bevy/crates/bevy_ecs
Carter Anderson e167a1d9cf Relicense Bevy under the dual MIT or Apache-2.0 license (#2509)
This relicenses Bevy under the dual MIT or Apache-2.0 license. For rationale, see #2373.

* Changes the LICENSE file to describe the dual license. Moved the MIT license to docs/LICENSE-MIT. Added the Apache-2.0 license to docs/LICENSE-APACHE. I opted for this approach over dumping both license files at the root (the more common approach) for a number of reasons:
  * Github links to the "first" license file (LICENSE-APACHE) in its license links (you can see this in the wgpu and rust-analyzer repos). People clicking these links might erroneously think that the apache license is the only option. Rust and Amethyst both use COPYRIGHT or COPYING files to solve this problem, but this creates more file noise (if you do everything at the root) and the naming feels way less intuitive. 
  * People have a reflex to look for a LICENSE file. By providing a single license file at the root, we make it easy for them to understand our licensing approach. 
  * I like keeping the root clean and noise free
  * There is precedent for putting the apache and mit license text in sub folders (amethyst) 
* Removed the `Copyright (c) 2020 Carter Anderson` copyright notice from the MIT license. I don't care about this attribution, it might make license compliance more difficult in some cases, and it didn't properly attribute other contributors. We shoudn't replace it with something like "Copyright (c) 2021 Bevy Contributors" because "Bevy Contributors" is not a legal entity. Instead, we just won't include the copyright line (which has precedent ... Rust also uses this approach).
* Updates crates to use the new "MIT OR Apache-2.0" license value
* Removes the old legion-transform license file from bevy_transform. bevy_transform has been its own, fully custom implementation for a long time and that license no longer applies.
* Added a License section to the main readme
* Updated our Bevy Plugin licensing guidelines.

As a follow-up we should update the website to properly describe the new license.

Closes #2373
2021-07-23 21:11:51 +00:00
..
examples Add a readme to bevy_ecs (#2028) 2021-06-08 01:57:24 +00:00
macros Relicense Bevy under the dual MIT or Apache-2.0 license (#2509) 2021-07-23 21:11:51 +00:00
src move get_insert_bundle_info (#2508) 2021-07-21 21:42:52 +00:00
Cargo.toml Relicense Bevy under the dual MIT or Apache-2.0 license (#2509) 2021-07-23 21:11:51 +00:00
README.md use discord vanity link (#2420) 2021-07-01 20:41:42 +00:00

Bevy ECS

Crates.io license Discord

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.

struct Position { x: f32, y: f32 }

Worlds

Entities, Components, and Resources are stored in a World. Worlds, much like Rust std collections like HashSet and Vec, expose operations to insert, read, write, and remove the data they store.

let world = World::default();

Entities

Entities are unique identifiers that correlate to zero or more Components.

let entity = world.spawn()
    .insert(Position { x: 0.0, y: 0.0 })
    .insert(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.

fn print_position(query: Query<(Entity, &Position)>) {
    for (entity, position) in query.iter() {
        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:

#[derive(Default)]
struct Time {
    seconds: f32,
}

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 consist of zero or more Stages, which run a set of Systems according to some execution strategy. Bevy ECS provides a few built in Stage implementations (ex: parallel, serial), but you can also implement your own! Schedules run Stages one-by-one in an order defined by the user.

The built in "parallel stage" 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. You can also define explicit dependencies between systems.

Using Bevy ECS

Bevy ECS should feel very natural for those familiar with Rust syntax:

use bevy_ecs::prelude::*;

struct Velocity {
    x: f32,
    y: f32,
}

struct Position {
    x: f32,
    y: f32,
}

// This system moves each entity with a Position and Velocity component
fn movement(query: Query<(&mut Position, &Velocity)>) {
    for (mut position, velocity) in query.iter_mut() {
        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()
        .insert(Position { x: 0.0, y: 0.0 })
        .insert(Velocity { x: 1.0, y: 0.0 });

    // Create a new Schedule, which defines an execution strategy for Systems
    let mut schedule = Schedule::default();

    // Add a Stage to our schedule. Each Stage in a schedule runs all of its systems
    // before moving on to the next Stage
    schedule.add_stage("update", SystemStage::parallel()
        .with_system(movement.system())
    );

    // Run the schedule once. If your app has a "loop", you would run this once per loop
    schedule.run(&mut world);
}

Features

Query Filters

// Gets the Position component of all Entities with Player component and without the RedTeam component
fn system(query: Query<&Position, (With<Player>, Without<RedTeam>)>) {
    for position in query.iter() {
    }
}

Change Detection

Bevy ECS tracks all changes to Components and Resources.

Queries can filter for changed Components:

// Gets the Position component of all Entities whose Velocity has changed since the last run of the System
fn system(query: Query<&Position, Changed<Velocity>>) {
    for position in query.iter() {
    }
}

// Gets the Position component of all Entities that had a Velocity component added since the last run of the System
fn system(query: Query<&Position, Added<Velocity>>) {
    for position in query.iter() {
    }
}

Resources also expose change state:

// 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. The component_storage.rs example shows how to configure the storage type for a component.

// store Position components in Sparse Sets
world.register_component(ComponentDescriptor::new::<Position>(StorageType::SparseSet));

Component Bundles

Define sets of Components that should be added together.

#[derive(Bundle, Default)]
struct PlayerBundle {
    player: Player,
    position: Position,
    velocity: Velocity,
}

// Spawn a new entity and insert the default PlayerBundle
world.spawn().insert_bundle(PlayerBundle::default());

// Bundles play well with Rust's struct update syntax
world.spawn().insert_bundle(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.

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.iter() {
    }
}

A minimal set up using events can be seen in events.rs.