Vessel

Struct Vessel 

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pub struct Vessel<'a> { /* private fields */ }
Expand description

A high-level wrapper around an ECS entity.

Vessel provides a builder-pattern API for creating and configuring game entities. It automatically handles the underlying ECS components and synchronization between Transform and GlobalTransform.

Every Vessel is guaranteed to have:

  • Transform (local position/rotation/scale)
  • GlobalTransform (world-space transform for rendering)

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impl<'a> Vessel<'a>

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pub fn new(world: &'a mut GameWorld) -> Self

Creates a new Vessel at the origin.

The entity is spawned immediately with Transform and GlobalTransform.

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pub fn at(world: &'a mut GameWorld, position: Vec3) -> Self

Creates a new Vessel at the specified position.

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pub fn with_transform(self, transform: Transform) -> Self

Sets the transform (position, rotation, scale).

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pub fn at_position(self, position: Vec3) -> Self

Sets the position.

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pub fn with_rotation(self, rotation: Quaternion) -> Self

Sets the rotation of the transform.

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pub fn with_scale(self, scale: Vec3) -> Self

Sets the scale of the transform.

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pub fn with_component<C: Component>(self, component: C) -> Self

Adds a generic component to the entity immediately.

Since the entity is already spawned when the Vessel is created, we can add the component right away. This avoids needing a field on Vessel for every possible component type.

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pub fn entity(&self) -> EntityId

Returns the entity ID.

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pub fn build(self) -> EntityId

Builds the Vessel, updating the final transforms.

This finalizes the Vessel creation and returns the entity ID.

Auto Trait Implementations§

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impl<'a> Freeze for Vessel<'a>

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impl<'a> !RefUnwindSafe for Vessel<'a>

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impl<'a> Send for Vessel<'a>

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impl<'a> Sync for Vessel<'a>

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impl<'a> Unpin for Vessel<'a>

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impl<'a> !UnwindSafe for Vessel<'a>

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