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)
Implementations§
Source§impl<'a> Vessel<'a>
impl<'a> Vessel<'a>
Sourcepub fn new(world: &'a mut GameWorld) -> Self
pub fn new(world: &'a mut GameWorld) -> Self
Creates a new Vessel at the origin.
The entity is spawned immediately with Transform and GlobalTransform.
Sourcepub fn at(world: &'a mut GameWorld, position: Vec3) -> Self
pub fn at(world: &'a mut GameWorld, position: Vec3) -> Self
Creates a new Vessel at the specified position.
Sourcepub fn with_transform(self, transform: Transform) -> Self
pub fn with_transform(self, transform: Transform) -> Self
Sets the transform (position, rotation, scale).
Sourcepub fn at_position(self, position: Vec3) -> Self
pub fn at_position(self, position: Vec3) -> Self
Sets the position.
Sourcepub fn with_rotation(self, rotation: Quaternion) -> Self
pub fn with_rotation(self, rotation: Quaternion) -> Self
Sets the rotation of the transform.
Sourcepub fn with_scale(self, scale: Vec3) -> Self
pub fn with_scale(self, scale: Vec3) -> Self
Sets the scale of the transform.
Sourcepub fn with_component<C: Component>(self, component: C) -> Self
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.
Auto Trait Implementations§
impl<'a> Freeze for Vessel<'a>
impl<'a> !RefUnwindSafe for Vessel<'a>
impl<'a> Send for Vessel<'a>
impl<'a> Sync for Vessel<'a>
impl<'a> Unpin for Vessel<'a>
impl<'a> !UnwindSafe for Vessel<'a>
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