mirror of
https://github.com/bevyengine/bevy
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584d14808a
# Objective Following the pattern established in #15593, we can reduce the API surface of `World` by providing a single function to grab both a singular entity reference, or multiple entity references. ## Solution The following functions can now also take multiple entity IDs and will return multiple entity references back: - `World::entity` - `World::get_entity` - `World::entity_mut` - `World::get_entity_mut` - `DeferredWorld::entity_mut` - `DeferredWorld::get_entity_mut` If you pass in X, you receive Y: - give a single `Entity`, receive a single `EntityRef`/`EntityWorldMut` (matches current behavior) - give a `[Entity; N]`/`&[Entity; N]` (array), receive an equally-sized `[EntityRef; N]`/`[EntityMut; N]` - give a `&[Entity]` (slice), receive a `Vec<EntityRef>`/`Vec<EntityMut>` - give a `&EntityHashSet`, receive a `EntityHashMap<EntityRef>`/`EntityHashMap<EntityMut>` Note that `EntityWorldMut` is only returned in the single-entity case, because having multiple at the same time would lead to UB. Also, `DeferredWorld` receives an `EntityMut` in the single-entity case because it does not allow structural access. ## Testing - Added doc-tests on `World::entity`, `World::entity_mut`, and `DeferredWorld::entity_mut` - Added tests for aliased mutability and entity existence --- ## Showcase <details> <summary>Click to view showcase</summary> The APIs for fetching `EntityRef`s and `EntityMut`s from the `World` have been unified. ```rust // This code will be referred to by subsequent code blocks. let world = World::new(); let e1 = world.spawn_empty().id(); let e2 = world.spawn_empty().id(); let e3 = world.spawn_empty().id(); ``` Querying for a single entity remains mostly the same: ```rust // 0.14 let eref: EntityRef = world.entity(e1); let emut: EntityWorldMut = world.entity_mut(e1); let eref: Option<EntityRef> = world.get_entity(e1); let emut: Option<EntityWorldMut> = world.get_entity_mut(e1); // 0.15 let eref: EntityRef = world.entity(e1); let emut: EntityWorldMut = world.entity_mut(e1); let eref: Result<EntityRef, Entity> = world.get_entity(e1); let emut: Result<EntityWorldMut, Entity> = world.get_entity_mut(e1); ``` Querying for multiple entities with an array has changed: ```rust // 0.14 let erefs: [EntityRef; 2] = world.many_entities([e1, e2]); let emuts: [EntityMut; 2] = world.many_entities_mut([e1, e2]); let erefs: Result<[EntityRef; 2], Entity> = world.get_many_entities([e1, e2]); let emuts: Result<[EntityMut; 2], QueryEntityError> = world.get_many_entities_mut([e1, e2]); // 0.15 let erefs: [EntityRef; 2] = world.entity([e1, e2]); let emuts: [EntityMut; 2] = world.entity_mut([e1, e2]); let erefs: Result<[EntityRef; 2], Entity> = world.get_entity([e1, e2]); let emuts: Result<[EntityMut; 2], EntityFetchError> = world.get_entity_mut([e1, e2]); ``` Querying for multiple entities with a slice has changed: ```rust let ids = vec![e1, e2, e3]); // 0.14 let erefs: Result<Vec<EntityRef>, Entity> = world.get_many_entities_dynamic(&ids[..]); let emuts: Result<Vec<EntityMut>, QueryEntityError> = world.get_many_entities_dynamic_mut(&ids[..]); // 0.15 let erefs: Result<Vec<EntityRef>, Entity> = world.get_entity(&ids[..]); let emuts: Result<Vec<EntityMut>, EntityFetchError> = world.get_entity_mut(&ids[..]); let erefs: Vec<EntityRef> = world.entity(&ids[..]); // Newly possible! let emuts: Vec<EntityMut> = world.entity_mut(&ids[..]); // Newly possible! ``` Querying for multiple entities with an `EntityHashSet` has changed: ```rust let set = EntityHashSet::from_iter([e1, e2, e3]); // 0.14 let emuts: Result<Vec<EntityMut>, QueryEntityError> = world.get_many_entities_from_set_mut(&set); // 0.15 let emuts: Result<EntityHashMap<EntityMut>, EntityFetchError> = world.get_entity_mut(&set); let erefs: Result<EntityHashMap<EntityRef>, EntityFetchError> = world.get_entity(&set); // Newly possible! let emuts: EntityHashMap<EntityMut> = world.entity_mut(&set); // Newly possible! let erefs: EntityHashMap<EntityRef> = world.entity(&set); // Newly possible! ``` </details> ## Migration Guide - `World::get_entity` now returns `Result<_, Entity>` instead of `Option<_>`. - Use `world.get_entity(..).ok()` to return to the previous behavior. - `World::get_entity_mut` and `DeferredWorld::get_entity_mut` now return `Result<_, EntityFetchError>` instead of `Option<_>`. - Use `world.get_entity_mut(..).ok()` to return to the previous behavior. - Type inference for `World::entity`, `World::entity_mut`, `World::get_entity`, `World::get_entity_mut`, `DeferredWorld::entity_mut`, and `DeferredWorld::get_entity_mut` has changed, and might now require the input argument's type to be explicitly written when inside closures. - The following functions have been deprecated, and should be replaced as such: - `World::many_entities` -> `World::entity::<[Entity; N]>` - `World::many_entities_mut` -> `World::entity_mut::<[Entity; N]>` - `World::get_many_entities` -> `World::get_entity::<[Entity; N]>` - `World::get_many_entities_dynamic` -> `World::get_entity::<&[Entity]>` - `World::get_many_entities_mut` -> `World::get_entity_mut::<[Entity; N]>` - The equivalent return type has changed from `Result<_, QueryEntityError>` to `Result<_, EntityFetchError>` - `World::get_many_entities_dynamic_mut` -> `World::get_entity_mut::<&[Entity]>1 - The equivalent return type has changed from `Result<_, QueryEntityError>` to `Result<_, EntityFetchError>` - `World::get_many_entities_from_set_mut` -> `World::get_entity_mut::<&EntityHashSet>` - The equivalent return type has changed from `Result<Vec<EntityMut>, QueryEntityError>` to `Result<EntityHashMap<EntityMut>, EntityFetchError>`. If necessary, you can still convert the `EntityHashMap` into a `Vec`.
268 lines
10 KiB
Rust
268 lines
10 KiB
Rust
use bevy_app::Plugin;
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use bevy_derive::{Deref, DerefMut};
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use bevy_ecs::{
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component::Component,
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entity::Entity,
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observer::Trigger,
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query::With,
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reflect::ReflectComponent,
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system::{Local, Query, ResMut, Resource, SystemState},
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world::{Mut, OnAdd, OnRemove, World},
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};
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use bevy_reflect::Reflect;
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/// A plugin that synchronizes entities with [`SyncToRenderWorld`] between the main world and the render world.
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///
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/// Bevy's renderer is architected independently from the main app.
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/// It operates in its own separate ECS [`World`], so the renderer logic can run in parallel with the main world logic.
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/// This is called "Pipelined Rendering", see [`PipelinedRenderingPlugin`] for more information.
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///
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/// [`WorldSyncPlugin`] is the first thing that runs every frame and it maintains an entity-to-entity mapping
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/// between the main world and the render world.
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/// It does so by spawning and despawning entities in the render world, to match spawned and despawned entities in the main world.
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/// The link between synced entities is maintained by the [`RenderEntity`] and [`MainEntity`] components.
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/// The [`RenderEntity`] contains the corresponding render world entity of a main world entity, while [`MainEntity`] contains
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/// the corresponding main world entity of a render world entity.
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/// The entities can be accessed by calling `.id()` on either component.
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///
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/// Synchronization is necessary preparation for extraction ([`ExtractSchedule`](crate::ExtractSchedule)), which copies over component data from the main
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/// to the render world for these entities.
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///
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/// ```text
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/// |--------------------------------------------------------------------|
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/// | | | Main world update |
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/// | sync | extract |---------------------------------------------------|
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/// | | | Render world update |
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/// |--------------------------------------------------------------------|
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/// ```
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///
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/// An example for synchronized main entities 1v1 and 18v1
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///
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/// ```text
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/// |---------------------------Main World------------------------------|
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/// | Entity | Component |
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/// |-------------------------------------------------------------------|
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/// | ID: 1v1 | PointLight | RenderEntity(ID: 3V1) | SyncToRenderWorld |
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/// | ID: 18v1 | PointLight | RenderEntity(ID: 5V1) | SyncToRenderWorld |
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/// |-------------------------------------------------------------------|
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///
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/// |----------Render World-----------|
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/// | Entity | Component |
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/// |---------------------------------|
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/// | ID: 3v1 | MainEntity(ID: 1V1) |
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/// | ID: 5v1 | MainEntity(ID: 18V1) |
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/// |---------------------------------|
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///
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/// ```
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///
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/// Note that this effectively establishes a link between the main world entity and the render world entity.
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/// Not every entity needs to be synchronized, however; only entities with the [`SyncToRenderWorld`] component are synced.
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/// Adding [`SyncToRenderWorld`] to a main world component will establish such a link.
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/// Once a synchronized main entity is despawned, its corresponding render entity will be automatically
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/// despawned in the next `sync`.
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///
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/// The sync step does not copy any of component data between worlds, since its often not necessary to transfer over all
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/// the components of a main world entity.
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/// The render world probably cares about a `Position` component, but not a `Velocity` component.
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/// The extraction happens in its own step, independently from, and after synchronization.
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///
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/// Moreover, [`WorldSyncPlugin`] only synchronizes *entities*. [`RenderAsset`](crate::render_asset::RenderAsset)s like meshes and textures are handled
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/// differently.
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///
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/// [`PipelinedRenderingPlugin`]: crate::pipelined_rendering::PipelinedRenderingPlugin
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#[derive(Default)]
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pub struct WorldSyncPlugin;
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impl Plugin for WorldSyncPlugin {
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fn build(&self, app: &mut bevy_app::App) {
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app.init_resource::<PendingSyncEntity>();
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app.observe(
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|trigger: Trigger<OnAdd, SyncToRenderWorld>, mut pending: ResMut<PendingSyncEntity>| {
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pending.push(EntityRecord::Added(trigger.entity()));
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},
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);
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app.observe(
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|trigger: Trigger<OnRemove, SyncToRenderWorld>,
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mut pending: ResMut<PendingSyncEntity>,
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query: Query<&RenderEntity>| {
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if let Ok(e) = query.get(trigger.entity()) {
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pending.push(EntityRecord::Removed(e.id()));
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};
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},
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);
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}
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}
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/// Marker component that indicates that its entity needs to be synchronized to the render world
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///
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/// NOTE: This component should persist throughout the entity's entire lifecycle.
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/// If this component is removed from its entity, the entity will be despawned.
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#[derive(Component, Clone, Debug, Default, Reflect)]
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#[reflect[Component]]
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#[component(storage = "SparseSet")]
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pub struct SyncToRenderWorld;
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/// Component added on the main world entities that are synced to the Render World in order to keep track of the corresponding render world entity
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#[derive(Component, Deref, Clone, Debug, Copy)]
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pub struct RenderEntity(Entity);
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impl RenderEntity {
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#[inline]
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pub fn id(&self) -> Entity {
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self.0
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}
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}
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/// Component added on the render world entities to keep track of the corresponding main world entity
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#[derive(Component, Deref, Clone, Debug)]
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pub struct MainEntity(Entity);
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impl MainEntity {
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#[inline]
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pub fn id(&self) -> Entity {
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self.0
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}
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}
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/// Marker component that indicates that its entity needs to be despawned at the end of the frame.
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#[derive(Component, Clone, Debug, Default, Reflect)]
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#[component(storage = "SparseSet")]
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pub struct TemporaryRenderEntity;
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/// A record enum to what entities with [`SyncToRenderWorld`] have been added or removed.
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pub(crate) enum EntityRecord {
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/// When an entity is spawned on the main world, notify the render world so that it can spawn a corresponding
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/// entity. This contains the main world entity.
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Added(Entity),
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/// When an entity is despawned on the main world, notify the render world so that the corresponding entity can be
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/// despawned. This contains the render world entity.
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Removed(Entity),
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}
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// Entity Record in MainWorld pending to Sync
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#[derive(Resource, Default, Deref, DerefMut)]
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pub(crate) struct PendingSyncEntity {
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records: Vec<EntityRecord>,
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}
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pub(crate) fn entity_sync_system(main_world: &mut World, render_world: &mut World) {
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main_world.resource_scope(|world, mut pending: Mut<PendingSyncEntity>| {
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// TODO : batching record
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for record in pending.drain(..) {
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match record {
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EntityRecord::Added(e) => {
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if let Ok(mut entity) = world.get_entity_mut(e) {
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match entity.entry::<RenderEntity>() {
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bevy_ecs::world::Entry::Occupied(_) => {
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panic!("Attempting to synchronize an entity that has already been synchronized!");
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}
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bevy_ecs::world::Entry::Vacant(entry) => {
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let id = render_world.spawn(MainEntity(e)).id();
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entry.insert(RenderEntity(id));
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}
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};
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}
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}
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EntityRecord::Removed(e) => {
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if let Ok(ec) = render_world.get_entity_mut(e) {
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ec.despawn();
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};
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}
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}
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}
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});
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}
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pub(crate) fn despawn_temporary_render_entities(
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world: &mut World,
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state: &mut SystemState<Query<Entity, With<TemporaryRenderEntity>>>,
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mut local: Local<Vec<Entity>>,
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) {
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let query = state.get(world);
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local.extend(query.iter());
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// Ensure next frame allocation keeps order
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local.sort_unstable_by_key(|e| e.index());
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for e in local.drain(..).rev() {
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world.despawn(e);
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}
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}
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#[cfg(test)]
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mod tests {
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use bevy_ecs::{
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component::Component,
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entity::Entity,
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observer::Trigger,
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query::With,
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system::{Query, ResMut},
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world::{OnAdd, OnRemove, World},
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};
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use super::{
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entity_sync_system, EntityRecord, MainEntity, PendingSyncEntity, RenderEntity,
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SyncToRenderWorld,
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};
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#[derive(Component)]
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struct RenderDataComponent;
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#[test]
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fn world_sync() {
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let mut main_world = World::new();
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let mut render_world = World::new();
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main_world.init_resource::<PendingSyncEntity>();
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main_world.observe(
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|trigger: Trigger<OnAdd, SyncToRenderWorld>, mut pending: ResMut<PendingSyncEntity>| {
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pending.push(EntityRecord::Added(trigger.entity()));
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},
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);
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main_world.observe(
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|trigger: Trigger<OnRemove, SyncToRenderWorld>,
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mut pending: ResMut<PendingSyncEntity>,
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query: Query<&RenderEntity>| {
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if let Ok(e) = query.get(trigger.entity()) {
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pending.push(EntityRecord::Removed(e.id()));
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};
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},
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);
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// spawn some empty entities for test
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for _ in 0..99 {
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main_world.spawn_empty();
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}
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// spawn
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let main_entity = main_world
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.spawn(RenderDataComponent)
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// indicates that its entity needs to be synchronized to the render world
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.insert(SyncToRenderWorld)
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.id();
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entity_sync_system(&mut main_world, &mut render_world);
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let mut q = render_world.query_filtered::<Entity, With<MainEntity>>();
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// Only one synchronized entity
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assert!(q.iter(&render_world).count() == 1);
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let render_entity = q.get_single(&render_world).unwrap();
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let render_entity_component = main_world.get::<RenderEntity>(main_entity).unwrap();
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assert!(render_entity_component.id() == render_entity);
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let main_entity_component = render_world
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.get::<MainEntity>(render_entity_component.id())
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.unwrap();
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assert!(main_entity_component.id() == main_entity);
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// despawn
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main_world.despawn(main_entity);
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entity_sync_system(&mut main_world, &mut render_world);
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// Only one synchronized entity
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assert!(q.iter(&render_world).count() == 0);
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}
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}
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