![]() # Objective I'm build a UI system for bevy. In this UI system there is a concept of a system per UI entity. I had an issue where change detection wasn't working how I would expect and it's because when a function system is ran the `last_change_tick` is updated with the latest tick(from world). In my particular case I want to "wait" to update the `last_change_tick` until after my system runs for each entity. ## Solution Initially I thought bypassing the change detection all together would be a good fix, but on talking to some users in discord a simpler fix is to just expose `last_change_tick` to the end users. This is achieved by adding the following to the `System` trait: ```rust /// Allows users to get the system's last change tick. fn get_last_change_tick(&self) -> u32; /// Allows users to set the system's last change tick. fn set_last_change_tick(&mut self, last_change_tick: u32); ``` This causes a bit of weirdness with two implementors of `System`. `FixedTimestep` and `ChainSystem` both implement system and thus it's required that some sort of implementation be given for the new functions. I solved this by outputting a warning and not doing anything for these systems. I think it's important to understand why I can't add the new functions only to the function system and not to the `System` trait. In my code I store the systems generically as `Box<dyn System<...>>`. I do this because I have differing parameters that are being passed in depending on the UI widget's system. As far as I can tell there isn't a way to take a system trait and cast it into a specific type without knowing what those parameters are. In my own code this ends up looking something like: ```rust // Runs per entity. let old_tick = widget_system.get_last_change_tick(); should_update_children = widget_system.run((widget_tree.clone(), entity.0), world); widget_system.set_last_change_tick(old_tick); // later on after all the entities have been processed: for system in context.systems.values_mut() { system.set_last_change_tick(world.read_change_tick()); } ``` ## Changelog - Added `get_last_change_tick` and `set_last_change_tick` to `System`'s. |
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examples | ||
macros | ||
src | ||
Cargo.toml | ||
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 Rust std collections like 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()
.insert(Position { x: 0.0, y: 0.0 })
.insert(Velocity { x: 1.0, y: 0.0 })
.id();
let entity_ref = world.entity(entity);
let position = entity_ref.get::<Position>().unwrap();
let velocity = entity_ref.get::<Velocity>().unwrap();
Systems
Systems are normal Rust functions. Thanks to the Rust type system, Bevy ECS can use function parameter types to determine what data needs to be sent to the system. It also uses this "data access" information to determine what Systems can run in parallel with each other.
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);
}
The resources.rs
example illustrates how to read and write a Counter resource from Systems.
Schedules
Schedules consist of zero or more Stages, which run a set of Systems according to some execution strategy. Bevy ECS provides a few built in Stage implementations (ex: parallel, serial), but you can also implement your own! Schedules run Stages one-by-one in an order defined by the user.
The built in "parallel stage" considers dependencies between systems and (by default) run as many of them in parallel as possible. This maximizes performance, while keeping the system execution safe. You can also define explicit dependencies between systems.
Using Bevy ECS
Bevy ECS should feel very natural for those familiar with Rust syntax:
use bevy_ecs::prelude::*;
#[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()
.insert(Position { x: 0.0, y: 0.0 })
.insert(Velocity { x: 1.0, y: 0.0 });
// Create a new Schedule, which defines an execution strategy for Systems
let mut schedule = Schedule::default();
// Add a Stage to our schedule. Each Stage in a schedule runs all of its systems
// before moving on to the next Stage
schedule.add_stage("update", SystemStage::parallel()
.with_system(movement)
);
// 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!");
}
}
The change_detection.rs
example shows how to query only for updated entities and react on changes in resources.
Component Storage
Bevy ECS supports multiple component storage types.
Components can be stored in:
- Tables: Fast and cache friendly iteration, but slower adding and removing of components. This is the default storage type.
- Sparse Sets: Fast adding and removing of components, but slower iteration.
Component storage types are configurable, and they default to table storage if the storage is not manually defined.
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().insert_bundle(PlayerBundle::default());
// Bundles play well with Rust's struct update syntax
world.spawn().insert_bundle(PlayerBundle {
position: Position { x: 1.0, y: 1.0 },
..Default::default()
});
Events
Events offer a communication channel between one or more systems. Events can be sent using the system parameter EventWriter
and received with EventReader
.
use bevy_ecs::prelude::*;
struct MyEvent {
message: String,
}
fn writer(mut writer: EventWriter<MyEvent>) {
writer.send(MyEvent {
message: "hello!".to_string(),
});
}
fn reader(mut reader: EventReader<MyEvent>) {
for event in reader.iter() {
}
}
A minimal set up using events can be seen in events.rs
.