# Objective Currently, a query iterator can be collected into a `Vec` and sorted, but this can be quite unwieldy, especially when many `Component`s are involved. The `itertools` crate helps somewhat, but the need to write a closure over all of `QueryData` can sometimes hurt ergonomics, anywhere from slightly to strongly. A key extraction function only partially helps, as `sort_by_key` does not allow returning non-`Copy` data. `sort_by` does not suffer from the `Copy` restriction, but now the user has to write out a `cmp` function over two `QueryData::Item`s when it could have just been handled by the `Ord` impl for the key. `sort` requires the entire `Iterator` Item to be `Ord`, which is rarely usable without manual helper functionality. If the user wants to hide away unused components with a `..` range, they need to track item tuple order across their function. Mutable `QueryData` can also introduce further complexity. Additionally, sometimes users solely include `Component`s /`Entity` to guarantee iteration order. For a user to write a function to abstract away repeated sorts over various `QueryData` types they use would require reaching for the `all_tuples!` macro, and continue tracking tuple order afterwards. Fixes https://github.com/bevyengine/bevy/issues/1470. ## Solution Custom sort methods on `QueryIter`, which take a query lens as a generic argument, like `transmute_lens` in `Query`. This allows users to choose what part of their queries they pass to their sort function calls, serving as a kind of "key extraction function" before the sort call. F.e. allowing users to implement `Ord` for a Component, then call `query.iter().sort::<OrdComponent>()` This works independent of mutability in `QueryData`, `QueryData` tuple order, or the underlying `iter/iter_mut` call. Non-`Copy` components could also be used this way, an internal `Arc<usize>` being an example. If `Ord` impls on components do not suffice, other sort methods can be used. Notably useful when combined with `EntityRef` or `EntityMut`. Another boon from using underlying `transmute` functionality, is that with the [allowed transmutes](http://dev-docs.bevyengine.org/bevy/ecs/prelude/struct.Query.html#allowed-transmutes), it is possible to sort a `Query` with `Entity` even if it wasn't included in the original `Query`. The additional generic parameter on the methods other than `sort` and `sort_unstable` currently cannot be removed due to Rust limitations, however their types can be inferred. The new methods do not conflict with the `itertools` sort methods, as those use the "sorted" prefix. This is implemented barely touching existing code. That change to existing code being that `QueryIter` now holds on to the reference to `UnsafeWorldCell` that is used to initialize it. A lens query is constructed with `Entity` attached at the end, sorted, and turned into an iterator. The iterator maps away the lens query, leaving only an iterator of `Entity`, which is used by `QuerySortedIter` to retrieve the actual items. `QuerySortedIter` resembles a combination of `QueryManyIter` and `QueryIter`, but it uses an entity list that is guaranteed to contain unique entities, and implements `ExactSizeIterator`, `DoubleEndedIterator`, `FusedIterator` regardless of mutability or filter kind (archetypal/non-archetypal). The sort methods are not allowed to be called after `next`, and will panic otherwise. This is checked using `QueryIterationCursor` state, which is unique on initialization. Empty queries are an exception to this, as they do not return any item in the first place. That is because tracking how many iterations have already passed would require regressing either normal query iteration a slight bit, or sorted iteration by a lot. Besides, that would not be the intended use of these methods. ## Testing To ensure that `next` being called before `sort` results in a panic, I added some tests. I also test that empty `QueryIter`s do not exhibit this restriction. The query sorts test checks for equivalence to the underlying sorts. This change requires that `Query<(Entity, Entity)>` remains legal, if that is not already guaranteed, which is also ensured by the aforementioned test. ## Next Steps Implement the set of sort methods for `QueryManyIter` as well. - This will mostly work the same, other than needing to return a new `QuerySortedManyIter` to account for iteration over lists of entities that are not guaranteed to be unique. This new query iterator will need a bit of internal restructuring to allow for double-ended mutable iteration, while not regressing read-only iteration. The implementations for each pair of - `sort`, `sort_unstable`, - `sort_by`, sort_unstable_by, - `sort_by_key,` `sort_by_cached_key` are the same aside from the panic message and the sort call, so they could be merged with an inner function. That would require the use of higher-ranked trait bounds on `WorldQuery::Item<'1>`, and is unclear to me whether it is currently doable. Iteration in QuerySortedIter might have space for improvement. When sorting by `Entity`, an `(Entity, Entity)` lens `QueryData` is constructed, is that worth remedying? When table sorts are implemented, a fast path could be introduced to these sort methods. ## Future Possibilities Implementing `Ord` for EntityLocation might be useful. Some papercuts in ergonomics can be improved by future Rust features: - The additional generic parameter aside from the query lens can be removed once this feature is stable: `Fn -> impl Trait` (`impl Trait` in `Fn` trait return position) - With type parameter defaults, the query lens generic can be defaulted to `QueryData::Item`, allowing the sort methods to look and behave like `slice::sort` when no query lens is specified. - With TAIT, the iterator generic on `QuerySortedIter` and thus the huge visible `impl Iterator` type in the sort function signatures can be removed. - With specialization, the bound on `L` could be relaxed to `QueryData` when the underlying iterator is mutable. ## Changelog Added `sort`, `sort_unstable`, `sort_by`, `sort_unstable_by`, `sort_by_key`, `sort_by_cached_key` to `QueryIter`. |
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compile_fail | ||
examples | ||
macros | ||
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Cargo.toml | ||
README.md |
Bevy ECS
What is Bevy ECS?
Bevy ECS is an Entity Component System custom-built for the Bevy game engine. It aims to be simple to use, ergonomic, fast, massively parallel, opinionated, and featureful. It was created specifically for Bevy's needs, but it can easily be used as a standalone crate in other projects.
ECS
All app logic in Bevy uses the Entity Component System paradigm, which is often shortened to ECS. ECS is a software pattern that involves breaking your program up into Entities, Components, and Systems. Entities are unique "things" that are assigned groups of Components, which are then processed using Systems.
For example, one entity might have a Position
and Velocity
component, whereas another entity might have a Position
and UI
component. You might have a movement system that runs on all entities with a Position and Velocity component.
The ECS pattern encourages clean, decoupled designs by forcing you to break up your app data and logic into its core components. It also helps make your code faster by optimizing memory access patterns and making parallelism easier.
Concepts
Bevy ECS is Bevy's implementation of the ECS pattern. Unlike other Rust ECS implementations, which often require complex lifetimes, traits, builder patterns, or macros, Bevy ECS uses normal Rust data types for all of these concepts:
Components
Components are normal Rust structs. They are data stored in a World
and specific instances of Components correlate to Entities.
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Position { x: f32, y: f32 }
Worlds
Entities, Components, and Resources are stored in a World
. Worlds, much like std::collections
's HashSet
and Vec
, expose operations to insert, read, write, and remove the data they store.
use bevy_ecs::world::World;
let world = World::default();
Entities
Entities are unique identifiers that correlate to zero or more Components.
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Position { x: f32, y: f32 }
#[derive(Component)]
struct Velocity { x: f32, y: f32 }
let mut world = World::new();
let entity = world
.spawn((Position { x: 0.0, y: 0.0 }, Velocity { x: 1.0, y: 0.0 }))
.id();
let entity_ref = world.entity(entity);
let position = entity_ref.get::<Position>().unwrap();
let velocity = entity_ref.get::<Velocity>().unwrap();
Systems
Systems are normal Rust functions. Thanks to the Rust type system, Bevy ECS can use function parameter types to determine what data needs to be sent to the system. It also uses this "data access" information to determine what Systems can run in parallel with each other.
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Position { x: f32, y: f32 }
fn print_position(query: Query<(Entity, &Position)>) {
for (entity, position) in &query {
println!("Entity {:?} is at position: x {}, y {}", entity, position.x, position.y);
}
}
Resources
Apps often require unique resources, such as asset collections, renderers, audio servers, time, etc. Bevy ECS makes this pattern a first class citizen. Resource
is a special kind of component that does not belong to any entity. Instead, it is identified uniquely by its type:
use bevy_ecs::prelude::*;
#[derive(Resource, Default)]
struct Time {
seconds: f32,
}
let mut world = World::new();
world.insert_resource(Time::default());
let time = world.get_resource::<Time>().unwrap();
// You can also access resources from Systems
fn print_time(time: Res<Time>) {
println!("{}", time.seconds);
}
The resources.rs
example illustrates how to read and write a Counter resource from Systems.
Schedules
Schedules run a set of Systems according to some execution strategy. Systems can be added to any number of System Sets, which are used to control their scheduling metadata.
The built in "parallel executor" considers dependencies between systems and (by default) run as many of them in parallel as possible. This maximizes performance, while keeping the system execution safe. To control the system ordering, define explicit dependencies between systems and their sets.
Using Bevy ECS
Bevy ECS should feel very natural for those familiar with Rust syntax:
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Position { x: f32, y: f32 }
#[derive(Component)]
struct Velocity { x: f32, y: f32 }
// This system moves each entity with a Position and Velocity component
fn movement(mut query: Query<(&mut Position, &Velocity)>) {
for (mut position, velocity) in &mut query {
position.x += velocity.x;
position.y += velocity.y;
}
}
fn main() {
// Create a new empty World to hold our Entities and Components
let mut world = World::new();
// Spawn an entity with Position and Velocity components
world.spawn((
Position { x: 0.0, y: 0.0 },
Velocity { x: 1.0, y: 0.0 },
));
// Create a new Schedule, which defines an execution strategy for Systems
let mut schedule = Schedule::default();
// Add our system to the schedule
schedule.add_systems(movement);
// Run the schedule once. If your app has a "loop", you would run this once per loop
schedule.run(&mut world);
}
Features
Query Filters
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Position { x: f32, y: f32 }
#[derive(Component)]
struct Player;
#[derive(Component)]
struct Alive;
// Gets the Position component of all Entities with Player component and without the Alive
// component.
fn system(query: Query<&Position, (With<Player>, Without<Alive>)>) {
for position in &query {
}
}
Change Detection
Bevy ECS tracks all changes to Components and Resources.
Queries can filter for changed Components:
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Position { x: f32, y: f32 }
#[derive(Component)]
struct Velocity { x: f32, y: f32 }
// Gets the Position component of all Entities whose Velocity has changed since the last run of the System
fn system_changed(query: Query<&Position, Changed<Velocity>>) {
for position in &query {
}
}
// Gets the Position component of all Entities that had a Velocity component added since the last run of the System
fn system_added(query: Query<&Position, Added<Velocity>>) {
for position in &query {
}
}
Resources also expose change state:
use bevy_ecs::prelude::*;
#[derive(Resource)]
struct Time(f32);
// Prints "time changed!" if the Time resource has changed since the last run of the System
fn system(time: Res<Time>) {
if time.is_changed() {
println!("time changed!");
}
}
The change_detection.rs
example shows how to query only for updated entities and react on changes in resources.
Component Storage
Bevy ECS supports multiple component storage types.
Components can be stored in:
- Tables: Fast and cache friendly iteration, but slower adding and removing of components. This is the default storage type.
- Sparse Sets: Fast adding and removing of components, but slower iteration.
Component storage types are configurable, and they default to table storage if the storage is not manually defined.
use bevy_ecs::prelude::*;
#[derive(Component)]
struct TableStoredComponent;
#[derive(Component)]
#[component(storage = "SparseSet")]
struct SparseStoredComponent;
Component Bundles
Define sets of Components that should be added together.
use bevy_ecs::prelude::*;
#[derive(Default, Component)]
struct Player;
#[derive(Default, Component)]
struct Position { x: f32, y: f32 }
#[derive(Default, Component)]
struct Velocity { x: f32, y: f32 }
#[derive(Bundle, Default)]
struct PlayerBundle {
player: Player,
position: Position,
velocity: Velocity,
}
let mut world = World::new();
// Spawn a new entity and insert the default PlayerBundle
world.spawn(PlayerBundle::default());
// Bundles play well with Rust's struct update syntax
world.spawn(PlayerBundle {
position: Position { x: 1.0, y: 1.0 },
..Default::default()
});
Events
Events offer a communication channel between one or more systems. Events can be sent using the system parameter EventWriter
and received with EventReader
.
use bevy_ecs::prelude::*;
#[derive(Event)]
struct MyEvent {
message: String,
}
fn writer(mut writer: EventWriter<MyEvent>) {
writer.send(MyEvent {
message: "hello!".to_string(),
});
}
fn reader(mut reader: EventReader<MyEvent>) {
for event in reader.read() {
}
}
A minimal set up using events can be seen in events.rs
.