![]() # Objective There are two problems this aims to solve. First, `Entity::index` is currently a `u32`. That means there are `u32::MAX + 1` possible entities. Not only is that awkward, but it also make `Entity` allocation more difficult. I discovered this while working on remote entity reservation, but even on main, `Entities` doesn't handle the `u32::MAX + 1` entity very well. It can not be batch reserved because that iterator uses exclusive ranges, which has a maximum upper bound of `u32::MAX - 1`. In other words, having `u32::MAX` as a valid index can be thought of as a bug right now. We either need to make that invalid (this PR), which makes Entity allocation cleaner and makes remote reservation easier (because the length only needs to be u32 instead of u64, which, in atomics is a big deal), or we need to take another pass at `Entities` to make it handle the `u32::MAX` index properly. Second, `TableRow`, `ArchetypeRow` and `EntityIndex` (a type alias for u32) all have `u32` as the underlying type. That means using these as the index type in a `SparseSet` uses 64 bits for the sparse list because it stores `Option<IndexType>`. By using `NonMaxU32` here, we cut the memory of that list in half. To my knowledge, `EntityIndex` is the only thing that would really benefit from this niche. `TableRow` and `ArchetypeRow` I think are not stored in an `Option` in bulk. But if they ever are, this would help. Additionally this ensures `TableRow::INVALID` and `ArchetypeRow::INVALID` never conflict with an actual row, which in a nice bonus. As a related note, if we do components as entities where `ComponentId` becomes `Entity`, the the `SparseSet<ComponentId>` will see a similar memory improvement too. ## Solution Create a new type `EntityRow` that wraps `NonMaxU32`, similar to `TableRow` and `ArchetypeRow`. Change `Entity::index` to this type. ## Downsides `NonMax` is implemented as a `NonZero` with a binary inversion. That means accessing and storing the value takes one more instruction. I don't think that's a big deal, but it's worth mentioning. As a consequence, `to_bits` uses `transmute` to skip the inversion which keeps it a nop. But that also means that ordering has now flipped. In other words, higher indices are considered less than lower indices. I don't think that's a problem, but it's also worth mentioning. ## Alternatives We could keep the index as a u32 type and just document that `u32::MAX` is invalid, modifying `Entities` to ensure it never gets handed out. (But that's not enforced by the type system.) We could still take advantage of the niche here in `ComponentSparseSet`. We'd just need some unsafe manual conversions, which is probably fine, but opens up the possibility for correctness problems later. We could change `Entities` to fully support the `u32::MAX` index. (But that makes `Entities` more complex and potentially slightly slower.) ## Testing - CI - A few tests were changed because they depend on different ordering and `to_bits` values. ## Future Work - It might be worth removing the niche on `Entity::generation` since there is now a different niche. - We could move `Entity::generation` into it's own type too for clarity. - We should change `ComponentSparseSet` to take advantage of the new niche. (This PR doesn't change that yet.) - Consider removing or updating `Identifier`. This is only used for `Entity`, so it might be worth combining since `Entity` is now more unique. --------- Co-authored-by: atlv <email@atlasdostal.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au> |
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compile_fail | ||
examples | ||
macros | ||
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Cargo.toml | ||
clippy.toml | ||
LICENSE-APACHE | ||
LICENSE-MIT | ||
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);
}
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!");
}
}
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.write(MyEvent {
message: "hello!".to_string(),
});
}
fn reader(mut reader: EventReader<MyEvent>) {
for event in reader.read() {
}
}
Observers
Observers are systems that listen for a "trigger" of a specific Event
:
use bevy_ecs::prelude::*;
#[derive(Event)]
struct MyEvent {
message: String
}
let mut world = World::new();
world.add_observer(|trigger: Trigger<MyEvent>| {
println!("{}", trigger.event().message);
});
world.flush();
world.trigger(MyEvent {
message: "hello!".to_string(),
});
These differ from EventReader
and EventWriter
in that they are "reactive". Rather than happening at a specific point in a schedule, they happen immediately whenever a trigger happens. Triggers can trigger other triggers, and they all will be evaluated at the same time!
Events can also be triggered to target specific entities:
use bevy_ecs::prelude::*;
#[derive(Event)]
struct Explode;
let mut world = World::new();
let entity = world.spawn_empty().id();
world.add_observer(|trigger: Trigger<Explode>, mut commands: Commands| {
println!("Entity {} goes BOOM!", trigger.target());
commands.entity(trigger.target()).despawn();
});
world.flush();
world.trigger_targets(Explode, entity);