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https://github.com/bevyengine/bevy
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01aedc8431
# Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
118 lines
4.5 KiB
Rust
118 lines
4.5 KiB
Rust
use bevy_ecs::prelude::*;
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use rand::Rng;
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use std::ops::Deref;
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// In this example we will simulate a population of entities. In every tick we will:
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// 1. spawn a new entity with a certain possibility
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// 2. age all entities
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// 3. despawn entities with age > 2
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//
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// To demonstrate change detection, there are some console outputs based on changes in
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// the EntityCounter resource and updated Age components
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fn main() {
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// Create a new empty World to hold our Entities, Components and Resources
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let mut world = World::new();
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// Add the counter resource to remember how many entities where spawned
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world.insert_resource(EntityCounter { value: 0 });
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// Create a new Schedule, which defines an execution strategy for Systems
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let mut schedule = Schedule::default();
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// Create a Stage to add to our Schedule. Each Stage in a schedule runs all of its systems
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// before moving on to the next Stage
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let mut update = SystemStage::parallel();
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// Add systems to the Stage to execute our app logic
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// We can label our systems to force a specific run-order between some of them
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update.add_system(spawn_entities.label(SimulationSystem::Spawn));
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update.add_system(print_counter_when_changed.after(SimulationSystem::Spawn));
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update.add_system(age_all_entities.label(SimulationSystem::Age));
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update.add_system(remove_old_entities.after(SimulationSystem::Age));
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update.add_system(print_changed_entities.after(SimulationSystem::Age));
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// Add the Stage with our systems to the Schedule
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#[derive(StageLabel)]
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struct Update;
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schedule.add_stage(Update, update);
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// Simulate 10 frames in our world
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for iteration in 1..=10 {
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println!("Simulating frame {}/10", iteration);
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schedule.run(&mut world);
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}
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}
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// This struct will be used as a Resource keeping track of the total amount of spawned entities
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#[derive(Debug, Resource)]
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struct EntityCounter {
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pub value: i32,
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}
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// This struct represents a Component and holds the age in frames of the entity it gets assigned to
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#[derive(Component, Default, Debug)]
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struct Age {
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frames: i32,
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}
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// System labels to enforce a run order of our systems
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#[derive(SystemLabel, Debug, Clone, PartialEq, Eq, Hash)]
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enum SimulationSystem {
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Spawn,
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Age,
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}
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// This system randomly spawns a new entity in 60% of all frames
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// The entity will start with an age of 0 frames
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// If an entity gets spawned, we increase the counter in the EntityCounter resource
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fn spawn_entities(mut commands: Commands, mut entity_counter: ResMut<EntityCounter>) {
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if rand::thread_rng().gen_bool(0.6) {
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let entity_id = commands.spawn(Age::default()).id();
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println!(" spawning {:?}", entity_id);
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entity_counter.value += 1;
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}
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}
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// This system prints out changes in our entity collection
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// For every entity that just got the Age component added we will print that it's the
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// entities first birthday. These entities where spawned in the previous frame.
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// For every entity with a changed Age component we will print the new value.
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// In this example the Age component is changed in every frame, so we don't actually
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// need the `Changed` here, but it is still used for the purpose of demonstration.
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fn print_changed_entities(
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entity_with_added_component: Query<Entity, Added<Age>>,
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entity_with_mutated_component: Query<(Entity, &Age), Changed<Age>>,
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) {
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for entity in &entity_with_added_component {
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println!(" {:?} has it's first birthday!", entity);
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}
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for (entity, value) in &entity_with_mutated_component {
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println!(" {:?} is now {:?} frames old", entity, value);
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}
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}
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// This system iterates over all entities and increases their age in every frame
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fn age_all_entities(mut entities: Query<&mut Age>) {
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for mut age in &mut entities {
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age.frames += 1;
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}
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}
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// This system iterates over all entities in every frame and despawns entities older than 2 frames
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fn remove_old_entities(mut commands: Commands, entities: Query<(Entity, &Age)>) {
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for (entity, age) in &entities {
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if age.frames > 2 {
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println!(" despawning {:?} due to age > 2", entity);
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commands.entity(entity).despawn();
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}
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}
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}
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// This system will print the new counter value everytime it was changed since
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// the last execution of the system.
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fn print_counter_when_changed(entity_counter: Res<EntityCounter>) {
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if entity_counter.is_changed() {
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println!(
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" total number of entities spawned: {}",
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entity_counter.deref().value
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);
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}
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}
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