Crate flax

Source
Expand description

Flax is a performant and ergonomic Entity Component System.

The world is organized by simple identifiers known as an Entity, which can have any number of components attached to them.

Systems operate on the world’s entities and provide the application logic.

Consider reading the User Guide

§Features

§Live Demo

See a live demo of asteroids using wasm here.

Source

§Example Usage

  // Declare static components
  use flax::*;

  component! {
    health: f32,
    regen: f32,
    pos: (f32, f32),
    player: (),
    items: Vec<String>,
  }

  let mut world = World::new();

  // Spawn an entity
  let p = EntityBuilder::new()
      .set(health(), 50.0)
      .tag(player())
      .set(pos(), (0.0, 0.0))
      .set(regen(), 1.0)
      .set_default(items())
      .spawn(&mut world);

  let mut query = Query::new((health().as_mut(), regen()));

  // Apply health regeneration for all matched entites
  for (health, regen) in &mut query.borrow(&world) {
      *health = (*health + regen).min(100.0);
  }

§Systems

Queries with logic can be abstracted into a system, and multiple systems can be collected into a schedule.

let regen_system = System::builder()
    .with_query(Query::new((health().as_mut(), regen())))
    .for_each(|(health, regen)| {
        *health = (*health + regen).min(100.0);
    })
    .boxed();

let despawn_system = System::builder()
    .with_query(Query::new(entity_ids()).filter(health().le(0.0)))
    .with_cmd_mut()
    .build(|mut q: QueryBorrow<EntityIds, _>, cmd: &mut CommandBuffer| {
        for id in &mut q {
            cmd.despawn(id);
        }
    })
    .boxed();

let mut schedule = Schedule::from([regen_system, despawn_system]);

schedule.execute_par(&mut world)?;

§Relations

Flax provides first class many-many relations between entities, which is useful for tree scene hierarchies, graphs, and physics joints between entities.

Relations can be both state-less or have associated data, like spring or joint strengths.

Relations are cache friendly and querying children of does not require random access. In addition, relations are cleaned up on despawns and are stable during serialization, even if the entity ids migrate due to collisions.

See the guide for more details.

component! {
    child_of(parent): () => [ Debuggable ],
}

let mut world = World::new();

let parent = Entity::builder()
    .set(name(), "Parent".into())
    .spawn(&mut world);

let child1 = Entity::builder()
    .set(name(), "Child1".into())
    .set_default(child_of(parent))
    .spawn(&mut world);

§Comparison to other ECS

Compared to other ECS implementations, a component is simply another Entity identifier to which data is attached. This means the same “type” can be added to an entity multiple times.

A limitation of existing implementations such as specs, planck, or hecs is that newtype wrappers need to be created to allow components of the same inner type to coexist.

This leads to having to forward all trait implementations trough e.g derive-more or dereferencing the newtypes during usage.

By making components separate from the type the components can work together without deref or newtype construction.

component! {
    velocity: Vec3,
    position: Vec3,
}

let vel = world.get(entity, velocity())?;
let mut pos = world.get_mut(entity, position())?;
let dt = 0.1;

*pos += *vel * dt;

On a further note, since the components have to be declared beforehand, it limits the amount of types which can be inserted as components. This fixes subtle bugs which come by having the type dictate the component, such as using an Arc<Type> instead of just Type, which leads to subsequent systems not finding the Type on the entity.

Using statically declared components makes the rust type system disallow these cases and catches these bugs earlier.

§Motivation

During development of a game in school I used the hecs ECS. It is an awesome library, and the author Ralith has been wonderful in accepting contributions and inquiries.

Despite this, I often made subtle bugs with similar types. The game engine was cluttered with gigantic newtypes for Velocity, Position with many deref coercions in order to coexist.

§Unsafe

This library makes use of unsafe for type erasure and the allocation in storage of ComponentBuffers and Archetypes.

Re-exports§

pub use archetype::BatchSpawn;
pub use archetype::RefMut;
pub use commands::CommandBuffer;
pub use component::Component;
pub use entity::entity_ids;
pub use entity::Entity;
pub use entity::EntityBuilder;
pub use error::Error;
pub use fetch::relations_like;
pub use fetch::EntityIds;
pub use fetch::Fetch;
pub use fetch::FetchExt;
pub use fetch::FetchItem;
pub use fetch::Mutable;
pub use fetch::Opt;
pub use fetch::OptOr;
pub use fetch::Relations;
pub use metadata::Debuggable;
pub use metadata::Exclusive;
pub use query::Children;
pub use query::Dfs;
pub use query::DfsBorrow;
pub use query::DfsIter;
pub use query::EntityBorrow;
pub use query::EntityQuery;
pub use query::Planar;
pub use query::Query;
pub use query::QueryBorrow;
pub use query::QueryIter;
pub use query::Topo;
pub use relation::RelationExt;
pub use schedule::Schedule;
pub use schedule::ScheduleBuilder;
pub use schedule::SystemInfo;
pub use system::BoxedSystem;
pub use system::SharedResource;
pub use system::System;
pub use system::SystemBuilder;
pub use world::World;

Modules§

archetype
Structured component storage
buffer
Provides a buffer for holding multiple types simultaneously
commands
Contains a commandbuffer
component
Low level component construction
components
This module contains standard components that different libraries can agree on, though they don’t have to.
entity
Provides entity identifiers
error
Defines the single error type and result alias
events
Subscribe to changes in the world
fetch
Traits for fetching multiple component values simultaneously
filter
Filter items yielded queries
format
Formatting utilities
metadata
Component metadata used for reflection
query
Query the world
relation
Low level relation construction
schedule
System execution
serializeserde
Allows for efficient serialization and deserialization of the world and the entities therein
sink
Provides a sink trait for sending events
system
System execution
vtable
vtable implementation for dynamic dispatching
world
Contains the main ecs world

Macros§

component
Declarative component generation
component_vtable
Helper macro for creating a vtable for custom components

Structs§

EntityRef
Borrow all the components of an entity at once.
EntityRefMut
Borrow all the components of an entity at once.
OccupiedEntry
A view into an occupied component entry
VacantEntry
A view into a vacant component entry

Enums§

Entry
Entry like api for an entity’s component

Derive Macros§

Fetchderive