChildOf
Stores the parent entity of this child entity with this component.
Children
Tracks which entities are children of this parent entity.
Circle
A circle primitive, representing the set of points some distance from the origin
CircularSector
A primitive representing a circular sector: a pie slice of a circle.
CircularSegment
A primitive representing a circular segment: the area enclosed by the arc of a circle and its chord (the line between its endpoints).
ClearColor
A Resource that stores the default color that cameras use to clear the screen between frames.
Commands
A Command queue to perform structural changes to the World.
Cone
A cone primitive centered on the midpoint between the tip of the cone and the center of its base.
ConicalFrustum
A conical frustum primitive. A conical frustum can be created by slicing off a section of a cone.
ContiguousMut
Data type returned by ContiguousQueryData::fetch_contiguous for Mut<T> and &mut T
ContiguousRef
Contiguous equivalent of Ref<T>.
ConvexPolygon
A convex polygon with N vertices.
Cuboid
A cuboid primitive, which is like a cube, except that the x, y, and z dimensions are not required to be the same.
CursorEntered
An event that is sent whenever the user’s cursor enters a window.
CursorLeft
An event that is sent whenever the user’s cursor leaves a window.
CursorMoved
An event reporting that the mouse cursor has moved inside a window.
Cylinder
A cylinder primitive centered on the origin
DebugName
Wrapper to help debugging ECS issues. This is used to display the names of systems, components, …
DefaultPlugins
This plugin group will add all the default plugins for a Bevy application:
Deferred
A SystemParam that stores a buffer which gets applied to the World during ApplyDeferred. This is used internally by Commands to defer World mutations.
Despawn
EventPattern for a DespawnEvent on a given bundle of components.
Dir2
A normalized vector pointing in a direction in 2D space
Dir3
A normalized vector pointing in a direction in 3D space
Dir3A
A normalized SIMD vector pointing in a direction in 3D space.
Discard
EventPattern for a DiscardEvent on a given bundle of components.
DynamicTextureAtlasBuilder
Helper utility to update TextureAtlasLayout on the fly.
Ellipse
An ellipse primitive, which is like a circle, but the width and height can be different
Entity
Unique identifier for an entity in a World. Note that this is just an id, not the entity itself. Further, the entity this id refers to may no longer exist in the World. For more information about entities, their ids, and how to use them, see the module docs.
EntityCommands
A list of commands that will be run to modify an Entity.
EntityMut
Provides mutable access to a single entity and all of its components.
EntityRef
A read-only reference to a particular Entity and all of its components.
EntityWorldMut
A mutable reference to a particular Entity, and the entire world.
ExtractSchedule
Schedule in which data from the main world is ‘extracted’ into the sub world.
Extrusion
A 3D shape representing an extruded 2D base_shape.
FilteredResourcesDeprecated
Provides read-only access to a set of Resources defined by the contained Access.
FilteredResourcesMutDeprecated
Provides mutable access to a set of Resources defined by the contained Access.
First
Runs first in the schedule.
Fixed
The fixed timestep game clock following virtual time.
FixedFirst
Runs first in the FixedMain schedule.
FixedLast
The schedule that runs last in FixedMain
FixedPostUpdate
The schedule that runs after the FixedUpdate schedule, for reacting to changes made in the main update logic.
FixedPreUpdate
The schedule that contains logic that must run before FixedUpdate.
FixedUpdate
The schedule that contains most gameplay logic, which runs at a fixed rate rather than every render frame. For logic that should run once per render frame, use the Update schedule instead.
GlobalTransform
GlobalTransform is an affine transformation from entity-local coordinates to worldspace coordinates.
HalfSpace
A region of 3D space, specifically an open set whose border is a bisecting 2D plane.
Has
Returns a bool that describes if an entity has the component T.
Hsla
Color in Hue-Saturation-Lightness (HSL) color space with alpha. Further information on this color model can be found on Wikipedia.
Hsva
Color in Hue-Saturation-Value (HSV) color space with alpha. Further information on this color model can be found on Wikipedia.
Hwba
Color in Hue-Whiteness-Blackness (HWB) color space with alpha. Further information on this color model can be found on Wikipedia.
IRect
A rectangle defined by two opposite corners.
IVec2
A 2-dimensional vector.
IVec3
A 3-dimensional vector.
IVec4
A 4-dimensional vector.
If
A SystemParam that wraps another parameter and causes its system to skip instead of failing when the parameter is invalid.
Image
An image, optimized for usage in rendering.
ImagePlugin
Adds the Image as an asset and makes sure that they are extracted and prepared for the GPU.
In
A SystemInput type which denotes that a System receives an input value of type T from its caller.
InMut
A SystemInput type which denotes that a System receives a mutable reference to a value of type T from its caller.
InRef
A SystemInput type which denotes that a System receives a read-only reference to a value of type T from its caller.
InfinitePlane3d
An unbounded plane in 3D space. It forms a separating surface through the origin, stretching infinitely far
InheritedVisibility
Whether or not an entity is visible in the hierarchy.
Insert
EventPattern for an InsertEvent on a given bundle of components.
Isometry2d
An isometry in two dimensions, representing a rotation followed by a translation. This can often be useful for expressing relative positions and transformations from one position to another.
Isometry3d
An isometry in three dimensions, representing a rotation followed by a translation. This can often be useful for expressing relative positions and transformations from one position to another.
Laba
Color in LAB color space, with alpha
Last
Runs last in the schedule.
Lcha
Color in LCH color space, with alpha
Line2d
An infinite line going through the origin along a direction in 2D space.
Line3d
An infinite line going through the origin along a direction in 3D space.
LinearRgba
Linear RGB color with alpha.
Local
A SystemParam that provides a system-private value of T that persists across system calls.
Main
The schedule that contains the app logic that is evaluated each tick of App::update().
ManualTextureViews
Resource that stores manually managed ManualTextureViews for use as a RenderTarget. This type dereferences to a HashMap<ManualTextureViewHandle, ManualTextureView>. To add a new texture view, pick a new ManualTextureViewHandle and insert it into the map. Then, to render to the view, set a Cameras target to RenderTarget::TextureView(handle).
Mat2
A 2x2 column major matrix.
Mat3
A 3x3 column major matrix.
Mat4
A 4x4 column major matrix.
Mat3A
A 3x3 column major matrix.
Mesh
A 3D object made out of vertices representing triangles, lines, or points, with “attribute” values for each vertex.
Mesh2d
A component for 2D meshes. Requires a MeshMaterial2d to be rendered, commonly using a ColorMaterial.
Mesh3d
A component for 3D meshes. Requires a MeshMaterial3d to be rendered, commonly using a StandardMaterial.
MessageMutator
Reads and writes Messages of type T, keeping track of which messages have already been read.
MessageReader
Reads Messages of type T in order and tracks which messages have already been read.
MessageWriter
Writes Messages of type T.
Messages
A message collection that represents the messages that occurred within the last two Messages::update calls. Messages can be written to using a MessageWriter and are typically cheaply read using a MessageReader.
MinimalPlugins
This plugin group will add the minimal plugins for a Bevy application:
Mut
Unique mutable borrow of an entity’s component or of a resource.
Name
Component used to identify an entity. Stores a hash for faster comparisons.
NameOrEntity
Convenient query for giving a human friendly name to an entity.
NonSend
Shared borrow of a non-Send resource.
NonSendMut
Unique borrow of a non-Send resource.
Observer
An Observer system. Add this Component to an Entity to turn it into an “observer”.
Okhsla
Color in Okhsl color space with alpha. Further information on this color model can be found on https://bottosson.github.io/posts/colorpicker.
Okhsva
Color in Okhsv color space with alpha. Further information on this color model can be found on https://bottosson.github.io/posts/colorpicker.
Okhwba
Color in Okhwb color space with alpha. Further information on this color model can be found on https://bottosson.github.io/posts/colorpicker.
Oklaba
Color in Oklab color space, with alpha
Oklcha
Color in Oklch color space, with alpha
On
A system parameter used by an observer to process events. See Observer and Event for examples.
Or
A filter that tests if any of the given filters apply.
OrthographicProjection
Project a 3D space onto a 2D surface using parallel lines, i.e., unlike PerspectiveProjection, the size of objects remains the same regardless of their distance to the camera.
ParallelCommands
An alternative to Commands that can be used in parallel contexts, such as those in Query::par_iter.
ParamSet
A collection of potentially conflicting SystemParams allowed by disjoint access.
PerspectiveProjection
A 3D camera projection in which distant objects appear smaller than close objects.
Plane2d
An unbounded plane in 2D space. It forms a separating surface through the origin, stretching infinitely far
Plane3d
A bounded plane in 3D space. It forms a surface starting from the origin with a defined height and width.
Polygon
A polygon with N vertices.
Polyline2d
A series of connected line segments in 2D space.
Polyline3d
A series of connected line segments in 3D space.
Populated
System parameter that works very much like Query except it always contains at least one matching entity.
PopulatedMessageReader
Reads Messages of type T in order and tracks which messages have already been read. Skips the system if there no messages.
PostStartup
The schedule that runs once after Startup.
PostUpdate
The schedule that contains logic that must run after Update. For example, synchronizing “local transforms” in a hierarchy to “global” absolute transforms. This enables the PostUpdate transform-sync system to react to “local transform” changes in Update without the Update systems needing to know about (or add scheduler dependencies for) the “global transform sync system”.
PreStartup
The schedule that runs before Startup.
PreUpdate
The schedule that contains logic that must run before Update. For example, a system that reads raw keyboard input OS events into a Messages resource. This enables systems in Update to consume the messages from the Messages resource without actually knowing about (or taking a direct scheduler dependency on) the “os-level keyboard event system”.
Quat
A quaternion representing an orientation.
Query
A system parameter that provides selective access to the Component data stored in a World.
QueryBuilder
Builder struct to create QueryState instances at runtime.
QueryState
Provides scoped access to a World state according to a given QueryData and QueryFilter.
Ray2d
An infinite half-line starting at origin and going in direction in 2D space.
Ray3d
An infinite half-line starting at origin and going in direction in 3D space.
RayCast2d
A raycast intersection test for 2D bounding volumes
RayCast3d
A raycast intersection test for 3D bounding volumes
Real
Real time clock representing elapsed wall clock time.
Rect
A rectangle defined by two opposite corners.
Rectangle
A rectangle primitive, which is like a square, except that the width and height can be different
Ref
Shared borrow of an entity’s component with access to change detection. Similar to Mut but is immutable and so doesn’t require unique access.
ReflectAdd
A struct used to perform addition on reflected values.
ReflectAddAssign
A struct used to perform addition assignment on reflected values.
ReflectComponent
A struct used to operate on reflected Component trait of a type.
ReflectDefault
A struct used to provide the default value of a type.
ReflectDeserialize
A struct used to deserialize reflected instances of a type.
ReflectDiv
A struct used to perform division on reflected values.
ReflectDivAssign
A struct used to perform division assignment on reflected values.
ReflectEvent
A struct used to operate on reflected Event trait of a type.
ReflectFromReflect
Type data that represents the FromReflect trait and allows it to be used dynamically.
ReflectFromWorld
A struct used to operate on the reflected FromWorld trait of a type.
ReflectMessage
A struct used to operate on reflected Message trait of a type.
ReflectMul
A struct used to perform multiplication on reflected values.
ReflectMulAssign
A struct used to perform multiplication assignment on reflected values.
ReflectRem
A struct used to perform remainder on reflected values.
ReflectRemAssign
A struct used to perform remainder assignment on reflected values.
ReflectResource
A struct that marks a reflected Resource of a type.
ReflectSerialize
A struct used to serialize reflected instances of a type.
ReflectSub
A struct used to perform subtraction on reflected values.
ReflectSubAssign
A struct used to perform subtraction assignment on reflected values.
RegularPolygon
A polygon centered on the origin where all vertices lie on a circle, equally far apart.
Remove
EventPattern for a RemoveEvent on a given bundle of components.
RemovedComponents
A SystemParam that yields entities that had their T Component removed or have been despawned with it.
RenderGraph
Schedule label for the root render graph schedule. This schedule runs once per frame in the render_system system and is responsible for driving the entire rendering process.
Res
Shared borrow of a Resource.
ResMut
Unique mutable borrow of a Resource.
Rhombus
A rhombus primitive, also known as a diamond shape. A four sided polygon, centered on the origin, where opposite sides are parallel but without requiring right angles.
Ring
A 2D shape representing the ring version of a base shape.
Rot2
A 2D rotation.
RunFixedMainLoop
Runs the FixedMain schedule in a loop according until all relevant elapsed time has been “consumed”.
Schedule
A collection of systems, and the metadata and executor needed to run them in a certain order under certain conditions.
Schedules
Resource that stores Schedules mapped to ScheduleLabels excluding the current running Schedule.
Segment2d
A line segment defined by two endpoints in 2D space.
Segment3d
A line segment defined by two endpoints in 3D space.
Shader
An “unprocessed” shader. It can contain imports and conditional compilation attributes.
ShortName
Lazily shortens a type name to remove all module paths.
Single
System parameter that provides access to single entity’s components, much like Query::single/Query::single_mut.
Spawn
A wrapper over a Bundle indicating that an entity should be spawned with that Bundle. This is intended to be used for hierarchical spawning via traits like SpawnableList and SpawnRelated.
SpawnIter
A SpawnableList that spawns entities using an iterator of a given Bundle:
SpawnScene
The schedule that contains scene spawning.
SpawnWith
A SpawnableList that spawns entities using a FnOnce with a RelatedSpawner as an argument:
Sphere
A sphere primitive, representing the set of all points some distance from the origin
Srgba
Non-linear standard RGB with alpha.
Startup
The schedule that runs once when the app starts.
String
A UTF-8–encoded, growable string.
SubApp
A secondary application with its own World. These can run independently of each other.
TaskPoolOptions
Helper for configuring and creating the default task pools. For end-users who want full control, set up TaskPoolPlugin
TaskPoolPlugin
Setup of default task pools: AsyncComputeTaskPool, ComputeTaskPool, IoTaskPool.
Tetrahedron
A tetrahedron primitive.
TextureAtlas
An index into a TextureAtlasLayout, which corresponds to a specific section of a texture.
TextureAtlasBuilder
A builder which is used to create a texture atlas from many individual sprites.
TextureAtlasLayout
Stores a map used to lookup the position of a texture in a TextureAtlas. This can be used to either use and look up a specific section of a texture, or animate frame-by-frame as a sprite sheet.
TextureAtlasSources
Stores a mapping from sub texture handles to the related area index.
Time
A generic clock resource that tracks how much it has advanced since its previous update and since its creation.
Timer
Tracks elapsed time. Enters the finished state once duration is reached.
Torus
A torus primitive, often representing a ring or donut shape The set of points some distance from a circle centered at the origin
TouchInput
A touch input event.
Touches
A collection of Touches.
Transform
Describe the position of an entity. If the entity has a parent, the position is relative to its parent position.
TransformHelper
System parameter for computing up-to-date GlobalTransforms.
TransformPlugin
The base plugin for handling Transform components
TransformTreeChanged
An optimization for transform propagation. This ZST marker component uses change detection to mark all entities of the hierarchy as “dirty” if any of their descendants have a changed Transform. If this component is not marked is_changed(), propagation will halt.
Triangle2d
A triangle in 2D space
Triangle3d
A 3D triangle primitive.
URect
A rectangle defined by two opposite corners.
UVec2
A 2-dimensional vector.
UVec3
A 3-dimensional vector.
UVec4
A 4-dimensional vector.
Update
The schedule that contains any app logic that must run once per render frame. For most gameplay logic, consider using FixedUpdate instead.
Vec
A contiguous growable array type, written as Vec<T>, short for ‘vector’.
Vec2
A 2-dimensional vector.
Vec3
A 3-dimensional vector.
Vec4
A 4-dimensional vector.
Vec3A
A 3-dimensional vector.
ViewFrustum
A region of 3D space defined by the intersection of 6 HalfSpaces.
ViewVisibility
Algorithmically computed indication of whether an entity is visible and should be extracted for rendering.
Virtual
The virtual game clock representing game time.
Window
The defining Component for window entities, storing information about how it should appear and behave.
WindowMoved
An event that is sent when a window is repositioned in physical pixels.
WindowPlugin
A Plugin that defines an interface for windowing support in Bevy.
WindowResizeConstraints
The size limits on a Window.
With
Filter that selects entities with a component T.
WithOneRelated
A wrapper over an Entity indicating that an entity should be added. This is intended to be used for hierarchical spawning via traits like SpawnableList and SpawnRelated.
WithRelated
A SpawnableList that links already spawned entities to the root entity via relations of type I.
Without
Filter that selects entities without a component T.
World
Stores and exposes operations on entities, components, resources, and their associated metadata.
Xyza
CIE 1931 color space, also known as XYZ, with an alpha channel.

Enums§

AppExit
A Message that indicates the App should exit. If one or more of these are present at the end of an update, the runner will end and (maybe) return control to the caller.
AssetEvent
Messages that occur for a specific loaded Asset, such as “value changed” events and “dependency” events.
AssetId
A unique runtime-only identifier for an Asset. This is cheap to Copy/Clone and is not directly tied to the lifetime of the Asset. This means it can point to an Asset that no longer exists.
AssetMode
Controls whether or not assets are pre-processed before being loaded.
ClearColorConfig
For a camera, specifies the color used to clear the viewport before rendering or when writing to the final render target texture.
Color
An enumerated type that can represent any of the color types in this crate.
CompositingSpace
Color space for alpha compositing. Affects how overlapping semi-transparent layers blend.
ConvexPolygonError
An error that happens when creating a ConvexPolygon.
EulerRot
Euler rotation sequences.
FileDragAndDrop
Events related to files being dragged and dropped on a window.
Handle
A handle to a specific Asset of type A. Handles act as abstract “references” to assets, whose data are stored in the Assets<A> resource, avoiding the need to store multiple copies of the same data.
HexColorError
Error returned if a hex string could not be parsed as a color.
ImageFormat
The format of an on-disk image asset.
Ime
An Input Method Editor event.
KeyCode
The key code of a KeyboardInput.
MonitorSelection
References a screen monitor.
MouseButton
A button on a mouse device.
Msaa
Component for configuring the number of samples for Multi-Sample Anti-Aliasing for a Camera.
MsaaWriteback
Controls when MSAA writeback occurs for a camera.
Projection
Component that defines how to compute a Camera’s projection matrix.
RunFixedMainLoopSystems
Set enum for the systems that want to run inside RunFixedMainLoop, but before or after the fixed update logic. Systems in this set will run exactly once per frame, regardless of the number of fixed updates. They will also run under a variable timestep.
Severity
Indicates how severe a BevyError is.
StaticTransformOptimizations
Configure the behavior of static scene optimizations for Transform propagation.
TextureError
An error that occurs when loading a texture.
TimerMode
Specifies Timer behavior.
TorusKind
The type of torus determined by the minor and major radii
TransformSystems
Set enum for the systems relating to transform propagation
UntypedHandle
An untyped variant of Handle, which internally stores the Asset type information at runtime as a TypeId instead of encoding it in the compile-time type. This allows handles across Asset types to be stored together and compared.
VideoModeSelection
References an exclusive fullscreen video mode.
Visibility
User indication of whether an entity is visible. Propagates down the entity hierarchy.
WindingOrder
The winding order for a set of points
WindowPosition
Defines where a Window should be placed on the screen.

Traits§

Alpha
Methods for manipulating alpha values.
Asset
Declares that this type is an asset, which can be loaded and managed by the AssetServer and stored in Assets collections.
AssetApp
Adds asset-related builder methods to App.
Bounded2d
A trait with methods that return 2D bounding volumes for a shape.
Bounded3d
A trait with methods that return 3D bounding volumes for a shape.
BoundedExtrusion
A trait implemented on 2D shapes which determines the 3D bounding volumes of their extrusions.
BoundingVolume
A trait that generalizes different bounding volumes. Bounding volumes are simplified shapes that are used to get simpler ways to check for overlapping elements or finding intersections.
BuildChildrenTransformExt
Collection of methods similar to the built-in parenting methods on EntityWorldMut and EntityCommands, but preserving each entity’s GlobalTransform.
Bundle
The Bundle trait enables insertion and removal of Components from an entity.
ColorToComponents
Trait with methods for converting colors to non-color types
ColorToPacked
Trait with methods for converting colors to packed non-color types
Command
A World mutation.
Component
A data type that can be used to store data for an entity.
ContainsEntity
A trait for types that contain an Entity.
ContextExt
Extension methods for adding additional context messages to a BevyError
DelayedCommandsExt
Extension trait for Commands that provides delayed command functionality.
DetectChanges
Types that can read change detection information. This change detection is controlled by DetectChangesMut types such as ResMut.
DetectChangesMut
Types that implement reliable change detection.
DirectAssetAccessExt
An extension trait for methods for working with assets directly from a World.
EntityCommand
A command which gets executed for a given Entity.
EntityEvent
An EntityEvent is an Event that is triggered for a specific EntityEvent::event_target entity:
EntityMapper
An implementor of this trait knows how to map an Entity into another Entity.
Event
An Event is something that “happens” at a given moment.
EventPattern
Trait for types that can be ‘matched’ on by Observers to register additional metadata for an Event trigger. All Events are also implicitly EventPatterns, but this trait can be manually implemented.
FloatExt
A trait for extending f32 and f64 with extra methods.
FromReflect
A trait that enables types to be dynamically constructed from reflected data.
FromRng
Ergonomics trait for a type with a StandardUniform distribution, allowing values to be generated uniformly from an RngExt by a method in its own namespace.
FromTemplate
FromTemplate is implemented for types that can be produced by a specific, canonical Template. This creates a way to correlate to the Template using the desired template output type. This is used by Bevy’s scene system.
FromWorld
Creates an instance of the type this trait is implemented for using data from the supplied World.
GetField
A convenience trait which combines fetching and downcasting of struct fields.
GetPath
A trait which allows nested Reflect values to be retrieved with path strings.
GetTupleStructField
A convenience trait which combines fetching and downcasting of tuple struct fields.
Gray
Trait for returning a grayscale color of a provided lightness.
Hue
Trait for manipulating the hue of a color.
Inset
A primitive that can be resized uniformly.
IntersectsVolume
A trait that generalizes intersection tests against a volume. Intersection tests can be used for a variety of tasks, for example:
IntoScheduleConfigs
Types that can convert into a ScheduleConfigs.
IntoSystem
Conversion trait to turn something into a System.
IntoSystemSet
Types that can be converted into a SystemSet.
Luminance
Methods for changing the luminance of a color. Note that these methods are not guaranteed to produce consistent results across color spaces, but will be within a given space.
Measured2d
A trait for getting measurements of 2D shapes
Measured3d
A trait for getting measurements of 3D shapes
MeshBuilder
A trait used to build Meshes from a configuration
Meshable
A trait for shapes that can be turned into a Mesh.
Message
A buffered message for pull-based event handling.
Mix
Linear interpolation of two colors within a given color space.
ObserverSystemExt
Extension trait for adding run conditions to observer systems.
PartialReflect
The foundational trait of bevy_reflect, used for accessing and modifying data dynamically.
Plugin
A collection of Bevy app logic and configuration.
PluginGroup
Combines multiple Plugins into a single unit.
Primitive2d
A marker trait for 2D primitives
Primitive3d
A marker trait for 3D primitives
ReadOnlySystem
System types that do not modify the World when run. This is implemented for any systems whose parameters all implement ReadOnlySystemParam.
Reflect
A core trait of bevy_reflect, used for downcasting to concrete types.
ReflectPath
Something that can be interpreted as a reflection path in GetPath.
RelationshipTarget
A Component containing the collection of entities that relate to this Entity via the associated Relationship type. See the Relationship documentation for more information.
Resource
A type that can be inserted into a World as a singleton.
ResultSeverityExt
Extension methods for annotating errors with a Severity.
Saturation
Trait for manipulating the saturation of a color.
ShapeSample
Exposes methods to uniformly sample a variety of primitive shapes.
SpawnRelated
RelationshipTarget methods that create a Bundle with a DynamicBundle::Effect that:
StableInterpolate
A type with a natural interpolation that provides strong subdivision guarantees.
Struct
A trait used to power struct-like operations via reflection.
System
An ECS system that can be added to a Schedule
SystemCondition
A system that determines if one or more scheduled systems should run.
SystemInput
Trait for types that can be used as input to Systems.
SystemParamBuilder
A builder that can create a SystemParam.
SystemParamFunction
A trait implemented for all functions that can be used as Systems.
SystemSet
System sets are tag-like labels that can be used to group systems together.
Template
A Template is something that, given a spawn context (target Entity, World, etc), can produce a Template::Output.
ToOwned
A generalization of Clone to borrowed data.
ToRing
Provides a convenience method for converting a primitive to a Ring, with a given thickness.
ToString
A trait for converting a value to a String.
TransformPoint
A trait for point transformation methods.
TupleStruct
A trait used to power tuple struct-like operations via reflection.
TypePath
A static accessor to type paths and names.
Vec2Swizzles
Vec3Swizzles
Vec4Swizzles
_

Functions§

any_component_removed
A SystemCondition-satisfying system that returns true if there are any entity with a component of the given type removed.
any_match_filter
A SystemCondition-satisfying system that returns true if there are any entities that match the given QueryFilter.
any_with_component
A SystemCondition-satisfying system that returns true if there are any entities with the given component type.
asset_value
This will create a new HandleTemplate for the given asset value. This makes it possible to define assets “inline” in templates / scenes that produce a Handle.
bvec2
Creates a 2-dimensional bool vector mask.
bvec3
Creates a 3-dimensional bool vector mask.
bvec4
Creates a 4-dimensional bool vector mask.
bvec3a
Creates a 3-dimensional bool vector mask.
bvec4a
Creates a 4-dimensional bool vector mask.
condition_changed
Generates a SystemCondition that returns true when the passed one changes.
condition_changed_to
Generates a SystemCondition that returns true when the result of the passed one went from false to true since the last time this was called.
default
An ergonomic abbreviation for Default::default() to make initializing structs easier.
is_polygon_simple
Tests whether the vertices describe a simple polygon. The last vertex must not be equal to the first vertex.
ivec2
Creates a 2-dimensional vector.
ivec3
Creates a 3-dimensional vector.
ivec4
Creates a 4-dimensional vector.
mat2
Creates a 2x2 matrix from two column vectors.
mat3
Creates a 3x3 matrix from three column vectors.
mat4
Creates a 4x4 matrix from four column vectors.
mat3a
Creates a 3x3 matrix from three column vectors.
not
Generates a SystemCondition that inverses the result of passed one.
on_message
A SystemCondition-satisfying system that returns true if there are any new messages of the given type since it was last called.
quat
Creates a quaternion from x, y, z and w values.
resource_added
A SystemCondition-satisfying system that returns true if the resource of the given type has been added since the condition was last checked.
resource_changed
A SystemCondition-satisfying system that returns true if the resource of the given type has been added or mutably dereferenced since the condition was last checked.
resource_changed_or_removed
A SystemCondition-satisfying system that returns true if the resource of the given type has been added, removed or mutably dereferenced since the condition was last checked.
resource_equals
Generates a SystemCondition-satisfying closure that returns true if the resource is equal to value.
resource_exists
A SystemCondition-satisfying system that returns true if the resource exists.
resource_exists_and
Generates a SystemCondition-satisfying closure that returns true if the resource exists and satisfies a closure.
resource_exists_and_changed
A SystemCondition-satisfying system that returns true if the resource of the given type has been added or mutably dereferenced since the condition was last checked.
resource_exists_and_equals
Generates a SystemCondition-satisfying closure that returns true if the resource exists and is equal to value.
resource_removed
A SystemCondition-satisfying system that returns true if the resource of the given type has been removed since the condition was last checked.
run_once
A SystemCondition-satisfying system that returns true on the first time the condition is run and false every time after.
template
Returns a “free floating” template for a given func. This prevents the need to define a custom type for one-off templates.
uvec2
Creates a 2-dimensional vector.
uvec3
Creates a 3-dimensional vector.
uvec4
Creates a 4-dimensional vector.
vec2
Creates a 2-dimensional vector.
vec3
Creates a 3-dimensional vector.
vec4
Creates a 4-dimensional vector.
vec3a
Creates a 3-dimensional vector.

Type Aliases§

ChildSpawner
A type alias over RelatedSpawner used to spawn child entities containing a ChildOf relationship.
ChildSpawnerCommands
A type alias over RelatedSpawnerCommands used to spawn child entities containing a ChildOf relationship.
Result
A result type for use in fallible systems, commands and observers.
SystemIn
Shorthand way to get the System::In for a System as a SystemInput::Inner.

Attribute Macros§

bevy_main
Generates the required main function boilerplate for Android.
reflect_trait
A macro that automatically generates type data for traits, which their implementors can then register.

Derive Macros§

Asset
Implement the Asset trait.
Bundle
Implement the Bundle trait.
Component
Implement the Component trait.
Deref
Implements Deref for structs. This is especially useful when utilizing the newtype pattern.
DerefMut
Implements DerefMut for structs. This is especially useful when utilizing the newtype pattern.
EntityEvent
Implement the EntityEvent trait.
Event
Implement the Event trait.
FromReflect
Derives the FromReflect trait.
FromTemplate
Derives FromTemplate.
FromWorld
Implement the FromWorld trait.
Message
Implement the Message trait.
Reflect
The main derive macro used by bevy_reflect for deriving its Reflect trait.
Resource
Implement the Resource trait.
SystemSet
Derive macro generating an impl of the trait SystemSet.
TypePath
Derives the TypePath trait, providing a stable alternative to [std::any::type_name].