mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 12:43:34 +00:00
11b41206eb
This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals: 1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main` 2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. I split this up into 3 commits: 1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`). 2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1). 3. **support manual archetype updates in QueryState**: same situation as (2).
349 lines
14 KiB
Rust
349 lines
14 KiB
Rust
use bevy::{
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app::{AppExit, ScheduleRunnerPlugin, ScheduleRunnerSettings},
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ecs::schedule::ReportExecutionOrderAmbiguities,
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log::LogPlugin,
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prelude::*,
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utils::Duration,
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};
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use rand::random;
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/// This is a guided introduction to Bevy's "Entity Component System" (ECS)
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/// All Bevy app logic is built using the ECS pattern, so definitely pay attention!
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///
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/// Why ECS?
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/// * Data oriented: Functionality is driven by data
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/// * Clean Architecture: Loose coupling of functionality / prevents deeply nested inheritance
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/// * High Performance: Massively parallel and cache friendly
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///
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/// ECS Definitions:
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///
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/// Component: just a normal Rust data type. generally scoped to a single piece of functionality
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/// Examples: position, velocity, health, color, name
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///
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/// Entity: a collection of components with a unique id
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/// Examples: Entity1 { Name("Alice"), Position(0, 0) }, Entity2 { Name("Bill"), Position(10, 5)
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/// }
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/// Resource: a shared global piece of data
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/// Examples: asset_storage, events, system state
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///
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/// System: runs logic on entities, components, and resources
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/// Examples: move_system, damage_system
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///
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/// Now that you know a little bit about ECS, lets look at some Bevy code!
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/// We will now make a simple "game" to illustrate what Bevy's ECS looks like in practice.
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// COMPONENTS: Pieces of functionality we add to entities. These are just normal Rust data types
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//
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// Our game will have a number of "players". Each player has a name that identifies them
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struct Player {
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name: String,
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}
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// Each player also has a score. This component holds on to that score
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struct Score {
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value: usize,
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}
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// RESOURCES: "Global" state accessible by systems. These are also just normal Rust data types!
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//
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// This resource holds information about the game:
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#[derive(Default)]
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struct GameState {
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current_round: usize,
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total_players: usize,
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winning_player: Option<String>,
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}
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// This resource provides rules for our "game".
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struct GameRules {
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winning_score: usize,
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max_rounds: usize,
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max_players: usize,
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}
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// SYSTEMS: Logic that runs on entities, components, and resources. These generally run once each
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// time the app updates.
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//
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// This is the simplest type of system. It just prints "This game is fun!" on each run:
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fn print_message_system() {
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println!("This game is fun!");
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}
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// Systems can also read and modify resources. This system starts a new "round" on each update:
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// NOTE: "mut" denotes that the resource is "mutable"
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// Res<GameRules> is read-only. ResMut<GameState> can modify the resource
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fn new_round_system(game_rules: Res<GameRules>, mut game_state: ResMut<GameState>) {
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game_state.current_round += 1;
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println!(
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"Begin round {} of {}",
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game_state.current_round, game_rules.max_rounds
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);
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}
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// This system updates the score for each entity with the "Player" and "Score" component.
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fn score_system(mut query: Query<(&Player, &mut Score)>) {
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for (player, mut score) in query.iter_mut() {
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let scored_a_point = random::<bool>();
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if scored_a_point {
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score.value += 1;
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println!(
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"{} scored a point! Their score is: {}",
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player.name, score.value
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);
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} else {
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println!(
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"{} did not score a point! Their score is: {}",
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player.name, score.value
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);
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}
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}
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// this game isn't very fun is it :)
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}
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// This system runs on all entities with the "Player" and "Score" components, but it also
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// accesses the "GameRules" resource to determine if a player has won.
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fn score_check_system(
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game_rules: Res<GameRules>,
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mut game_state: ResMut<GameState>,
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query: Query<(&Player, &Score)>,
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) {
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for (player, score) in query.iter() {
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if score.value == game_rules.winning_score {
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game_state.winning_player = Some(player.name.clone());
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}
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}
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}
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// This system ends the game if we meet the right conditions. This fires an AppExit event, which
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// tells our App to quit. Check out the "event.rs" example if you want to learn more about using
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// events.
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fn game_over_system(
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game_rules: Res<GameRules>,
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game_state: Res<GameState>,
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mut app_exit_events: EventWriter<AppExit>,
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) {
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if let Some(ref player) = game_state.winning_player {
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println!("{} won the game!", player);
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app_exit_events.send(AppExit);
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} else if game_state.current_round == game_rules.max_rounds {
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println!("Ran out of rounds. Nobody wins!");
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app_exit_events.send(AppExit);
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}
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println!();
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}
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// This is a "startup" system that runs exactly once when the app starts up. Startup systems are
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// generally used to create the initial "state" of our game. The only thing that distinguishes a
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// "startup" system from a "normal" system is how it is registered: Startup:
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// app.add_startup_system(startup_system) Normal: app.add_system(normal_system)
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fn startup_system(mut commands: Commands, mut game_state: ResMut<GameState>) {
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// Create our game rules resource
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commands.insert_resource(GameRules {
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max_rounds: 10,
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winning_score: 4,
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max_players: 4,
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});
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// Add some players to our world. Players start with a score of 0 ... we want our game to be
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// fair!
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commands.spawn_batch(vec![
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(
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Player {
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name: "Alice".to_string(),
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},
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Score { value: 0 },
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),
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(
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Player {
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name: "Bob".to_string(),
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},
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Score { value: 0 },
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),
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]);
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// set the total players to "2"
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game_state.total_players = 2;
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}
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// This system uses a command buffer to (potentially) add a new player to our game on each
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// iteration. Normal systems cannot safely access the World instance directly because they run in
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// parallel. Our World contains all of our components, so mutating arbitrary parts of it in parallel
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// is not thread safe. Command buffers give us the ability to queue up changes to our World without
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// directly accessing it
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fn new_player_system(
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mut commands: Commands,
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game_rules: Res<GameRules>,
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mut game_state: ResMut<GameState>,
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) {
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// Randomly add a new player
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let add_new_player = random::<bool>();
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if add_new_player && game_state.total_players < game_rules.max_players {
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game_state.total_players += 1;
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commands.spawn_bundle((
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Player {
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name: format!("Player {}", game_state.total_players),
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},
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Score { value: 0 },
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));
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println!("Player {} joined the game!", game_state.total_players);
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}
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}
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// If you really need full, immediate read/write access to the world or resources, you can use a
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// "thread local system". These run on the main app thread (hence the name "thread local")
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// WARNING: These will block all parallel execution of other systems until they finish, so they
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// should generally be avoided if you care about performance
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#[allow(dead_code)]
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fn thread_local_system(world: &mut World) {
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// this does the same thing as "new_player_system"
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let total_players = world.get_resource_mut::<GameState>().unwrap().total_players;
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let should_add_player = {
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let game_rules = world.get_resource::<GameRules>().unwrap();
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let add_new_player = random::<bool>();
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add_new_player && total_players < game_rules.max_players
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};
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// Randomly add a new player
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if should_add_player {
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world.spawn().insert_bundle((
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Player {
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name: format!("Player {}", total_players),
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},
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Score { value: 0 },
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));
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let mut game_state = world.get_resource_mut::<GameState>().unwrap();
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game_state.total_players += 1;
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}
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}
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// Sometimes systems need their own unique "local" state. Bevy's ECS provides Local<T> resources for
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// this case. Local<T> resources are unique to their system and are automatically initialized on
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// your behalf (if they don't already exist). If you have a system's id, you can also access local
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// resources directly in the Resources collection using `Resources::get_local()`. In general you
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// should only need this feature in the following cases: 1. You have multiple instances of the same
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// system and they each need their own unique state 2. You already have a global version of a
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// resource that you don't want to overwrite for your current system 3. You are too lazy to
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// register the system's resource as a global resource
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#[derive(Default)]
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struct State {
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counter: usize,
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}
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// NOTE: this doesn't do anything relevant to our game, it is just here for illustrative purposes
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#[allow(dead_code)]
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fn local_state_system(mut state: Local<State>, query: Query<(&Player, &Score)>) {
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for (player, score) in query.iter() {
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println!("processed: {} {}", player.name, score.value);
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}
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println!("this system ran {} times", state.counter);
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state.counter += 1;
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}
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#[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)]
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enum MyStage {
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BeforeRound,
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AfterRound,
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}
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#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemLabel)]
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enum MyLabels {
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ScoreCheck,
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}
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// Our Bevy app's entry point
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fn main() {
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// Bevy apps are created using the builder pattern. We use the builder to add systems,
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// resources, and plugins to our app
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App::new()
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// Resources can be added to our app like this
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.insert_resource(State { counter: 0 })
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// Some systems are configured by adding their settings as a resource
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.insert_resource(ScheduleRunnerSettings::run_loop(Duration::from_secs(5)))
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// Plugins are just a grouped set of app builder calls (just like we're doing here).
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// We could easily turn our game into a plugin, but you can check out the plugin example for
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// that :) The plugin below runs our app's "system schedule" once every 5 seconds
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// (configured above).
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.add_plugin(ScheduleRunnerPlugin::default())
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// Resources that implement the Default or FromWorld trait can be added like this:
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.init_resource::<GameState>()
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// Startup systems run exactly once BEFORE all other systems. These are generally used for
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// app initialization code (ex: adding entities and resources)
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.add_startup_system(startup_system)
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// my_system calls converts normal rust functions into ECS systems:
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.add_system(print_message_system)
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// SYSTEM EXECUTION ORDER
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//
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// Each system belongs to a `Stage`, which controls the execution strategy and broad order
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// of the systems within each tick. Startup stages (which startup systems are
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// registered in) will always complete before ordinary stages begin,
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// and every system in a stage must complete before the next stage advances.
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// Once every stage has concluded, the main loop is complete and begins again.
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//
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// By default, all systems run in parallel, except when they require mutable access to a
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// piece of data. This is efficient, but sometimes order matters.
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// For example, we want our "game over" system to execute after all other systems to ensure
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// we don't accidentally run the game for an extra round.
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//
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// Rather than splitting each of your systems into separate stages, you should force an
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// explicit ordering between them by giving the relevant systems a label with
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// `.label`, then using the `.before` or `.after` methods. Systems will not be
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// scheduled until all of the systems that they have an "ordering dependency" on have
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// completed.
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//
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// Doing that will, in just about all cases, lead to better performance compared to
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// splitting systems between stages, because it gives the scheduling algorithm more
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// opportunities to run systems in parallel.
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// Stages are still necessary, however: end of a stage is a hard sync point
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// (meaning, no systems are running) where `Commands` issued by systems are processed.
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// This is required because commands can perform operations that are incompatible with
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// having systems in flight, such as spawning or deleting entities,
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// adding or removing resources, etc.
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//
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// add_system(system) adds systems to the UPDATE stage by default
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// However we can manually specify the stage if we want to. The following is equivalent to
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// add_system(score_system)
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.add_system_to_stage(CoreStage::Update, score_system)
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// We can also create new stages. Here is what our games stage order will look like:
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// "before_round": new_player_system, new_round_system
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// "update": print_message_system, score_system
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// "after_round": score_check_system, game_over_system
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.add_stage_before(
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CoreStage::Update,
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MyStage::BeforeRound,
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SystemStage::parallel(),
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)
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.add_stage_after(
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CoreStage::Update,
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MyStage::AfterRound,
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SystemStage::parallel(),
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)
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.add_system_to_stage(MyStage::BeforeRound, new_round_system)
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.add_system_to_stage(MyStage::BeforeRound, new_player_system)
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// We can ensure that game_over system runs after score_check_system using explicit ordering
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// constraints First, we label the system we want to refer to using `.label`
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// Then, we use either `.before` or `.after` to describe the order we want the relationship
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.add_system_to_stage(
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MyStage::AfterRound,
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score_check_system.label(MyLabels::ScoreCheck),
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)
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.add_system_to_stage(
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MyStage::AfterRound,
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game_over_system.after(MyLabels::ScoreCheck),
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)
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// We can check our systems for execution order ambiguities by examining the output produced
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// in the console by using the `LogPlugin` and adding the following Resource to our App :)
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// Be aware that not everything reported by this checker is a potential problem, you'll have
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// to make that judgement yourself.
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.add_plugin(LogPlugin::default())
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.insert_resource(ReportExecutionOrderAmbiguities)
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// This call to run() starts the app we just built!
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.run();
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}
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