Struct Table
pub struct Table { /* private fields */ }Expand description
A column-oriented structure-of-arrays based storage for Components of entities
in a World.
Conceptually, a Table can be thought of as an HashMap<ComponentId, Column>, where
each Column is a type-erased Vec<T: Component>. Each row corresponds to a single entity
(i.e. index 3 in Column A and index 3 in Column B point to different components on the same
entity). Fetching components from a table involves fetching the associated column for a
component type (via its ComponentId), then fetching the entity’s row within that column.
Implementations§
§impl Table
impl Table
pub fn entities(&self) -> &[Entity]
pub fn entities(&self) -> &[Entity]
Fetches a read-only slice of the entities stored within the Table.
pub fn get_column(&self, component_id: ComponentId) -> Option<&Column>
pub fn get_column(&self, component_id: ComponentId) -> Option<&Column>
pub fn has_column(&self, component_id: ComponentId) -> bool
pub fn has_column(&self, component_id: ComponentId) -> bool
pub fn entity_count(&self) -> usize
pub fn entity_count(&self) -> usize
Gets the number of entities currently being stored in the table.
pub fn component_count(&self) -> usize
pub fn component_count(&self) -> usize
Gets the number of components being stored in the table.
pub fn entity_capacity(&self) -> usize
pub fn entity_capacity(&self) -> usize
Gets the maximum number of entities the table can currently store without reallocating the underlying memory.
Auto Trait Implementations§
impl Freeze for Table
impl !RefUnwindSafe for Table
impl !Send for Table
impl !Sync for Table
impl Unpin for Table
impl UnwindSafe for Table
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