#bevy #gamedev #plugin #query #trait

bevy-trait-query

Implementation of trait queries for the bevy game engine

5 releases

0.1.1 Nov 16, 2022
0.1.0 Nov 12, 2022
0.0.3 Oct 18, 2022
0.0.2 Oct 17, 2022
0.0.1 Oct 17, 2022

#261 in Game dev

Download history 50/week @ 2022-10-12 29/week @ 2022-10-19 8/week @ 2022-10-26 10/week @ 2022-11-02 31/week @ 2022-11-09 45/week @ 2022-11-16 72/week @ 2022-11-23 38/week @ 2022-11-30 47/week @ 2022-12-07 29/week @ 2022-12-14 40/week @ 2022-12-21 34/week @ 2022-12-28 44/week @ 2023-01-04 61/week @ 2023-01-11 50/week @ 2023-01-18 38/week @ 2023-01-25

194 downloads per month
Used in bevy_attr

MIT/Apache

70KB
1.5K SLoC

bevy-trait-query

An implementation of trait queries for the bevy game engine.

Before using this crate, you should be familiar with bevy: https://bevyengine.org/.

Bevy Version Crate Version
0.9 0.1
0.8 0.0.3
Preview Main branch

Note on reliability

While this crate has seen some use in the world with no issues yet, it is still quite new and experimental. Use with caution (and miri!).

If you find a bug, please open an issue.

Overview

Lets say you have a trait that you wanna implement for some of your components.

/// Components that display a message when hovered.
pub trait Tooltip {
    /// Text displayed when hovering over an entity with this trait.
    fn tooltip(&self) -> &str;
}

In order to be useful within bevy, you'll want to be able to query for this trait.


// Just add this attribute...
#[bevy_trait_query::queryable]
pub trait Tooltip {
    fn tooltip(&self) -> &str;
}

// ...and now you can use your trait in queries.
fn show_tooltips_system(
    tooltips: Query<&dyn Tooltip>,
    // ...
) {
    // ...
}

Since Rust unfortunately lacks any kind of reflection, it is necessary to register each component with the trait when the app gets built.

#[derive(Component)]
struct Player(String);

#[derive(Component)]
enum Villager {
    Farmer,
    // ...
}

#[derive(Component)]
struct Monster;

/* ...trait implementations omitted for brevity... */

struct TooltipPlugin;

impl Plugin for TooltipPlugin {
    fn build(&self, app: &mut App) {
        // We must import this trait in order to register our components.
        // If we don't register them, they will be invisible to the game engine.
        use bevy_trait_query::RegisterExt;

        app
            .register_component_as::<dyn Tooltip, Player>()
            .register_component_as::<dyn Tooltip, Villager>()
            .register_component_as::<dyn Tooltip, Monster>()
            .add_system(show_tooltips);
    }
}

Unlike queries for concrete types, it's possible for an entity to have multiple components that match a trait query.


fn show_tooltips(
    tooltips: Query<&dyn Tooltip>,
    // ...
) {
    // Iterate over each entity that has tooltips.
    for entity_tooltips in &tooltips {
        // Iterate over each component implementing `Tooltip` for the current entity.
        for tooltip in entity_tooltips {
            println!("Tooltip: {}", tooltip.tooltip());
        }
    }

    // If you instead just want to iterate over all tooltips, you can do:
    for tooltip in tooltips.iter().flatten() {
        println!("Tooltip: {}", tooltip.tooltip());
    }
}

Alternatively, if you expect to only have component implementing the trait for each entity, you can use the filter One. This has significantly better performance than iterating over all trait impls.

use bevy_trait_query::One;

fn show_tooltips(
    tooltips: Query<One<&dyn Tooltip>>,
    // ...
) {
    for tooltip in &tooltips {
        println!("Tooltip: {}", tooltip.tooltip());
    }
}

Performance

The performance of trait queries is quite competitive. Here are some benchmarks for simple cases:

Concrete type One All
1 match 16.135 µs 31.441 µs 63.273 µs
2 matches 17.501 µs - 102.83 µs
1-2 matches - 16.959 µs 82.179 µs

License

MIT or APACHE-2.0

Dependencies

~12–23MB
~440K SLoC