bevy/benches/benches/bevy_ecs/iteration/iter_simple_system.rs
Carter Anderson cd15f0f5be Accept Bundles for insert and remove. Deprecate insert/remove_bundle (#6039)
# Objective

Take advantage of the "impl Bundle for Component" changes in #2975 / add the follow up changes discussed there.

## Solution

- Change `insert` and `remove` to accept a Bundle instead of a Component (for both Commands and World)
- Deprecate `insert_bundle`, `remove_bundle`, and `remove_bundle_intersection`
- Add `remove_intersection`

---

## Changelog

- Change `insert` and `remove` now accept a Bundle instead of a Component (for both Commands and World)
- `insert_bundle` and `remove_bundle` are deprecated
 

## Migration Guide

Replace `insert_bundle` with `insert`:
```rust
// Old (0.8)
commands.spawn().insert_bundle(SomeBundle::default());
// New (0.9)
commands.spawn().insert(SomeBundle::default());
```

Replace `remove_bundle` with `remove`:
```rust
// Old (0.8)
commands.entity(some_entity).remove_bundle::<SomeBundle>();
// New (0.9)
commands.entity(some_entity).remove::<SomeBundle>();
```

Replace `remove_bundle_intersection` with `remove_intersection`:
```rust
// Old (0.8)
world.entity_mut(some_entity).remove_bundle_intersection::<SomeBundle>();
// New (0.9)
world.entity_mut(some_entity).remove_intersection::<SomeBundle>();
```

Consider consolidating as many operations as possible to improve ergonomics and cut down on archetype moves:
```rust
// Old (0.8)
commands.spawn()
  .insert_bundle(SomeBundle::default())
  .insert(SomeComponent);

// New (0.9) - Option 1
commands.spawn().insert((
  SomeBundle::default(),
  SomeComponent,
))

// New (0.9) - Option 2
commands.spawn_bundle((
  SomeBundle::default(),
  SomeComponent,
))
```

## Next Steps

Consider changing `spawn` to accept a bundle and deprecate `spawn_bundle`.
2022-09-21 21:47:53 +00:00

48 lines
1.1 KiB
Rust

use bevy_ecs::prelude::*;
use glam::*;
#[derive(Component, Copy, Clone)]
struct Transform(Mat4);
#[derive(Component, Copy, Clone)]
struct Position(Vec3);
#[derive(Component, Copy, Clone)]
struct Rotation(Vec3);
#[derive(Component, Copy, Clone)]
struct Velocity(Vec3);
pub struct Benchmark(World, Box<dyn System<In = (), Out = ()>>);
impl Benchmark {
pub fn new() -> Self {
let mut world = World::new();
// TODO: batch this
for _ in 0..10_000 {
world.spawn().insert((
Transform(Mat4::from_scale(Vec3::ONE)),
Position(Vec3::X),
Rotation(Vec3::X),
Velocity(Vec3::X),
));
}
fn query_system(mut query: Query<(&Velocity, &mut Position)>) {
for (velocity, mut position) in &mut query {
position.0 += velocity.0;
}
}
let mut system = IntoSystem::into_system(query_system);
system.initialize(&mut world);
system.update_archetype_component_access(&world);
Self(world, Box::new(system))
}
pub fn run(&mut self) {
self.1.run((), &mut self.0);
}
}