Description
Allow components one last access to the world when they are deleted. This could be done by either:
- Allowing some sort of call inside of
Drop that gets the encompassing World (unlikely, probably really unsafe, stinks of globals)
- Creating some sort of trait that acts like Drop but allows the component to access the world like a System does. Perhaps it could be named
Cleanup or something?
Motivation
I have a component that represents ownership over some physics objects. When the entity holding that component is deleted, I want the physics objects to also be deleted. The problem is that inside Drop, I have no access to the physics world because it's a resource. :(
Drawbacks
- Is it a breaking change? No, features are only added
- Can it impact performance, learnability, etc? The performance of deleting large amounts of entities with components that require cleanup may be impacted. However, due to monomorphization, if you go with the cleanup trait then there will be no code generated for components without it, just like
Drop. That means only code that explicitly opts into this feature will be impacted
Unresolved questions
None right now
Description
Allow components one last access to the world when they are deleted. This could be done by either:
Dropthat gets the encompassing World (unlikely, probably really unsafe, stinks of globals)Cleanupor something?Motivation
I have a component that represents ownership over some physics objects. When the entity holding that component is deleted, I want the physics objects to also be deleted. The problem is that inside
Drop, I have no access to the physics world because it's a resource. :(Drawbacks
Drop. That means only code that explicitly opts into this feature will be impactedUnresolved questions
None right now