Basic documentation for Entities, Components and Systems (#1578)

These are largely targeted at beginners, as `Entity`, `Component` and `System` are the most obvious terms to search when first getting introduced to Bevy.
This commit is contained in:
Alice Cecile 2021-03-12 19:59:55 +00:00
parent 32af4b7dc3
commit 03601db51c
3 changed files with 27 additions and 1 deletions

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@ -11,6 +11,19 @@ use std::{
}; };
use thiserror::Error; use thiserror::Error;
/// A component is data associated with an `Entity`. Each entity can have multiple different types
/// of components, but only one of them per type.
///
/// Any type that is `Send + Sync + 'static` automatically implements `Component`.
///
/// Components are added with new entities using [Commands::spawn](crate::system::Commands::spawn),
/// or to existing entities with [Commands::insert](crate::system::Commands::insert),
/// or their [World](crate::world::World) equivalents.
///
/// Components can be accessed in systems by using a [Query](crate::system::Query)
/// as one of the arguments.
///
/// Components can be grouped together into a [Bundle](crate::bundle::Bundle).
pub trait Component: Send + Sync + 'static {} pub trait Component: Send + Sync + 'static {}
impl<T: Send + Sync + 'static> Component for T {} impl<T: Send + Sync + 'static> Component for T {}

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@ -13,7 +13,11 @@ use std::{
/// Lightweight unique ID of an entity /// Lightweight unique ID of an entity
/// ///
/// Obtained from `World::spawn`. Can be stored to refer to an entity in the future. /// Obtained from [World::spawn](crate::world::World::spawn), typically via [Commands::spawn](crate::system::Commands::spawn). Can be stored to refer to an entity in the future.
///
/// `Entity` can be a part of a query, e.g. `Query<(Entity, &MyComponent)>`.
/// Components of a specific entity can be accessed using
/// [Query::get](crate::system::Query::get) and related methods.
#[derive(Clone, Copy, Hash, Eq, Ord, PartialEq, PartialOrd)] #[derive(Clone, Copy, Hash, Eq, Ord, PartialEq, PartialOrd)]
pub struct Entity { pub struct Entity {
pub(crate) generation: u32, pub(crate) generation: u32,

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@ -17,6 +17,15 @@ impl SystemId {
} }
/// An ECS system that can be added to a [Schedule](crate::schedule::Schedule) /// An ECS system that can be added to a [Schedule](crate::schedule::Schedule)
///
/// Systems are functions with all arguments implementing [SystemParam].
///
/// Systems are added to an application using `AppBuilder::add_system(my_system.system())`
/// or similar methods, and will generally run once per pass of the main loop.
///
/// Systems are executed in parallel, in opportunistic order; data access is managed automatically.
/// It's possible to specify explicit execution order between specific systems,
/// see [SystemDescriptor](crate::schedule::SystemDescriptor).
pub trait System: Send + Sync + 'static { pub trait System: Send + Sync + 'static {
type In; type In;
type Out; type Out;