3 unstable releases

Uses old Rust 2015

0.2.0 Apr 13, 2016
0.1.6 Apr 10, 2016
0.1.5 Apr 10, 2016

#210 in #entity

MIT license

22KB
516 lines

trex

The Rust Entity Component System


lib.rs:

An entity component system inspired by entityx.

Examples

A simple 2D physics simulation.

#[macro_use]
extern crate trex;

use trex::*;

// The components used in the simulation.
pub struct Position { pub x: f32, pub y: f32 }
pub struct Velocity { pub dx: f32, pub dy: f32 }
pub struct Acceleration { pub ddx: f32, pub ddy: f32 }

components!(Position, Velocity, Acceleration);

pub struct PhysicsSystem {
    filter: ComponentFilter, // Used to select entities with the components of interest to this
                             // system.
}

impl PhysicsSystem {
    pub fn new() -> PhysicsSystem {
        PhysicsSystem {
            filter: ComponentFilter::new()
                .with::<Position>()
                .with::<Velocity>()
                .with::<Acceleration>(),
        }
    }
}

impl System for PhysicsSystem {
    fn update(&mut self, world: &mut World, queue: &EventQueue, emitter: &mut EventEmitter, dt: f32) {
        let dt_secs = dt / 1000.0;
        for entity in world.filter(&self.filter) {
            assert!(world.has::<Position>(entity));
            assert!(world.has::<Velocity>(entity));
            assert!(world.has::<Acceleration>(entity));
            let (dx, dy) = {
                let &Acceleration { ddx, ddy } = world.get::<Acceleration>(entity).unwrap();
                let mut vel = world.get_mut::<Velocity>(entity).unwrap();
                vel.dx += ddx * dt_secs;
                vel.dy += ddy * dt_secs;
                (vel.dx, vel.dy)
            };
            let mut pos = world.get_mut::<Position>(entity).unwrap();
            pos.x += dx * dt_secs;
            pos.y += dy * dt_secs;
        }
        emitter.emit(trex::Halt);
    }
}

struct TestSystem;

impl System for TestSystem {
    fn update(&mut self, world: &mut World, _queue: &EventQueue, _emitter: &mut EventEmitter, _dt: f32) {
        let entity = world.lookup("Test").unwrap();
        let pos = world.get::<Position>(entity).unwrap();
        assert_eq!(pos.x, 9.0);
        assert_eq!(pos.y, 12.0);
    }
}

fn main() {
    let world = {
        let mut world = World::new();
        world.register::<Position>();
        world.register::<Velocity>();
        world.register::<Acceleration>();

        // Create an entity that accelerates in the x and y directions.
        let entity = world.create();
        world.tag(entity, "Test");
        world.add(entity, Position { x: 1.0, y: 2.0 });
        world.add(entity, Velocity { dx: 3.0, dy: 4.0 });
        world.add(entity, Acceleration { ddx: 5.0, ddy: 6.0 });
        world
    };

    let mut queue = EventQueue::new();
    let mut emitter = EventEmitter::new();

    let mut simulation = Simulation::new(world, queue, emitter);
    simulation.register(PhysicsSystem::new());
    simulation.register(TestSystem);

    // Run a single iteration of the simulation.
    simulation.update(1000.0);
    assert!(simulation.halt());
}

Dependencies

~180KB