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Legion aims to be a feature rich high performance ECS library for Rust game projects with minimal boilerplate.

Getting Started

Worlds

Worlds are collections of entities, where each entity can have an arbitrary collection of components attached.

use legion::*;
let world = World::default();

Entities can be inserted via either World::push (for a single entity) or World::extend (for a collection of entities with the same component types). The world will create a unique ID for each entity upon insertion that you can use to refer to that entity later.

// a component is any type that is 'static, sized, send and sync
#[derive(Clone, Copy, Debug, PartialEq)]
struct Position {
    x: f32,
    y: f32,
}

#[derive(Clone, Copy, Debug, PartialEq)]
struct Velocity {
    dx: f32,
    dy: f32,
}

// push a component tuple into the world to create an entity
let entity: Entity = world.push((Position { x: 0.0, y: 0.0 }, Velocity { dx: 0.0, dy: 0.0 }));

// or extend via an IntoIterator of tuples to add many at once (this is faster)
let entities: &[Entity] = world.extend(vec![
    (Position { x: 0.0, y: 0.0 }, Velocity { dx: 0.0, dy: 0.0 }),
    (Position { x: 1.0, y: 1.0 }, Velocity { dx: 0.0, dy: 0.0 }),
    (Position { x: 2.0, y: 2.0 }, Velocity { dx: 0.0, dy: 0.0 }),
]);

You can access entities via entries. Entries allow you to query an entity to find out what types of components are attached to it, to get component references, or to add and remove components.

// entries return `None` if the entity does not exist
if let Some(mut entry) = world.entry(entity) {
    // access information about the entity's archetype
    println!(
        "{:?} has {:?}",
        entity,
        entry.archetype().layout().component_types()
    );

    // add an extra component
    entry.add_component(12f32);

    // access the entity's components, returns `None` if the entity does not have the component
    assert_eq!(entry.get_component::<f32>().unwrap(), &12f32);
}

See the world module for more information.

Queries

Entries are not the most convenient or performant way to search or bulk-access a world. Queries allow for high performance and expressive iteration through the entities in a world.

// you define a query be declaring what components you want to find, and how you will access them
let mut query = Read::<Position>::query();

// you can then iterate through the components found in the world
for position in query.iter(&world) {
    println!("{:?}", position);
}

You can search for entities which have all of a set of components.

// construct a query from a "view tuple"
let mut query = <(&Velocity, &mut Position)>::query();

// this time we have &Velocity and &mut Position
for (velocity, position) in query.iter_mut(&mut world) {
    position.x += velocity.x;
    position.y += velocity.y;
}

You can augment a basic query with additional filters. For example, you can choose to exclude entities which also have a certain component, or only include entities for which a certain component has changed since the last time the query ran (this filtering is conservative and coarse-grained)

// you can use boolean expressions when adding filters
let mut query = <(&Velocity, &mut Position)>::query()
    .filter(!component::<Ignore>() & maybe_changed::<Position>());

for (velocity, position) in query.iter_mut(&mut world) {
    position.x += velocity.dx;
    position.y += velocity.dy;
}

There is much more than can be done with queries. See the module document for more information.

Systems

You may have noticed that when we wanted to write to a component, we needed to use iter_mut to iterate through our query. But perhaps your application wants to be able to process different components on different entities, perhaps even at the same time in parallel? While it is possible to do this manually (see World::split), this is very difficult to do when the different pieces of the application don’t know what components each other need, or might or might not even have conflicting access requirements.

Systems and the Schedule automates this process, and can even schedule work at a more granular level than you can otherwise do manually.

A system is a unit of work. Each system is defined as a function which is provided access to queries and shared Resources. These systems can then be appended to a schedule, which is a linear sequence of systems, ordered by when side effects (such as writes to components) should be observed.

The schedule will automatically parallelize the execution of all systems whilst maintaining the apparent order of execution from the perspective of each system.

// a system fn which loops through Position and Velocity components, and reads
// the Time shared resource.
#[system(for_each)]
fn update_positions(pos: &mut Position, vel: &Velocity, #[resource] time: &Time) {
    pos.x += vel.dx * time.elapsed_seconds;
    pos.y += vel.dy * time.elapsed_seconds;
}

// construct a schedule (you should do this on init)
let mut schedule = Schedule::builder()
    .add_system(update_positions_system())
    .build();

// run our schedule (you should do this each update)
schedule.execute(&mut world, &mut resources);

See the systems module and the system proc macro for more information.

Feature Flags

Legion provides a few feature flags:

  • parallel - Enables parallel iterators and parallel schedule execution via the rayon library. Enabled by default.
  • extended-tuple-impls - Extends the maximum size of view and component tuples from 8 to 24, at the cost of increased compile times. Off by default.
  • serialize - Enables the serde serialization module and associated functionality. Enabled by default.
  • crossbeam-events - Implements the EventSender trait for crossbeam Sender channels, allowing them to be used for event subscriptions. Enabled by default.
  • codegen - Enables the #[system] procedural macro. Enabled by default.

Modules

Queries provide efficient iteration and filtering of entity components in a world.

Serde (de)serialization of worlds.

A “packed archetype” storage model.

Automatic query scheduling and parallel execution.

Worlds store collections of entities. An entity is a collection of components, identified by a unique Entity ID.

Structs

An opaque identifier for an entity.

Provides efficient means to iterate and filter entities in a world.

Reads a single entity data component type from a chunk.

A world (de)serializer which describes how to (de)serialize the component types in a world.

Resources container. Shared resources stored here can be retrieved in systems.

A schedule of systems for execution.

A low level builder for constructing systems.

Reads a single entity data component type from a chunk.

Writes a single entity data component type from a chunk.

A container of entities.

Describes configuration options for the creation of a new World.

Writes a single mutable entity data component type from a chunk.

Traits

The EntityStore trait abstracts access to entity data as required by queries for both World and SubWorld

A type which holds onto a slice of entity data retrieved from a single archetype.

A type which defines a component group.

A type (typically a view) which can construct a query.

Describes a type which can convert itself into an SoA representation for entity insertion.

Functions

Constructs a filter which passes all entities.

Constructs a filter which requires that the entities have the given component.

Constructs a filter which requires that the component cannot be certain to have not changed.

Constructs a filter which performs a no-op and defers to any filters it is combined with.

Attribute Macros

Wraps a function in a system, and generates a new function which constructs that system.