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7 Commits
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21f1e3045c
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Relationships (non-fragmenting, one-to-many) (#17398)
This adds support for one-to-many non-fragmenting relationships (with planned paths for fragmenting and non-fragmenting many-to-many relationships). "Non-fragmenting" means that entities with the same relationship type, but different relationship targets, are not forced into separate tables (which would cause "table fragmentation"). Functionally, this fills a similar niche as the current Parent/Children system. The biggest differences are: 1. Relationships have simpler internals and significantly improved performance and UX. Commands and specialized APIs are no longer necessary to keep everything in sync. Just spawn entities with the relationship components you want and everything "just works". 2. Relationships are generalized. Bevy can provide additional built in relationships, and users can define their own. **REQUEST TO REVIEWERS**: _please don't leave top level comments and instead comment on specific lines of code. That way we can take advantage of threaded discussions. Also dont leave comments simply pointing out CI failures as I can read those just fine._ ## Built on top of what we have Relationships are implemented on top of the Bevy ECS features we already have: components, immutability, and hooks. This makes them immediately compatible with all of our existing (and future) APIs for querying, spawning, removing, scenes, reflection, etc. The fewer specialized APIs we need to build, maintain, and teach, the better. ## Why focus on one-to-many non-fragmenting first? 1. This allows us to improve Parent/Children relationships immediately, in a way that is reasonably uncontroversial. Switching our hierarchy to fragmenting relationships would have significant performance implications. ~~Flecs is heavily considering a switch to non-fragmenting relations after careful considerations of the performance tradeoffs.~~ _(Correction from @SanderMertens: Flecs is implementing non-fragmenting storage specialized for asset hierarchies, where asset hierarchies are many instances of small trees that have a well defined structure)_ 2. Adding generalized one-to-many relationships is currently a priority for the [Next Generation Scene / UI effort](https://github.com/bevyengine/bevy/discussions/14437). Specifically, we're interested in building reactions and observers on top. ## The changes This PR does the following: 1. Adds a generic one-to-many Relationship system 3. Ports the existing Parent/Children system to Relationships, which now lives in `bevy_ecs::hierarchy`. The old `bevy_hierarchy` crate has been removed. 4. Adds on_despawn component hooks 5. Relationships can opt-in to "despawn descendants" behavior, meaning that the entire relationship hierarchy is despawned when `entity.despawn()` is called. The built in Parent/Children hierarchies enable this behavior, and `entity.despawn_recursive()` has been removed. 6. `world.spawn` now applies commands after spawning. This ensures that relationship bookkeeping happens immediately and removes the need to manually flush. This is in line with the equivalent behaviors recently added to the other APIs (ex: insert). 7. Removes the ValidParentCheckPlugin (system-driven / poll based) in favor of a `validate_parent_has_component` hook. ## Using Relationships The `Relationship` trait looks like this: ```rust pub trait Relationship: Component + Sized { type RelationshipSources: RelationshipSources<Relationship = Self>; fn get(&self) -> Entity; fn from(entity: Entity) -> Self; } ``` A relationship is a component that: 1. Is a simple wrapper over a "target" Entity. 2. Has a corresponding `RelationshipSources` component, which is a simple wrapper over a collection of entities. Every "target entity" targeted by a "source entity" with a `Relationship` has a `RelationshipSources` component, which contains every "source entity" that targets it. For example, the `Parent` component (as it currently exists in Bevy) is the `Relationship` component and the entity containing the Parent is the "source entity". The entity _inside_ the `Parent(Entity)` component is the "target entity". And that target entity has a `Children` component (which implements `RelationshipSources`). In practice, the Parent/Children relationship looks like this: ```rust #[derive(Relationship)] #[relationship(relationship_sources = Children)] pub struct Parent(pub Entity); #[derive(RelationshipSources)] #[relationship_sources(relationship = Parent)] pub struct Children(Vec<Entity>); ``` The Relationship and RelationshipSources derives automatically implement Component with the relevant configuration (namely, the hooks necessary to keep everything in sync). The most direct way to add relationships is to spawn entities with relationship components: ```rust let a = world.spawn_empty().id(); let b = world.spawn(Parent(a)).id(); assert_eq!(world.entity(a).get::<Children>().unwrap(), &[b]); ``` There are also convenience APIs for spawning more than one entity with the same relationship: ```rust world.spawn_empty().with_related::<Children>(|s| { s.spawn_empty(); s.spawn_empty(); }) ``` The existing `with_children` API is now a simpler wrapper over `with_related`. This makes this change largely non-breaking for existing spawn patterns. ```rust world.spawn_empty().with_children(|s| { s.spawn_empty(); s.spawn_empty(); }) ``` There are also other relationship APIs, such as `add_related` and `despawn_related`. ## Automatic recursive despawn via the new on_despawn hook `RelationshipSources` can opt-in to "despawn descendants" behavior, which will despawn all related entities in the relationship hierarchy: ```rust #[derive(RelationshipSources)] #[relationship_sources(relationship = Parent, despawn_descendants)] pub struct Children(Vec<Entity>); ``` This means that `entity.despawn_recursive()` is no longer required. Instead, just use `entity.despawn()` and the relevant related entities will also be despawned. To despawn an entity _without_ despawning its parent/child descendants, you should remove the `Children` component first, which will also remove the related `Parent` components: ```rust entity .remove::<Children>() .despawn() ``` This builds on the on_despawn hook introduced in this PR, which is fired when an entity is despawned (before other hooks). ## Relationships are the source of truth `Relationship` is the _single_ source of truth component. `RelationshipSources` is merely a reflection of what all the `Relationship` components say. By embracing this, we are able to significantly improve the performance of the system as a whole. We can rely on component lifecycles to protect us against duplicates, rather than needing to scan at runtime to ensure entities don't already exist (which results in quadratic runtime). A single source of truth gives us constant-time inserts. This does mean that we cannot directly spawn populated `Children` components (or directly add or remove entities from those components). I personally think this is a worthwhile tradeoff, both because it makes the performance much better _and_ because it means theres exactly one way to do things (which is a philosophy we try to employ for Bevy APIs). As an aside: treating both sides of the relationship as "equivalent source of truth relations" does enable building simple and flexible many-to-many relationships. But this introduces an _inherent_ need to scan (or hash) to protect against duplicates. [`evergreen_relations`](https://github.com/EvergreenNest/evergreen_relations) has a very nice implementation of the "symmetrical many-to-many" approach. Unfortunately I think the performance issues inherent to that approach make it a poor choice for Bevy's default relationship system. ## Followup Work * Discuss renaming `Parent` to `ChildOf`. I refrained from doing that in this PR to keep the diff reasonable, but I'm personally biased toward this change (and using that naming pattern generally for relationships). * [Improved spawning ergonomics](https://github.com/bevyengine/bevy/discussions/16920) * Consider adding relationship observers/triggers for "relationship targets" whenever a source is added or removed. This would replace the current "hierarchy events" system, which is unused upstream but may have existing users downstream. I think triggers are the better fit for this than a buffered event queue, and would prefer not to add that back. * Fragmenting relations: My current idea hinges on the introduction of "value components" (aka: components whose type _and_ value determines their ComponentId, via something like Hashing / PartialEq). By labeling a Relationship component such as `ChildOf(Entity)` as a "value component", `ChildOf(e1)` and `ChildOf(e2)` would be considered "different components". This makes the transition between fragmenting and non-fragmenting a single flag, and everything else continues to work as expected. * Many-to-many support * Non-fragmenting: We can expand Relationship to be a list of entities instead of a single entity. I have largely already written the code for this. * Fragmenting: With the "value component" impl mentioned above, we get many-to-many support "for free", as it would allow inserting multiple copies of a Relationship component with different target entities. Fixes #3742 (If this PR is merged, I think we should open more targeted followup issues for the work above, with a fresh tracking issue free of the large amount of less-directed historical context) Fixes #17301 Fixes #12235 Fixes #15299 Fixes #15308 ## Migration Guide * Replace `ChildBuilder` with `ChildSpawnerCommands`. * Replace calls to `.set_parent(parent_id)` with `.insert(Parent(parent_id))`. * Replace calls to `.replace_children()` with `.remove::<Children>()` followed by `.add_children()`. Note that you'll need to manually despawn any children that are not carried over. * Replace calls to `.despawn_recursive()` with `.despawn()`. * Replace calls to `.despawn_descendants()` with `.despawn_related::<Children>()`. * If you have any calls to `.despawn()` which depend on the children being preserved, you'll need to remove the `Children` component first. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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a35811d088
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Add Immutable Component Support (#16372)
# Objective - Fixes #16208 ## Solution - Added an associated type to `Component`, `Mutability`, which flags whether a component is mutable, or immutable. If `Mutability= Mutable`, the component is mutable. If `Mutability= Immutable`, the component is immutable. - Updated `derive_component` to default to mutable unless an `#[component(immutable)]` attribute is added. - Updated `ReflectComponent` to check if a component is mutable and, if not, panic when attempting to mutate. ## Testing - CI - `immutable_components` example. --- ## Showcase Users can now mark a component as `#[component(immutable)]` to prevent safe mutation of a component while it is attached to an entity: ```rust #[derive(Component)] #[component(immutable)] struct Foo { // ... } ``` This prevents creating an exclusive reference to the component while it is attached to an entity. This is particularly powerful when combined with component hooks, as you can now fully track a component's value, ensuring whatever invariants you desire are upheld. Before this would be done my making a component private, and manually creating a `QueryData` implementation which only permitted read access. <details> <summary>Using immutable components as an index</summary> ```rust /// This is an example of a component like [`Name`](bevy::prelude::Name), but immutable. #[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash, Component)] #[component( immutable, on_insert = on_insert_name, on_replace = on_replace_name, )] pub struct Name(pub &'static str); /// This index allows for O(1) lookups of an [`Entity`] by its [`Name`]. #[derive(Resource, Default)] struct NameIndex { name_to_entity: HashMap<Name, Entity>, } impl NameIndex { fn get_entity(&self, name: &'static str) -> Option<Entity> { self.name_to_entity.get(&Name(name)).copied() } } fn on_insert_name(mut world: DeferredWorld<'_>, entity: Entity, _component: ComponentId) { let Some(&name) = world.entity(entity).get::<Name>() else { unreachable!() }; let Some(mut index) = world.get_resource_mut::<NameIndex>() else { return; }; index.name_to_entity.insert(name, entity); } fn on_replace_name(mut world: DeferredWorld<'_>, entity: Entity, _component: ComponentId) { let Some(&name) = world.entity(entity).get::<Name>() else { unreachable!() }; let Some(mut index) = world.get_resource_mut::<NameIndex>() else { return; }; index.name_to_entity.remove(&name); } // Setup our name index world.init_resource::<NameIndex>(); // Spawn some entities! let alyssa = world.spawn(Name("Alyssa")).id(); let javier = world.spawn(Name("Javier")).id(); // Check our index let index = world.resource::<NameIndex>(); assert_eq!(index.get_entity("Alyssa"), Some(alyssa)); assert_eq!(index.get_entity("Javier"), Some(javier)); // Changing the name of an entity is also fully capture by our index world.entity_mut(javier).insert(Name("Steven")); // Javier changed their name to Steven let steven = javier; // Check our index let index = world.resource::<NameIndex>(); assert_eq!(index.get_entity("Javier"), None); assert_eq!(index.get_entity("Steven"), Some(steven)); ``` </details> Additionally, users can use `Component<Mutability = ...>` in trait bounds to enforce that a component _is_ mutable or _is_ immutable. When using `Component` as a trait bound without specifying `Mutability`, any component is applicable. However, methods which only work on mutable or immutable components are unavailable, since the compiler must be pessimistic about the type. ## Migration Guide - When implementing `Component` manually, you must now provide a type for `Mutability`. The type `Mutable` provides equivalent behaviour to earlier versions of `Component`: ```rust impl Component for Foo { type Mutability = Mutable; // ... } ``` - When working with generic components, you may need to specify that your generic parameter implements `Component<Mutability = Mutable>` rather than `Component` if you require mutable access to said component. - The entity entry API has had to have some changes made to minimise friction when working with immutable components. Methods which previously returned a `Mut<T>` will now typically return an `OccupiedEntry<T>` instead, requiring you to add an `into_mut()` to get the `Mut<T>` item again. ## Draft Release Notes Components can now be made immutable while stored within the ECS. Components are the fundamental unit of data within an ECS, and Bevy provides a number of ways to work with them that align with Rust's rules around ownership and borrowing. One part of this is hooks, which allow for defining custom behavior at key points in a component's lifecycle, such as addition and removal. However, there is currently no way to respond to _mutation_ of a component using hooks. The reasons for this are quite technical, but to summarize, their addition poses a significant challenge to Bevy's core promises around performance. Without mutation hooks, it's relatively trivial to modify a component in such a way that breaks invariants it intends to uphold. For example, you can use `core::mem::swap` to swap the components of two entities, bypassing the insertion and removal hooks. This means the only way to react to this modification is via change detection in a system, which then begs the question of what happens _between_ that alteration and the next run of that system? Alternatively, you could make your component private to prevent mutation, but now you need to provide commands and a custom `QueryData` implementation to allow users to interact with your component at all. Immutable components solve this problem by preventing the creation of an exclusive reference to the component entirely. Without an exclusive reference, the only way to modify an immutable component is via removal or replacement, which is fully captured by component hooks. To make a component immutable, simply add `#[component(immutable)]`: ```rust #[derive(Component)] #[component(immutable)] struct Foo { // ... } ``` When implementing `Component` manually, there is an associated type `Mutability` which controls this behavior: ```rust impl Component for Foo { type Mutability = Mutable; // ... } ``` Note that this means when working with generic components, you may need to specify that a component is mutable to gain access to certain methods: ```rust // Before fn bar<C: Component>() { // ... } // After fn bar<C: Component<Mutability = Mutable>>() { // ... } ``` With this new tool, creating index components, or caching data on an entity should be more user friendly, allowing libraries to provide APIs relying on components and hooks to uphold their invariants. ## Notes - ~~I've done my best to implement this feature, but I'm not happy with how reflection has turned out. If any reflection SMEs know a way to improve this situation I'd greatly appreciate it.~~ There is an outstanding issue around the fallibility of mutable methods on `ReflectComponent`, but the DX is largely unchanged from `main` now. - I've attempted to prevent all safe mutable access to a component that does not implement `Component<Mutability = Mutable>`, but there may still be some methods I have missed. Please indicate so and I will address them, as they are bugs. - Unsafe is an escape hatch I am _not_ attempting to prevent. Whatever you do with unsafe is between you and your compiler. - I am marking this PR as ready, but I suspect it will undergo fairly major revisions based on SME feedback. - I've marked this PR as _Uncontroversial_ based on the feature, not the implementation. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com> Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com> Co-authored-by: Nuutti Kotivuori <naked@iki.fi> |
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015f2c69ca
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Merge Style properties into Node. Use ComputedNode for computed properties. (#15975)
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ``` |
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f602edad09
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Text Rework cleanup (#15887)
# Objective Cleanup naming and docs, add missing migration guide after #15591 All text root nodes now use `Text` (UI) / `Text2d`. All text readers/writers use `Text<Type>Reader`/`Text<Type>Writer` convention. --- ## Migration Guide Doubles as #15591 migration guide. Text bundles (`TextBundle` and `Text2dBundle`) were removed in favor of `Text` and `Text2d`. Shared configuration fields were replaced with `TextLayout`, `TextFont` and `TextColor` components. Just `TextBundle`'s additional field turned into `TextNodeFlags` component, while `Text2dBundle`'s additional fields turned into `TextBounds` and `Anchor` components. Text sections were removed in favor of hierarchy-based approach. For root text entities with `Text` or `Text2d` components, child entities with `TextSpan` will act as additional text sections. To still access text spans by index, use the new `TextUiReader`, `Text2dReader` and `TextUiWriter`, `Text2dWriter` system parameters. |
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6f7d0e5725
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split up TextStyle (#15857)
# Objective Currently text is recomputed unnecessarily on any changes to its color, which is extremely expensive. ## Solution Split up `TextStyle` into two separate components `TextFont` and `TextColor`. ## Testing I added this system to `many_buttons`: ```rust fn set_text_colors_changed(mut colors: Query<&mut TextColor>) { for mut text_color in colors.iter_mut() { text_color.set_changed(); } } ``` reports ~4fps on main, ~50fps with this PR. ## Migration Guide `TextStyle` has been renamed to `TextFont` and its `color` field has been moved to a separate component named `TextColor` which newtypes `Color`. |
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a6be9b4ccd
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Rename TextBlock to TextLayout (#15797)
# Objective - Improve clarity when spawning a text block. See [this discussion](https://github.com/bevyengine/bevy/pull/15591/#discussion_r1787083571). ## Solution - Rename `TextBlock` to `TextLayout`. |
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c2c19e5ae4
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Text rework (#15591)
**Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |