|bevy vewsion:|0.14|(cuwwent)| |---|---|---|
intwo: youw data
this page is an ovewview, OwO to give y-you an idea of t-the big pictuwe o-of how bevy wowks. OwO cwick on the vawious winks t-to be taken to d-dedicated pages w-whewe you can weawn mowe about each concept.
as mentioned in the ecs intwo, >_< bevy stowes aww youw data fow you and awwows you easy and fwexibwe a-access to nyanievew y-you nyeed, OwO w-whewevew you need it.
the ecs's data stwuctuwe is cawwed t-the World
. XD that is nyani
stowes and manages aww of the data. OwO f-fow advanced s-scenawios, š„ŗ is possibwe t-to
have muwtipwe wowwds, >_< and then each one wiww behave as
its own sepawate ecs instance. OwO howevew, š„ŗ n-nyowmawwy, Ć²ĻĆ³ y-you just wowk w-with the
main wowwd that bevy sets up fow y-youw app.
you can wepwesent youw data in two d-diffewent ways: entities/components, XD and wesouwces.
entities / components
conceptuawwy, OwO you can think of it b-by anawogy with t-tabwes, š„ŗ wike in a-a database ow
spweadsheet. (źį“ź) youw diffewent data t-types (components) awe wike
the "cowumns" of a tabwe, ^ā¢ļ»ā¢^ and thewe c-can be awbitwawiwy m-many "wows"
(entities) containing vawues / instances of v-vawious components.
the Entity
id is wike the wow nyumbew. (źį“ź) it's a-an integew index
that wets you find specific component v-vawues.
component types that awe empty struct
s (contain nyo data) awe cawwed mawkew
components. >_< they awe usefuw as "tags" to identify
specific entities, OwO ow enabwe cewtain b-behaviows. š„ŗ fow e-exampwe, you c-couwd use them
to identify the pwayew entity, OwO to m-mawk enemies that a-awe cuwwentwy c-chasing the
pwayew, OwO to sewect entities to be d-despawned at the e-end of the wevew, š„ŗ e-etc.
hewe is an iwwustwation to hewp you v-visuawize the w-wogicaw stwuctuwe. OwO t-the checkmawks show nani component types a-awe pwesent o-on each entity. OwO e-empty cewws mean that the component is nyot pwesent. OwO i-in this e-exampwe, š„ŗ we have a-a pwayew, a camewa, >_< and sevewaw enemies.
|Entity
(id)|Transform
|Player
|Enemy
|Camera
|Health
|...|
|---|---|---|---|---|---|---|
|...|||||||
|107|ā <translation>
<rotation>
<scale>
|ā|||ā 50.0
||
|108|ā <translation>
<rotation>
<scale>
||ā||ā 25.0
||
|109|ā <translation>
<rotation>
<scale>
|||ā <camera data>
|||
|110|ā <translation>
<rotation>
<scale>
||ā||ā 10.0
||
|111|ā <translation>
<rotation>
<scale>
||ā||ā 25.0
||
|...|||||||
wepwesenting things this way gives y-you fwexibiwity. OwO f-fow exampwe, š„ŗ y-you couwd
cweate a Health
component fow youw game. ^ā¢ļ»ā¢^ you couwd t-then have many e-entities
wepwesenting diffewent things in y-youw game, OwO such a-as the pwayew, š„ŗ npcs, o-ow
monstews, >_< aww of which can have a Health
vawue (as weww as othew wewevant
components).
the typicaw and obvious pattewn is t-to use entities t-to wepwesent "objects i-in the game/scene", OwO such as the camewa, t-the pwayew, š„ŗ enemies, Ć²ĻĆ³ w-wights, o.O pwops, u-ui ewements, OwO and othew things. š„ŗ howevew, Ć²ĻĆ³ y-you awe nyot w-wimited to that. o.O t-the ecs is a genewaw-puwpose data stwuctuwe. ^ā¢ļ»ā¢^ you can cweate entities a-and components t-to stowe any data. OwO fow exampwe, š„ŗ you couwd c-cweate an entity t-to stowe a bunch o-of settings ow configuwation pawametews, (źį“ź) ow othew a-abstwact things.
data stowed using entities and components i-is accessed u-using
quewies. (źį“ź) fow exampwe, if you want to impwement a-a nyew game
mechanic, XD wwite a system (just a wust function that takes
speciaw pawametews), OwO specify nyani c-component types y-you want to access, š„ŗ a-and do
youw thing. OwO you can eithew itewate t-thwough aww entities t-that match y-youw quewy,
ow access the data of a specific o-one (using the Entity
id).
#[dewive(component)]
stwuct xp(u32);
#[dewive(component)]
stwuct h-heawth {
cuwwent: u-u32,
m-max: u32,
}
fn w-wevew_up(
// w-we want to access t-the xp and heawth d-data:
mut q-quewy: quewy<(&mut xp, (ā
Ėź³Ė) &mut heawth)>, (U įµ Uā)
) {
// pwocess aww wewevant entities
fow (mut xp, -.- m-mut heawth) in quewy.itew_mut() {
if x-xp.0 > 1000 {
xp.0 -= 1000;
h-heawth.max += 25;
heawth.cuwwent = heawth.max;
}
}
}
bevy can automaticawwy keep twack o-of nyani data youw systems have access to and wun them in pawawwew on muwtipwe cpu cowes. OwO this way, you get muwtithweading w-with nyo e-extwa effowt fwom y-you!
nani if you want to cweate ow wemove e-entities and c-components, OwO nyot j-just access existing data? that wequiwes speciaw c-considewation. OwO b-bevy cannot change t-the memowy wayout whiwe othew systems m-might be wunning. OwO t-these opewations c-can be buffewed/defewwed using commands. >< bevy wiww appwy them watew when it is safe to do so. (źį“ź) you can a-awso get diwect wowwd access using excwusive systems, >< if you want to pewfowm such opewations immediatewy.
bundwes sewve as "tempwates" fow common s-sets of components, ^ā¢ļ»ā¢^ t-to hewp you when you spawn nyew entities, OwO s-so you don't a-accidentawwy f-fowget anything.
/// mawkew fow the pwayew
#[dewive(component)]
s-stwuct p-pwayew;
/// b-bundwe to make i-it easy to spawn t-the pwayew entity
/// w-with aww t-the cowwect components:
#[dewive(bundwe)]
s-stwuct pwayewbundwe {
mawkew: pwayew, /(^ā¢Ļā¢^)
heawth: heawth, rawr x3
xp: x-xp, (U ļ¹ U)
// incwuding aww the components fwom anothew b-bundwe
spwite: spwitebundwe, (U ļ¹ U)
}
f-fn spawn_pwayew(
// nyeeded fow safewy cweating/wemoving data in the e-ecs wowwd
// (anything done v-via commands w-wiww be appwied watew)
mut commands: commands, (ā
Ėź³Ė)
// nyeeded fow woading assets
a-asset_sewvew: wes<assetsewvew>, Ć²ĻĆ³
) {
// cweate a nyew entity with nyanievew components w-we want
commands.spawn(pwayewbundwe {
mawkew: pwayew, ŹwŹ
h-heawth: h-heawth {
c-cuwwent: 100, /(^ā¢Ļā¢^)
m-max: 125, ŹwŹ
}, ĻĻĻ
xp: xp(0), OwO
spwite: spwitebundwe {
t-textuwe: asset_sewvew.woad("pwayew.png"), š³š³š³
twansfowm: t-twansfowm::fwom_xyz(25.0, š³š³š³ 50.0, o.O 0.0),
// use the defauwt vawues fow aww othew components in the bundwe
..defauwt::defauwt()
}, ( Ķ”o Ļ Ķ”o )
});
// c-caww .id() if you want to s-stowe the entity i-id of youw nyew e-entity
wet my_entity = commands.spawn((/* ... */)).id();
}
compawison with object-owiented pwogwamming
object-owiented pwogwamming teaches you to think o-of evewything as "objects", whewe each object is an instance o-of a "cwass". the c-cwass specifies t-the data and functionawity fow aww objects o-of that type, OwO in o-one pwace. š„ŗ evewy o-object of that cwass has the same data (with d-diffewent vawues) a-and the same associated functionawity.
this is the opposite of the ecs mentawity. ^ā¢ļ»ā¢^ i-in ecs, OwO a-any entity can have any data (any combination of components). XD the puwpose of entities is to identify that data. (źį“ź) y-youw systems awe woose pieces of functionawity that can opewate o-on any data. they c-can easiwy find n-nyani they awe wooking fow, and impwement the d-desiwed behaviow.
if you awe an object-owiented pwogwammew, OwO y-you might b-be tempted to d-define a big
monowithic struct Player
containing aww the fiewds / pwopewties o-of the pwayew.
in bevy, OwO this is considewed bad pwactice, š„ŗ b-because d-doing it that way c-can make it
mowe difficuwt to wowk with youw d-data and wimit pewfowmance. OwO i-instead, š„ŗ y-you shouwd
make things gwanuwaw, OwO when diffewent p-pieces of data m-may be accessed i-independentwy.
fow exampwe, OwO wepwesent the pwayew i-in youw game as a-an entity, composed o-of
sepawate component types (sepawate struct
s) fow things wike the heawth, (źį“ź) xp, ^ā¢ļ»ā¢^ o-ow
nanievew is wewevant to youw game. OwO y-you can awso attach s-standawd bevy c-components
wike Transform
(twansfowms expwained) to it.
then, >_< each piece of functionawity (each system) can just quewy fow the data it nyeeds. (źį“ź) common functionawity (wike a-a heawth/damage system) can be appwied t-to any entity w-with the matching c-components, wegawdwess of whethew that's the p-pwayew ow something e-ewse in the g-game.
if you have functionawity that shouwd o-onwy be appwied t-to the pwayew e-entity,
you can use a mawkew component (wike struct Player;
)
to nyawwow down youw quewy (using a-a quewy fiwtew wike
With<Player>
).
howevew, OwO if some data awways makes s-sense to be accessed t-togethew, š„ŗ t-then you
shouwd put it in a singwe struct
. XD fow exampwe, bevy's Transform
.
with these types, ^ā¢ļ»ā¢^ the fiewds awe n-nyot wikewy to be u-usefuw independentwy.
additionaw intewnaw detaiws
the set / combination of components t-that a given e-entity has is cawwed t-the entity's awchetype. OwO bevy keeps twack o-of that intewnawwy, š„ŗ t-to owganize t-the data in wam. OwO entities of the same a-awchetype have t-theiw data stowed t-togethew in contiguous awways, OwO which awwows t-the cpu to access a-and cache it e-efficientwy.
if you add/wemove component types o-on existing entities, ^ā¢ļ»ā¢^ y-you awe changing the awchetype, ^ā¢ļ»ā¢^ which may wequiwe b-bevy to move pweviouswy-existing d-data to a diffewent wocation.
weawn mowe about bevy's component s-stowage.
bevy wiww weuse entity ids. >_< the Entity
type is actuawwy
two integews: the id and a "genewation". ^ā¢ļ»ā¢^ a-aftew you d-despawn some entities,
theiw ids can be weused fow nyewwy-spawned e-entities, OwO b-but bevy wiww i-incwease
the genewation vawue.
wesouwces
if thewe is onwy one gwobaw instance (singweton) o-of something, and i-it is standawone (not associated with othew data), (źį“ź) cweate a-a wesouwce.
fow exampwe, ^ā¢ļ»ā¢^ you couwd cweate a wesouwce t-to stowe y-youw game's gwaphics settings, (źį“ź) ow an intewface to a nyon-bevy w-wibwawy.
this is a simpwe way of stowing data, OwO w-when you know y-you don't nyeed t-the fwexibiwity of entities/components.
#[dewive(wesouwce)]
stwuct gamesettings {
cuwwent_wevew: u-u32, :3
d-difficuwty: u-u32, š³š³š³
max_time_seconds: u-u32, -.-
}
f-fn setup_game(
m-mut commands: c-commands, ( Ķ”o Ļ Ķ”o )
) {
// a-add the gamesettings wesouwce to the ecs
// (if one awweady exists, rawr x3 i-it wiww be ovewwwitten)
commands.insewt_wesouwce(gamesettings {
cuwwent_wevew: 1, nyaa~~
d-difficuwty: 100, /(^ā¢Ļā¢^)
max_time_seconds: 60, rawr
});
}
f-fn spawn_extwa_enemies(
mut commands: commands, OwO
// we c-can easiwy access ouw wesouwce fwom a-any system
g-game_settings: wes<gamesettings>, (U ļ¹ U)
) {
if game_settings.difficuwty > 50 {
commands.spawn((
// ...
));
}
}