Full module docs
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//! Entity handling types.
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//! This module contains all entity types and utilities for interacting with their ids.
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//!
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//! An **entity** exclusively owns zero or more [component] instances, all of different types, and can dynamically acquire or lose them over its lifetime.
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//! See [`Entity`] to learn more.
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//! # What is an Entity?
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//!
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//! [component]: crate::component::Component
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//! An entity is a thing that exists in a [`World`].
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//! Entities have zero or more [`Component`]s, which are just data associated with the entity.
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//! Entities serve the same purpose as things like game objects from Unity or nodes from Godot:
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//! They can be created, have their data accessed and changed, and are eventually deleted.
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//! In bevy, an entity can represent anything from a player character to the game's window itself (and everything in-between!)
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//! However, unlike other engines, entities are not represented as large class objects.
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//! This makes bevy much faster in principal, but it also leads to some perhaps unintuitive differences that need to be considered.
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//!
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//! # Usage
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//! Because entities are not traditional, object-oriented, garbage collected, class instances, more effort is needed to interact with them.
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//! The biggest difference is that the [`Entity`] type does *not* represent a conceptual entity.
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//! In other words, an entity's data, its components, are not stored within the [`Entity`] type.
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//! Instead, the [`Entity`] acts as an id, and it's components are stored separate from its id in the [`World`].
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//! In fact, one way to think about entities and their data is to imagine each world as a list of entity ids
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//! and a hashmap for each component which maps [`Entity`] values to component values if the entity has that component.
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//! Of course, the [`World`] is really quite different from this and much more efficient, but thinking about it this way will be helpful to understand how entities work.
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//! Put another way, the world can be thought of as a big spreadsheet, where each component type has a column and each entity has a row.
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//! In order to get an entity's components, bevy finds the values by looking up the [`Entity`]'s [`EntityRow`] and the [`Component`](crate::component::Component)'s [`ComponentId`](crate::component::ComponentId).
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//! Interacting with an entity can be done through three main interfaces:
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//! Use the [`World`] with methods like [`World::entity`](crate::world::World::entity) for complete and immediate access to an entity and its components.
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//! Use [`Query`]s for very fast access to component values.
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//! Use [`Commands`] with methods like [`Commands::entity`](crate::system::Commands::entity) for delayed but unrestricted access to entities.
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//!
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//! Operations involving entities and their components are performed either from a system by submitting commands,
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//! or from the outside (or from an exclusive system) by directly using [`World`] methods:
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//! In short:
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//!
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//! |Operation|Command|Method|
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//! |:---:|:---:|:---:|
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//! |Spawn an entity with components|[`Commands::spawn`]|[`World::spawn`]|
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//! |Spawn an entity without components|[`Commands::spawn_empty`]|[`World::spawn_empty`]|
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//! |Despawn an entity|[`EntityCommands::despawn`]|[`World::despawn`]|
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//! |Insert a component, bundle, or tuple of components and bundles to an entity|[`EntityCommands::insert`]|[`EntityWorldMut::insert`]|
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//! |Remove a component, bundle, or tuple of components and bundles from an entity|[`EntityCommands::remove`]|[`EntityWorldMut::remove`]|
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//! - An entity is a thing in the world, similar to game objects from Unity or nodes from Godot.
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//! - Entities can represent anything! (players, items, and the app window itself)
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//! - Entities have data attached to them called [`Component`]s. (health on the player, damage on the item, and resolution on the window)
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//! - The [`Entity`] type is an id for its entity; it is not the entity itself and does not store component data directly.
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//! - To access an entity's data, use [`World`], [`Query`], or [`Commands`] apis.
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//!
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//! # Entity Life Cycle
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//!
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//! Entities have life cycles.
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//! They are created, used for a while, and eventually destroyed.
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//! Let's start from the top:
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//!
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//! **Spawn:** An entity is crated.
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//! In bevy, this is called spawning.
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//! Most commonly, this is done through [`World::spawn`](crate::world::World::spawn) or [`Commands::spawn`](crate::system::Commands::spawn).
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//! This creates a fresh entity in the world and returns its [`Entity`] id, which can be used to interact with the entity.
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//! These methods initialize the entity with a [`Bundle`], which is a group of [components](crate::component::Component) that it starts with.
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//! It is also possible to use [`World::spawn_empty`](crate::world::World::spawn_empty) or [`Commands::spawn_empty`](crate::system::Commands::spawn_empty), which are similar but do not add any components to the entity.
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//! In either case, the returned [`Entity`] id is used to further interact with the entity.
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//! Once an entity is created, you will need its [`Entity`] id to progress the entity through its life cycle.
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//! This can be done through [`World::entity_mut`](crate::world::World::entity_mut) and [`Commands::entity`](crate::system::Commands::entity).
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//! Even if you don't store the id, you can still find the entity you spawned by searching for it in a [`Query`].
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//!
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//! **Insert:** Once an entity has been created, additional [`Bundle`]s can be inserted onto the entity.
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//! There are lots of ways to do this and lots of ways to configure what to do when a component in the bundle is already present on the entity.
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//! Each entity can only have 0 or 1 values for a component.
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//! See [`EntityWorldMut::insert`](crate::world::EntityWorldMut::insert) and [`EntityCommands::insert`](crate::system::EntityCommands::insert) for a start on how to do this.
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//!
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//! **Remove:** Components on an entity can be removed as well.
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//! See [`EntityWorldMut::remove`](crate::world::EntityWorldMut::remove) and [`EntityCommands::remove`](crate::system::EntityCommands::remove) for a start on how to do this.
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//!
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//! **Despawn:** Despawn an entity when it is no longer needed.
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//! This destroys it and all its components.
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//! The entity is no longer reachable through the [`World`], [`Commands`], or [`Query`]s.
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//! Note that this means an [`Entity`] id may refer to an entity that has since been despawned!
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//! Not all [`Entity`] ids refer to active entities.
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//! If an [`Entity`] id is used when its entity no longer exists, an [`EntityDoesNotExistError`] is emitted.
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//! Any [`System`](crate::system) could despawn entities; even if you never share an entity's id, it could still be despawned unexpectedly.
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//! Handle these errors gracefully.
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//!
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//! In short:
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//!
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//! - Entities are spawned through methods like [`World::spawn`](crate::world::World::spawn), which return an [`Entity`] id for the new entity.
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//! - Once spawned, they can be accessed and modified through [`Query`]s and other apis.
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//! - You can get the [`Entity`] id of an entity through [`Query`]s, so loosing an [`Entity`] id is not a problem.
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//! - Entities can have components inserted and removed via [`World::entity_mut`](crate::world::World::entity_mut) and [`Commands::entity`](crate::system::Commands::entity).
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//! - Entities are eventually despawned, destroying the entity and causing its [`Entity`] id to no longer refer to an entity.
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//! - Not all [`Entity`] ids point to actual entities, which makes many entity methods fallible.
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//!
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//! # Entity Ids
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//!
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//! As mentioned entities each have an [`Entity`] id, which is used to interact with that entity.
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//! But what actually is this id?
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//! This [`Entity`] id is the combination of two ideas: [`EntityRow`] and [`EntityGeneration`].
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//!
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//! An [`EntityRow`] always references exactly 1 entity in the [`World`]; they are always valid.
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//! This differs from [`Entity`] which references 0 or 1 entities, depending on if the entity it refers to still exists.
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//! Each [`EntityRow`] refers to an entity, and each entity has an [`EntityRow`].
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//! The rows are represented with 32 bits, so there are always over 4 billion entities in the world.
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//! However, not all these entities are usable or stored in memory.
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//! To understand why, let's look at the states an entity row can be in:
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//!
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//! Each [`EntityRow`] has a [`EntityIdLocation`] which defines that row/entity's state.
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//! The [`EntityIdLocation`] is an `Option` of [`EntityLocation`].
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//! If this is `Some`, the row is considered constructed, otherwise it is considered destructed.
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//! Only constructed entities, entities with `Some` [`EntityLocation`], participate in the [`World`].
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//! The [`EntityLocation`] further describes which components an entity has and where to find them.
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//! That means each entity row can be in three states: 1) It has some components, 2) It has no components *empty*, 3) It has no location *null*.
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//! Only non-null entities are discoverable through [`Query`]s, etc.
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//!
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//! Rows can be repeatedly constructed and destructed.
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//! Each construction and destruction corresponds to a [`EntityGeneration`].
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//! The first time a row is constructed, it has a generation of 0, and when it is destructed, it gets a generation of 1.
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//! This differentiates each construction of that [`EntityRow`].
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//! All an [`Entity`] id is is a [`EntityRow`] (which entity it is) and a [`EntityGeneration`] (which version of that row it references).
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//! When an [`Entity`] id is invalid, it just means that that generation of its row has been destructed.
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//!
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//! As mentioned, once an [`EntityRow`] is destructed, it is not discoverable until it is constructed again.
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//! To prevent these rows from being forgotten, bevy tracks them in an [`EntitiesAllocator`].
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//! When a new entity is spawned, all bevy does is allocate a new [`Entity`] id from the allocator and [`World::construct`](crate::world::World::construct) it.
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//! When it is despawned, all bevy does is [`World::destruct`](crate::world::World::destruct) it and return the [`Entity`] id (with the next [`EntityGeneration`] for that [`EntityRow`]) to the allocator.
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//! It's that simple.
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//!
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//! Bevy exposes this functionality as well.
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//! Spawning an entity requires full access to the [`World`], but using [`World::spawn_null`](crate::world::World::spawn_null) can be done fully concurrently.
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//! Of course, to make that entity usable, it will need to be passed to [`World::construct`](crate::world::World::construct).
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//! Managing entity ids manually is advanced but can be very useful for concurrency, custom entity allocators, etc.
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//! But there are risks when used improperly:
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//! Loosing a destructed entity row without returning it to bevy's allocator will cause that row to be unreachable, effectively a memory leak.
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//! Further, constructing an arbitrary [`EntityRow`] can cause problems if that same row is queued for reuse in the allocator.
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//! Use this powerfully but with caution.
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//!
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//! Lots of information about the state of an [`EntityRow`] can be obtained through [`Entities`].
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//! For example, this can be used to get the most recent [`Entity`] of an [`EntityRow`] in [`Entities::resolve_from_row`].
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//! See its docs for more.
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//!
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//! In short:
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//!
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//! - An [`Entity`] id is just a [`EntityRow`] and a [`EntityGeneration`] of that row.
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//! - [`EntityRow`]s can be constructed and destructed repeatedly, where each construction gets its own [`EntityGeneration`].
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//! - Bevy exposes this functionality through [`World::spawn_null`](crate::world::World::spawn_null), [`World::construct`](crate::world::World::construct), and [`World::destruct`](crate::world::World::destruct).
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//! - While understanding these details help build an intuition for how bevy handles entities, using these apis directly is risky but powerful.
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//! - Lots of id information can be obtained from [`Entities`].
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//!
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//! [`World`]: crate::world::World
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//! [`Commands::spawn`]: crate::system::Commands::spawn
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//! [`Commands::spawn_empty`]: crate::system::Commands::spawn_empty
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//! [`EntityCommands::despawn`]: crate::system::EntityCommands::despawn
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//! [`EntityCommands::insert`]: crate::system::EntityCommands::insert
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//! [`EntityCommands::remove`]: crate::system::EntityCommands::remove
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//! [`World::spawn`]: crate::world::World::spawn
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//! [`World::spawn_empty`]: crate::world::World::spawn_empty
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//! [`World::despawn`]: crate::world::World::despawn
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//! [`EntityWorldMut::insert`]: crate::world::EntityWorldMut::insert
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//! [`EntityWorldMut::remove`]: crate::world::EntityWorldMut::remove
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//! [`Query`]: crate::system::Query
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//! [`Bundle`]: crate::bundle::Bundle
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//! [`Component`]: crate::component::Component
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//! [`Commands`]: crate::system::Commands
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mod clone_entities;
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mod entity_set;
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