freECS
freecs is a table-based ECS library for Rust, in about ~600 lines
A macro is used to define the world and its components, and generates
the entity component system as part of your source code at compile time.
The internal implementation is minimal and does not use object orientation, generics, traits, or dynamic dispatch.
Quick Start
Add this to your Cargo.toml:
[dependencies]
freecs = "0.5.1"
rayon = "^1.10.0"
And in main.rs:
use freecs::{ecs, table_has_components};
use rayon::prelude::*;
ecs! {
World {
position: Position => POSITION,
velocity: Velocity => VELOCITY,
health: Health => HEALTH,
}
Resources {
delta_time: f32
}
}
pub fn main() {
let mut world = World::default();
let _entity = world.spawn_entities(POSITION | VELOCITY, 1)[0];
let entity = EntityBuilder::new()
.with_position(Position { x: 1.0, y: 2.0 })
.spawn(&mut world, 1)[0];
let position = world.get_component::<Position>(entity, POSITION);
println!("Position: {:?}", position);
let position = world.get_position(entity);
println!("Position: {:?}", position);
world.set_position(entity, Position { x: 1.0, y: 2.0 });
if let Some(position) = world.get_position_mut(entity) {
position.x += 1.0;
}
let _component_mask = world.component_mask(entity).unwrap();
world.add_components(entity, HEALTH);
let _entities = world.get_all_entities();
let _players = world.query_entities(POSITION | VELOCITY | HEALTH);
let _first_player_entity = world.query_first_entity(POSITION | VELOCITY | HEALTH);
world.remove_components(entity, HEALTH);
systems::run_systems(&mut world);
world.despawn_entities(&[entity]);
}
use components::*;
mod components {
#[derive(Default, Debug, Clone)]
pub struct Position {
pub x: f32,
pub y: f32,
}
#[derive(Default, Debug, Clone)]
pub struct Velocity {
pub x: f32,
pub y: f32,
}
#[derive(Default, Debug, Clone)]
pub struct Health {
pub value: f32,
}
}
mod systems {
use super::*;
pub fn run_systems(world: &mut World) {
example_system(world);
let delta_time = world.resources.delta_time;
world.tables.par_iter_mut().for_each(|table| {
if table_has_components!(table, POSITION | VELOCITY | HEALTH) {
update_positions_system(&mut table.position, &table.velocity, delta_time);
}
if table_has_components!(table, HEALTH) {
health_system(&mut table.health);
}
});
}
fn example_system(world: &mut World) {
for entity in world.query_entities(POSITION | VELOCITY) {
if let Some(position) = world.get_component_mut::<Position>(entity, POSITION) {
position.x += 1.0;
}
}
}
#[inline]
pub fn update_positions_system(positions: &mut [Position], velocities: &[Velocity], dt: f32) {
positions
.par_iter_mut()
.zip(velocities.par_iter())
.for_each(|(pos, vel)| {
pos.x += vel.x * dt;
pos.y += vel.y * dt;
});
}
#[inline]
pub fn health_system(health: &mut [Health]) {
health.par_iter_mut().for_each(|health| {
health.value *= 0.98;
});
}
}
Systems
Systems can iterate over tables, but for most use cases you can just write a function that queries entities:
pub fn update_global_transforms_system(world: &mut World) {
world
.query_entities(LOCAL_TRANSFORM | GLOBAL_TRANSFORM)
.into_iter()
.for_each(|entity| {
let new_global_transform = query_global_transform(world, entity);
let global_transform = world.get_global_transform_mut(entity).unwrap();
*global_transform = GlobalTransform(new_global_transform);
});
}
pub fn query_global_transform(world: &World, entity: EntityId) -> nalgebra_glm::Mat4 {
let Some(local_transform) = world.get_local_transform(entity) else {
return nalgebra_glm::Mat4::identity();
};
if let Some(Parent(parent)) = world.get_parent(entity) {
query_global_transform(world, *parent) * local_transform
} else {
local_transform
}
}
Change Detection
freecs provides an opt-in change detection system that allows you to track when components are modified.
This is useful for systems that only need to process entities when their data has changed.
if let Some(pos) = world.get_component_mut::<Position>(entity, POSITION) {
pos.x += velocity.x * dt;
pos.y += velocity.y * dt;
}
world.mark_changed(entity, POSITION);
while let Some(event) = world.try_next_event() {
match event {
Event::ComponentChanged { kind, entity } => {
println!("Component {:b} changed for entity {:?}", kind, entity);
}
}
}
world.clear_events();
You can mark multiple components as changed in a single call:
world.mark_changed(entity, POSITION | VELOCITY);
The event queue is stored in the world's Resources struct and is automatically available when you create a world with the ecs! macro.
Entity Builder
An entity builder is generated automatically:
let mut world = World::default();
let entities = EntityBuilder::new()
.with_position(Position { x: 1.0, y: 2.0 })
.spawn(&mut world, 2);
assert_eq!(world.get_position(entities[0]).unwrap().x, 1.0);
assert_eq!(world.get_position(entities[1]).unwrap().y, 2.0);
License
This project is licensed under the MIT License - see the LICENSE file for details.