
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>
468 lines
15 KiB
Rust
468 lines
15 KiB
Rust
use bevy_color::Color;
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use bevy_ecs::{
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component::Mutable,
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prelude::*,
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system::{Query, SystemParam},
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};
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use crate::{TextColor, TextFont, TextSpan};
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/// Helper trait for using the [`TextReader`] and [`TextWriter`] system params.
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pub trait TextSpanAccess: Component<Mutability = Mutable> {
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/// Gets the text span's string.
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fn read_span(&self) -> &str;
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/// Gets mutable reference to the text span's string.
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fn write_span(&mut self) -> &mut String;
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}
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/// Helper trait for the root text component in a text block.
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pub trait TextRoot: TextSpanAccess + From<String> {}
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/// Helper trait for the text span components in a text block.
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pub trait TextSpanComponent: TextSpanAccess + From<String> {}
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#[derive(Resource, Default)]
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pub(crate) struct TextIterScratch {
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stack: Vec<(&'static Children, usize)>,
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}
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impl TextIterScratch {
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fn take<'a>(&mut self) -> Vec<(&'a Children, usize)> {
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core::mem::take(&mut self.stack)
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.into_iter()
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.map(|_| -> (&Children, usize) { unreachable!() })
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.collect()
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}
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fn recover(&mut self, mut stack: Vec<(&Children, usize)>) {
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stack.clear();
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self.stack = stack
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.into_iter()
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.map(|_| -> (&'static Children, usize) { unreachable!() })
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.collect();
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}
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}
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/// System parameter for reading text spans in a text block.
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///
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/// `R` is the root text component.
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#[derive(SystemParam)]
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pub struct TextReader<'w, 's, R: TextRoot> {
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// This is a local to avoid system ambiguities when TextReaders run in parallel.
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scratch: Local<'s, TextIterScratch>,
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roots: Query<
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'w,
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's,
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(
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&'static R,
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&'static TextFont,
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&'static TextColor,
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Option<&'static Children>,
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),
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>,
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spans: Query<
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'w,
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's,
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(
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&'static TextSpan,
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&'static TextFont,
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&'static TextColor,
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Option<&'static Children>,
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),
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>,
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}
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impl<'w, 's, R: TextRoot> TextReader<'w, 's, R> {
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/// Returns an iterator over text spans in a text block, starting with the root entity.
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pub fn iter(&mut self, root_entity: Entity) -> TextSpanIter<R> {
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let stack = self.scratch.take();
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TextSpanIter {
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scratch: &mut self.scratch,
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root_entity: Some(root_entity),
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stack,
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roots: &self.roots,
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spans: &self.spans,
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}
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}
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/// Gets a text span within a text block at a specific index in the flattened span list.
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pub fn get(
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&mut self,
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root_entity: Entity,
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index: usize,
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) -> Option<(Entity, usize, &str, &TextFont, Color)> {
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self.iter(root_entity).nth(index)
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}
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/// Gets the text value of a text span within a text block at a specific index in the flattened span list.
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pub fn get_text(&mut self, root_entity: Entity, index: usize) -> Option<&str> {
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self.get(root_entity, index).map(|(_, _, text, _, _)| text)
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}
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/// Gets the [`TextFont`] of a text span within a text block at a specific index in the flattened span list.
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pub fn get_font(&mut self, root_entity: Entity, index: usize) -> Option<&TextFont> {
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self.get(root_entity, index).map(|(_, _, _, font, _)| font)
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}
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/// Gets the [`TextColor`] of a text span within a text block at a specific index in the flattened span list.
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pub fn get_color(&mut self, root_entity: Entity, index: usize) -> Option<Color> {
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self.get(root_entity, index)
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.map(|(_, _, _, _, color)| color)
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}
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/// Gets the text value of a text span within a text block at a specific index in the flattened span list.
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///
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/// Panics if there is no span at the requested index.
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pub fn text(&mut self, root_entity: Entity, index: usize) -> &str {
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self.get_text(root_entity, index).unwrap()
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}
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/// Gets the [`TextFont`] of a text span within a text block at a specific index in the flattened span list.
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///
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/// Panics if there is no span at the requested index.
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pub fn font(&mut self, root_entity: Entity, index: usize) -> &TextFont {
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self.get_font(root_entity, index).unwrap()
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}
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/// Gets the [`TextColor`] of a text span within a text block at a specific index in the flattened span list.
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///
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/// Panics if there is no span at the requested index.
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pub fn color(&mut self, root_entity: Entity, index: usize) -> Color {
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self.get_color(root_entity, index).unwrap()
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}
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}
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/// Iterator returned by [`TextReader::iter`].
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///
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/// Iterates all spans in a text block according to hierarchy traversal order.
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/// Does *not* flatten interspersed ghost nodes. Only contiguous spans are traversed.
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// TODO: Use this iterator design in UiChildrenIter to reduce allocations.
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pub struct TextSpanIter<'a, R: TextRoot> {
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scratch: &'a mut TextIterScratch,
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root_entity: Option<Entity>,
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/// Stack of (children, next index into children).
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stack: Vec<(&'a Children, usize)>,
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roots: &'a Query<
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'a,
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'a,
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(
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&'static R,
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&'static TextFont,
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&'static TextColor,
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Option<&'static Children>,
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),
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>,
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spans: &'a Query<
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'a,
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'a,
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(
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&'static TextSpan,
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&'static TextFont,
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&'static TextColor,
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Option<&'static Children>,
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),
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>,
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}
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impl<'a, R: TextRoot> Iterator for TextSpanIter<'a, R> {
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/// Item = (entity in text block, hierarchy depth in the block, span text, span style).
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type Item = (Entity, usize, &'a str, &'a TextFont, Color);
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fn next(&mut self) -> Option<Self::Item> {
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// Root
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if let Some(root_entity) = self.root_entity.take() {
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if let Ok((text, text_font, color, maybe_children)) = self.roots.get(root_entity) {
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if let Some(children) = maybe_children {
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self.stack.push((children, 0));
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}
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return Some((root_entity, 0, text.read_span(), text_font, color.0));
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}
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return None;
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}
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// Span
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loop {
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let (children, idx) = self.stack.last_mut()?;
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loop {
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let Some(child) = children.get(*idx) else {
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break;
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};
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// Increment to prep the next entity in this stack level.
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*idx += 1;
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let entity = *child;
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let Ok((span, text_font, color, maybe_children)) = self.spans.get(entity) else {
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continue;
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};
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let depth = self.stack.len();
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if let Some(children) = maybe_children {
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self.stack.push((children, 0));
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}
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return Some((entity, depth, span.read_span(), text_font, color.0));
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}
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// All children at this stack entry have been iterated.
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self.stack.pop();
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}
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}
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}
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impl<'a, R: TextRoot> Drop for TextSpanIter<'a, R> {
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fn drop(&mut self) {
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// Return the internal stack.
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let stack = core::mem::take(&mut self.stack);
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self.scratch.recover(stack);
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}
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}
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/// System parameter for reading and writing text spans in a text block.
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///
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/// `R` is the root text component, and `S` is the text span component on children.
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#[derive(SystemParam)]
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pub struct TextWriter<'w, 's, R: TextRoot> {
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// This is a resource because two TextWriters can't run in parallel.
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scratch: ResMut<'w, TextIterScratch>,
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roots: Query<
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'w,
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's,
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(
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&'static mut R,
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&'static mut TextFont,
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&'static mut TextColor,
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),
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Without<TextSpan>,
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>,
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spans: Query<
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'w,
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's,
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(
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&'static mut TextSpan,
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&'static mut TextFont,
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&'static mut TextColor,
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),
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Without<R>,
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>,
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children: Query<'w, 's, &'static Children>,
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}
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impl<'w, 's, R: TextRoot> TextWriter<'w, 's, R> {
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/// Gets a mutable reference to a text span within a text block at a specific index in the flattened span list.
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pub fn get(
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&mut self,
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root_entity: Entity,
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index: usize,
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) -> Option<(Entity, usize, Mut<String>, Mut<TextFont>, Mut<TextColor>)> {
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// Root
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if index == 0 {
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let (text, font, color) = self.roots.get_mut(root_entity).ok()?;
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return Some((
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root_entity,
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0,
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text.map_unchanged(|t| t.write_span()),
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font,
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color,
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));
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}
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// Prep stack.
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let mut stack: Vec<(&Children, usize)> = self.scratch.take();
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if let Ok(children) = self.children.get(root_entity) {
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stack.push((children, 0));
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}
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// Span
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let mut count = 1;
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let (depth, entity) = 'l: loop {
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let Some((children, idx)) = stack.last_mut() else {
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self.scratch.recover(stack);
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return None;
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};
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loop {
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let Some(child) = children.get(*idx) else {
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// All children at this stack entry have been iterated.
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stack.pop();
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break;
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};
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// Increment to prep the next entity in this stack level.
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*idx += 1;
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if !self.spans.contains(*child) {
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continue;
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};
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count += 1;
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if count - 1 == index {
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let depth = stack.len();
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self.scratch.recover(stack);
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break 'l (depth, *child);
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}
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if let Ok(children) = self.children.get(*child) {
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stack.push((children, 0));
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break;
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}
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}
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};
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// Note: We do this outside the loop due to borrow checker limitations.
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let (text, font, color) = self.spans.get_mut(entity).unwrap();
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Some((
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entity,
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depth,
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text.map_unchanged(|t| t.write_span()),
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font,
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color,
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))
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}
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/// Gets the text value of a text span within a text block at a specific index in the flattened span list.
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pub fn get_text(&mut self, root_entity: Entity, index: usize) -> Option<Mut<String>> {
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self.get(root_entity, index).map(|(_, _, text, ..)| text)
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}
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/// Gets the [`TextFont`] of a text span within a text block at a specific index in the flattened span list.
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pub fn get_font(&mut self, root_entity: Entity, index: usize) -> Option<Mut<TextFont>> {
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self.get(root_entity, index).map(|(_, _, _, font, _)| font)
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}
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/// Gets the [`TextColor`] of a text span within a text block at a specific index in the flattened span list.
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pub fn get_color(&mut self, root_entity: Entity, index: usize) -> Option<Mut<TextColor>> {
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self.get(root_entity, index)
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.map(|(_, _, _, _, color)| color)
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}
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/// Gets the text value of a text span within a text block at a specific index in the flattened span list.
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///
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/// Panics if there is no span at the requested index.
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pub fn text(&mut self, root_entity: Entity, index: usize) -> Mut<String> {
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self.get_text(root_entity, index).unwrap()
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}
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/// Gets the [`TextFont`] of a text span within a text block at a specific index in the flattened span list.
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///
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/// Panics if there is no span at the requested index.
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pub fn font(&mut self, root_entity: Entity, index: usize) -> Mut<TextFont> {
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self.get_font(root_entity, index).unwrap()
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}
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/// Gets the [`TextColor`] of a text span within a text block at a specific index in the flattened span list.
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///
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/// Panics if there is no span at the requested index.
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pub fn color(&mut self, root_entity: Entity, index: usize) -> Mut<TextColor> {
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self.get_color(root_entity, index).unwrap()
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}
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/// Invokes a callback on each span in a text block, starting with the root entity.
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pub fn for_each(
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&mut self,
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root_entity: Entity,
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mut callback: impl FnMut(Entity, usize, Mut<String>, Mut<TextFont>, Mut<TextColor>),
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) {
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self.for_each_until(root_entity, |a, b, c, d, e| {
|
|
(callback)(a, b, c, d, e);
|
|
true
|
|
});
|
|
}
|
|
|
|
/// Invokes a callback on each span's string value in a text block, starting with the root entity.
|
|
pub fn for_each_text(&mut self, root_entity: Entity, mut callback: impl FnMut(Mut<String>)) {
|
|
self.for_each(root_entity, |_, _, text, _, _| {
|
|
(callback)(text);
|
|
});
|
|
}
|
|
|
|
/// Invokes a callback on each span's [`TextFont`] in a text block, starting with the root entity.
|
|
pub fn for_each_font(&mut self, root_entity: Entity, mut callback: impl FnMut(Mut<TextFont>)) {
|
|
self.for_each(root_entity, |_, _, _, font, _| {
|
|
(callback)(font);
|
|
});
|
|
}
|
|
|
|
/// Invokes a callback on each span's [`TextColor`] in a text block, starting with the root entity.
|
|
pub fn for_each_color(
|
|
&mut self,
|
|
root_entity: Entity,
|
|
mut callback: impl FnMut(Mut<TextColor>),
|
|
) {
|
|
self.for_each(root_entity, |_, _, _, _, color| {
|
|
(callback)(color);
|
|
});
|
|
}
|
|
|
|
/// Invokes a callback on each span in a text block, starting with the root entity.
|
|
///
|
|
/// Traversal will stop when the callback returns `false`.
|
|
// TODO: find a way to consolidate get and for_each_until, or provide a real iterator. Lifetime issues are challenging here.
|
|
pub fn for_each_until(
|
|
&mut self,
|
|
root_entity: Entity,
|
|
mut callback: impl FnMut(Entity, usize, Mut<String>, Mut<TextFont>, Mut<TextColor>) -> bool,
|
|
) {
|
|
// Root
|
|
let Ok((text, font, color)) = self.roots.get_mut(root_entity) else {
|
|
return;
|
|
};
|
|
if !(callback)(
|
|
root_entity,
|
|
0,
|
|
text.map_unchanged(|t| t.write_span()),
|
|
font,
|
|
color,
|
|
) {
|
|
return;
|
|
}
|
|
|
|
// Prep stack.
|
|
let mut stack: Vec<(&Children, usize)> = self.scratch.take();
|
|
if let Ok(children) = self.children.get(root_entity) {
|
|
stack.push((children, 0));
|
|
}
|
|
|
|
// Span
|
|
loop {
|
|
let depth = stack.len();
|
|
let Some((children, idx)) = stack.last_mut() else {
|
|
self.scratch.recover(stack);
|
|
return;
|
|
};
|
|
|
|
loop {
|
|
let Some(child) = children.get(*idx) else {
|
|
// All children at this stack entry have been iterated.
|
|
stack.pop();
|
|
break;
|
|
};
|
|
|
|
// Increment to prep the next entity in this stack level.
|
|
*idx += 1;
|
|
|
|
let entity = *child;
|
|
let Ok((text, font, color)) = self.spans.get_mut(entity) else {
|
|
continue;
|
|
};
|
|
|
|
if !(callback)(
|
|
entity,
|
|
depth,
|
|
text.map_unchanged(|t| t.write_span()),
|
|
font,
|
|
color,
|
|
) {
|
|
self.scratch.recover(stack);
|
|
return;
|
|
}
|
|
|
|
if let Ok(children) = self.children.get(entity) {
|
|
stack.push((children, 0));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|