A Rust crate that allows efficient querying for components by their values in the game engine Bevy.
It is quite common to want to write code in a system that only operates on components that have a certain value, e.g.:
fn move_living_players(mut players: Query<&mut Transform, &Player>) {
for (mut transform, player) in &players {
if player.is_alive() {
move_player(transform);
}
}
}With an index, we can change the code to:
fn move_living_players(
mut transforms: Query<&mut Transform>,
player_alive_idx: Index<PlayerAlive>
) {
for entity in &player_alive_idx.get(true) {
transforms.get(entity).unwrap().move_player(transform);
}
}There are a few cases where a change like this may be beneficial:
- If
is_aliveis expensive to calculate, indexes can we can save work by caching the results and only recomputing when the data actually changes.- If the component data that the result is calculated from doesn't change often, we can use the cached values across frames.
- If components tend to change only in the beginning of a frame, and the results are needed multiple times later on, we can use the cached values across different systems, (or even the same system if it had been calculated multiple times).
- If we don't care too much about performance, indexes can provide a nicer API to work with.
Indexes add a non-zero amount of overhead, though, so introducing them can make your systems slower. Make sure to profile your systems before and after introducing indexes if you care about performance.
First, import the prelude.
use bevy_mod_index::prelude::*;Next, implement the IndexInfo trait. If your component only needs one index,
you can implement this trait directly on the component. If you need more than
one, you can use a simple unit struct for each index beyond the first. You can
also use unit structs to give more descriptive names, even if you only need one
index.
You must specify the type of component being indexed, the type of value that you want to ba able to look up components by, and a function for calculating that value for a given component.
struct NearOrigin {}
impl IndexInfo for NearOrigin {
type Component = Transform;
type Value = bool;
fn value(t: &Transform) -> bool {
t.translation.length() < 5.0
}
}Finally, include the Index system param in your systems and use it to query
for entities!
fn count_players_and_enemies_near_spawn(
players: Query<(), With<(&Player, &Transform)>>,
enemies: Query<(), With<(&Enemy, &Transform)>>,
index: Index<NearOrigin>,
) {
let (mut player_count, mut enemy_count) = (0, 0);
let entities_near_spawn: HashSet<Entity> = index.get(true);
for entity in entities_near_spawn.into_iter() {
if let Ok(()) = players.get(entity) {
player_count += 1;
}
if let Ok(()) = enemies.get(entity) {
enemy_count += 1;
}
}
println!("There are {} players and {} enemies near spawn!", player_count, enemy_count)
}This implementation uses a custom SystemParam that updates the index whenever it is used.
The update is done by using a query to loop over all components, and only reading the actual
data/re-computing the index value when a component is changed since the last update. If the
index is not used, it will not update, even if its system runs, which can be useful if you
only need up-to-date data in certain circumstances (e.g. when the mouse is clicked) to save
re-computing values for rapidly changing data.
This implementation currently requires a small patch to Bevy that allows us to check if the entities changed since some arbitrary time instead of just since the last time the system ran.
| Bevy Version | bevy_mod_index Version |
|---|---|
| main (custom patch) | 0.1.0 |
Query<(bevy_ecs::entity::Entity, &bevy_mod_index::index::test::Number, bevy_ecs::query::fetch::ChangeTrackers<bevy_mod_index::index::test::Number>), ()> in system bevy_mod_index::index::test::adder_some::{{closure}} accesses component(s) bevy_mod_index::index::test::Number in a way that conflicts with a previous system parameter. Consider using ``Without<T>`` to create disjoint Queries or merging conflicting Queries into a ``ParamSet``.- Indexes use a read-only query of their components to update the index before it is used.
If you have a query that mutably access these components in the same system as an
Index, you can combine them into aParamSet
- Indexes use a read-only query of their components to update the index before it is used.
If you have a query that mutably access these components in the same system as an
- Cleanup removed components and despawned entities.
- Option to update the index when components change instead of when the index is used.
- Naively, requires engine support for custom
DerefMuthooks, but this would likely add overhead even when indexes aren't used. Other solutions may be possible.- Perhaps the
Componentderive will one day accept an attribute that enables/disables change detection by specifying&mut TorMut<T>as the reference type, and we could add a third option forIndexedMut<T>that would automatically look up all indexes for the component in some resource and add the entity to a list to be re-indexed.
- Perhaps the
- Naively, requires engine support for custom
- More storage options besides
HashMap.- Sorted container to allow for querying "nearby" values.
- 1D data should be simple enough, but would also like to support kd-trees for positions.
- No storage, using the naive loop approach, but with the nicer index API.
- Sorted container to allow for querying "nearby" values.
- Indexes over more than one
Component. - Indexes for subsets of a
Component- Replacing Components with arbitrary queries may cover both of these cases.