# Legion [![Build Status][build_img]][build_lnk] [![Crates.io][crates_img]][crates_lnk] [![Docs.rs][doc_img]][doc_lnk] [build_img]: https://github.com/TomGillen/legion/workflows/CI/badge.svg [build_lnk]: https://github.com/TomGillen/legion/actions [crates_img]: https://img.shields.io/crates/v/legion.svg [crates_lnk]: https://crates.io/crates/legion [doc_img]: https://docs.rs/legion/badge.svg [doc_lnk]: https://docs.rs/legion Legion aims to be a feature rich high performance ECS library for Rust game projects with minimal boilerplate. ## Bevy Fork Info Bevy currently forks Legion to give it some additional functionality: * Stable TypeIds across binaries to support dynamic plugin loading * Simple "function only" system declarations Here are the changes made: * Add system_fn.rs containing "function only" system declarations * ResourceTypeId, ComponentTypeId, TagTypeId use static str (std::any::type_name) instead of TypeId (std::any::TypeId is not constant across rust binaries) * Implement "DowncastTypeName" to allow downcasting based on type name * Upgraded derivative, smallvec, itertools to eliminate redundant dependencies * Added GuidEntityAllocator. Generates random entityids and enables "stable" ids across serialization. ## Benchmarks Based on the [ecs_bench](https://github.com/lschmierer/ecs_bench) project. ![](bench.png) ## Getting Started ```rust use legion::prelude::*; // Define our entity data types #[derive(Clone, Copy, Debug, PartialEq)] struct Position { x: f32, y: f32, } #[derive(Clone, Copy, Debug, PartialEq)] struct Velocity { dx: f32, dy: f32, } #[derive(Clone, Copy, Debug, PartialEq)] struct Model(usize); #[derive(Clone, Copy, Debug, PartialEq)] struct Static; // Create a world to store our entities let universe = Universe::new(); let mut world = universe.create_world(); // Create entities with `Position` and `Velocity` data world.insert( (), (0..999).map(|_| (Position { x: 0.0, y: 0.0 }, Velocity { dx: 0.0, dy: 0.0 })) ); // Create entities with `Position` data and a shared `Model` data, tagged as `Static` // Shared data values are shared across many entities, // and enable further batch processing and filtering use cases let entities: &[Entity] = world.insert( (Model(5), Static), (0..999).map(|_| (Position { x: 0.0, y: 0.0 },)) ); // Create a query which finds all `Position` and `Velocity` components let query = <(Write, Read)>::query(); // Iterate through all entities that match the query in the world for (mut pos, vel) in query.iter(&mut world) { pos.x += vel.dx; pos.y += vel.dy; } ``` ## Features Legion aims to be a more feature-complete game-ready ECS than many of its predecessors. ### Advanced Query Filters The query API can do much more than pull entity data out of the world. Additional data type filters: ```rust // It is possible to specify that entities must contain data beyond that being fetched let query = Read::::query() .filter(component::()); for position in query.iter(&mut world) { // these entities also have `Velocity` } ``` Filter boolean operations: ```rust // Filters can be combined with boolean operators let query = Read::::query() .filter(tag::() | !component::()); for position in query.iter(&mut world) { // these entities are also either marked as `Static`, or do *not* have a `Velocity` } ``` Filter by shared data value: ```rust // Filters can filter by specific shared data values let query = Read::::query() .filter(tag_value(&Model(3))); for position in query.iter(&mut world) { // these entities all have shared data value `Model(3)` } ``` Change detection: ```rust // Queries can perform coarse-grained change detection, rejecting entities who's data // has not changed since the last time the query was iterated. let query = <(Read, Shared)>::query() .filter(changed::()); for (pos, model) in query.iter(&mut world) { // entities who have changed position } ``` ### Content Streaming Entities can be loaded and initialized in a background `World` on separate threads and then when ready, merged into the main `World` near instantaneously. ```rust let universe = Universe::new(); let mut world_a = universe.create_world(); let mut world_b = universe.create_world(); // Merge all entities from `world_b` into `world_a` // Entity IDs are guarenteed to be unique across worlds and will // remain unchanged across the merge. world_a.merge(world_b); ``` ### Chunk Iteration Entity data is allocated in blocks called "chunks", each approximately containing 64KiB of data. The query API exposes each chunk via `iter_chunk`. As all entities in a chunk are guarenteed to contain the same set of entity data and shared data values, it is possible to do batch processing via the chunk API. ```rust fn render_instanced(model: &Model, transforms: &[Transform]) { // pass `transforms` pointer to graphics API to load into constant buffer // issue instanced draw call with model data and transforms } let query = Read::::query() .filter(tag::()); for chunk in query.iter_chunks_mut(&mut world) { // get the chunk's model let model: &Model = chunk.tag().unwrap(); // get a (runtime borrow checked) slice of transforms let transforms = chunk.components::().unwrap(); // give the model and transform slice to our renderer render_instanced(model, &transforms); } ```