bevy_render/
sync_world.rs

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
use bevy_app::Plugin;
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::entity::EntityHash;
use bevy_ecs::{
    component::Component,
    entity::Entity,
    observer::Trigger,
    query::With,
    reflect::ReflectComponent,
    system::{Local, Query, ResMut, Resource, SystemState},
    world::{Mut, OnAdd, OnRemove, World},
};
use bevy_reflect::Reflect;
use bevy_utils::hashbrown;

/// A plugin that synchronizes entities with [`SyncToRenderWorld`] between the main world and the render world.
///
/// All entities with the [`SyncToRenderWorld`] component are kept in sync. It
/// is automatically added as a required component by [`ExtractComponentPlugin`]
/// and [`SyncComponentPlugin`], so it doesn't need to be added manually when
/// spawning or as a required component when either of these plugins are used.
///
/// # Implementation
///
/// Bevy's renderer is architected independently from the main app.
/// It operates in its own separate ECS [`World`], so the renderer logic can run in parallel with the main world logic.
/// This is called "Pipelined Rendering", see [`PipelinedRenderingPlugin`] for more information.
///
/// [`SyncWorldPlugin`] is the first thing that runs every frame and it maintains an entity-to-entity mapping
/// between the main world and the render world.
/// It does so by spawning and despawning entities in the render world, to match spawned and despawned entities in the main world.
/// The link between synced entities is maintained by the [`RenderEntity`] and [`MainEntity`] components.
///
/// The [`RenderEntity`] contains the corresponding render world entity of a main world entity, while [`MainEntity`] contains
/// the corresponding main world entity of a render world entity.
/// For convenience, [`QueryData`](bevy_ecs::query::QueryData) implementations are provided for both components:
/// adding [`MainEntity`] to a query (without a `&`) will return the corresponding main world [`Entity`],
/// and adding [`RenderEntity`] will return the corresponding render world [`Entity`].
/// If you have access to the component itself, the underlying entities can be accessed by calling `.id()`.
///
/// Synchronization is necessary preparation for extraction ([`ExtractSchedule`](crate::ExtractSchedule)), which copies over component data from the main
/// to the render world for these entities.
///
/// ```text
/// |--------------------------------------------------------------------|
/// |      |         |          Main world update                        |
/// | sync | extract |---------------------------------------------------|
/// |      |         |         Render world update                       |
/// |--------------------------------------------------------------------|
/// ```
///
/// An example for synchronized main entities 1v1 and 18v1
///
/// ```text
/// |---------------------------Main World------------------------------|
/// |  Entity  |                    Component                           |
/// |-------------------------------------------------------------------|
/// | ID: 1v1  | PointLight | RenderEntity(ID: 3V1) | SyncToRenderWorld |
/// | ID: 18v1 | PointLight | RenderEntity(ID: 5V1) | SyncToRenderWorld |
/// |-------------------------------------------------------------------|
///
/// |----------Render World-----------|
/// |  Entity  |       Component      |
/// |---------------------------------|
/// | ID: 3v1  | MainEntity(ID: 1V1)  |
/// | ID: 5v1  | MainEntity(ID: 18V1) |
/// |---------------------------------|
///
/// ```
///
/// Note that this effectively establishes a link between the main world entity and the render world entity.
/// Not every entity needs to be synchronized, however; only entities with the [`SyncToRenderWorld`] component are synced.
/// Adding [`SyncToRenderWorld`] to a main world component will establish such a link.
/// Once a synchronized main entity is despawned, its corresponding render entity will be automatically
/// despawned in the next `sync`.
///
/// The sync step does not copy any of component data between worlds, since its often not necessary to transfer over all
/// the components of a main world entity.
/// The render world probably cares about a `Position` component, but not a `Velocity` component.
/// The extraction happens in its own step, independently from, and after synchronization.
///
/// Moreover, [`SyncWorldPlugin`] only synchronizes *entities*. [`RenderAsset`](crate::render_asset::RenderAsset)s like meshes and textures are handled
/// differently.
///
/// [`PipelinedRenderingPlugin`]: crate::pipelined_rendering::PipelinedRenderingPlugin
/// [`ExtractComponentPlugin`]: crate::extract_component::ExtractComponentPlugin
/// [`SyncComponentPlugin`]: crate::sync_component::SyncComponentPlugin
#[derive(Default)]
pub struct SyncWorldPlugin;

impl Plugin for SyncWorldPlugin {
    fn build(&self, app: &mut bevy_app::App) {
        app.init_resource::<PendingSyncEntity>();
        app.add_observer(
            |trigger: Trigger<OnAdd, SyncToRenderWorld>, mut pending: ResMut<PendingSyncEntity>| {
                pending.push(EntityRecord::Added(trigger.entity()));
            },
        );
        app.add_observer(
            |trigger: Trigger<OnRemove, SyncToRenderWorld>,
             mut pending: ResMut<PendingSyncEntity>,
             query: Query<&RenderEntity>| {
                if let Ok(e) = query.get(trigger.entity()) {
                    pending.push(EntityRecord::Removed(*e));
                };
            },
        );
    }
}
/// Marker component that indicates that its entity needs to be synchronized to the render world.
///
/// This component is automatically added as a required component by [`ExtractComponentPlugin`] and [`SyncComponentPlugin`].
/// For more information see [`SyncWorldPlugin`].
///
/// NOTE: This component should persist throughout the entity's entire lifecycle.
/// If this component is removed from its entity, the entity will be despawned.
///
/// [`ExtractComponentPlugin`]: crate::extract_component::ExtractComponentPlugin
/// [`SyncComponentPlugin`]: crate::sync_component::SyncComponentPlugin
#[derive(Component, Copy, Clone, Debug, Default, Reflect)]
#[reflect[Component]]
#[component(storage = "SparseSet")]
pub struct SyncToRenderWorld;

/// Component added on the main world entities that are synced to the Render World in order to keep track of the corresponding render world entity.
///
/// Can also be used as a newtype wrapper for render world entities.
#[derive(Component, Deref, Copy, Clone, Debug, Eq, Hash, PartialEq)]
pub struct RenderEntity(Entity);
impl RenderEntity {
    #[inline]
    pub fn id(&self) -> Entity {
        self.0
    }
}

impl From<Entity> for RenderEntity {
    fn from(entity: Entity) -> Self {
        RenderEntity(entity)
    }
}

/// Component added on the render world entities to keep track of the corresponding main world entity.
///
/// Can also be used as a newtype wrapper for main world entities.
#[derive(Component, Deref, Copy, Clone, Debug, Eq, Hash, PartialEq)]
pub struct MainEntity(Entity);
impl MainEntity {
    #[inline]
    pub fn id(&self) -> Entity {
        self.0
    }
}

impl From<Entity> for MainEntity {
    fn from(entity: Entity) -> Self {
        MainEntity(entity)
    }
}

/// A [`HashMap`](hashbrown::HashMap) pre-configured to use [`EntityHash`] hashing with a [`MainEntity`].
pub type MainEntityHashMap<V> = hashbrown::HashMap<MainEntity, V, EntityHash>;

/// A [`HashSet`](hashbrown::HashSet) pre-configured to use [`EntityHash`] hashing with a [`MainEntity`]..
pub type MainEntityHashSet = hashbrown::HashSet<MainEntity, EntityHash>;

/// Marker component that indicates that its entity needs to be despawned at the end of the frame.
#[derive(Component, Copy, Clone, Debug, Default, Reflect)]
pub struct TemporaryRenderEntity;

/// A record enum to what entities with [`SyncToRenderWorld`] have been added or removed.
#[derive(Debug)]
pub(crate) enum EntityRecord {
    /// When an entity is spawned on the main world, notify the render world so that it can spawn a corresponding
    /// entity. This contains the main world entity.
    Added(Entity),
    /// When an entity is despawned on the main world, notify the render world so that the corresponding entity can be
    /// despawned. This contains the render world entity.
    Removed(RenderEntity),
    /// When a component is removed from an entity, notify the render world so that the corresponding component can be
    /// removed. This contains the main world entity.
    ComponentRemoved(Entity),
}

// Entity Record in MainWorld pending to Sync
#[derive(Resource, Default, Deref, DerefMut)]
pub(crate) struct PendingSyncEntity {
    records: Vec<EntityRecord>,
}

pub(crate) fn entity_sync_system(main_world: &mut World, render_world: &mut World) {
    main_world.resource_scope(|world, mut pending: Mut<PendingSyncEntity>| {
        // TODO : batching record
        for record in pending.drain(..) {
            match record {
                EntityRecord::Added(e) => {
                    if let Ok(mut main_entity) = world.get_entity_mut(e) {
                        match main_entity.entry::<RenderEntity>() {
                            bevy_ecs::world::Entry::Occupied(_) => {
                                panic!("Attempting to synchronize an entity that has already been synchronized!");
                            }
                            bevy_ecs::world::Entry::Vacant(entry) => {
                                let id = render_world.spawn(MainEntity(e)).id();

                                entry.insert(RenderEntity(id));
                            }
                        };
                    }
                }
                EntityRecord::Removed(render_entity) => {
                    if let Ok(ec) = render_world.get_entity_mut(render_entity.id()) {
                        ec.despawn();
                    };
                }
                EntityRecord::ComponentRemoved(main_entity) => {
                    let Some(mut render_entity) = world.get_mut::<RenderEntity>(main_entity) else {
                        continue;
                    };
                    if let Ok(render_world_entity) = render_world.get_entity_mut(render_entity.id()) {
                        // In order to handle components that extract to derived components, we clear the entity
                        // and let the extraction system re-add the components.
                        render_world_entity.despawn();

                        let id = render_world.spawn(MainEntity(main_entity)).id();
                        render_entity.0 = id;
                    }
                },
            }
        }
    });
}

pub(crate) fn despawn_temporary_render_entities(
    world: &mut World,
    state: &mut SystemState<Query<Entity, With<TemporaryRenderEntity>>>,
    mut local: Local<Vec<Entity>>,
) {
    let query = state.get(world);

    local.extend(query.iter());

    // Ensure next frame allocation keeps order
    local.sort_unstable_by_key(|e| e.index());
    for e in local.drain(..).rev() {
        world.despawn(e);
    }
}

/// This module exists to keep the complex unsafe code out of the main module.
///
/// The implementations for both [`MainEntity`] and [`RenderEntity`] should stay in sync,
/// and are based off of the `&T` implementation in `bevy_ecs`.
mod render_entities_world_query_impls {
    use super::{MainEntity, RenderEntity};

    use bevy_ecs::{
        archetype::Archetype,
        component::{ComponentId, Components, Tick},
        entity::Entity,
        query::{FilteredAccess, QueryData, ReadOnlyQueryData, WorldQuery},
        storage::{Table, TableRow},
        world::{unsafe_world_cell::UnsafeWorldCell, World},
    };

    /// SAFETY: defers completely to `&RenderEntity` implementation,
    /// and then only modifies the output safely.
    unsafe impl WorldQuery for RenderEntity {
        type Item<'w> = Entity;
        type Fetch<'w> = <&'static RenderEntity as WorldQuery>::Fetch<'w>;
        type State = <&'static RenderEntity as WorldQuery>::State;

        fn shrink<'wlong: 'wshort, 'wshort>(item: Entity) -> Entity {
            item
        }

        fn shrink_fetch<'wlong: 'wshort, 'wshort>(
            fetch: Self::Fetch<'wlong>,
        ) -> Self::Fetch<'wshort> {
            fetch
        }

        #[inline]
        unsafe fn init_fetch<'w>(
            world: UnsafeWorldCell<'w>,
            component_id: &ComponentId,
            last_run: Tick,
            this_run: Tick,
        ) -> Self::Fetch<'w> {
            // SAFETY: defers to the `&T` implementation, with T set to `RenderEntity`.
            unsafe {
                <&RenderEntity as WorldQuery>::init_fetch(world, component_id, last_run, this_run)
            }
        }

        const IS_DENSE: bool = <&'static RenderEntity as WorldQuery>::IS_DENSE;

        #[inline]
        unsafe fn set_archetype<'w>(
            fetch: &mut Self::Fetch<'w>,
            component_id: &ComponentId,
            archetype: &'w Archetype,
            table: &'w Table,
        ) {
            // SAFETY: defers to the `&T` implementation, with T set to `RenderEntity`.
            unsafe {
                <&RenderEntity as WorldQuery>::set_archetype(fetch, component_id, archetype, table);
            }
        }

        #[inline]
        unsafe fn set_table<'w>(
            fetch: &mut Self::Fetch<'w>,
            &component_id: &ComponentId,
            table: &'w Table,
        ) {
            // SAFETY: defers to the `&T` implementation, with T set to `RenderEntity`.
            unsafe { <&RenderEntity as WorldQuery>::set_table(fetch, &component_id, table) }
        }

        #[inline(always)]
        unsafe fn fetch<'w>(
            fetch: &mut Self::Fetch<'w>,
            entity: Entity,
            table_row: TableRow,
        ) -> Self::Item<'w> {
            // SAFETY: defers to the `&T` implementation, with T set to `RenderEntity`.
            let component =
                unsafe { <&RenderEntity as WorldQuery>::fetch(fetch, entity, table_row) };
            component.id()
        }

        fn update_component_access(
            &component_id: &ComponentId,
            access: &mut FilteredAccess<ComponentId>,
        ) {
            <&RenderEntity as WorldQuery>::update_component_access(&component_id, access);
        }

        fn init_state(world: &mut World) -> ComponentId {
            <&RenderEntity as WorldQuery>::init_state(world)
        }

        fn get_state(components: &Components) -> Option<Self::State> {
            <&RenderEntity as WorldQuery>::get_state(components)
        }

        fn matches_component_set(
            &state: &ComponentId,
            set_contains_id: &impl Fn(ComponentId) -> bool,
        ) -> bool {
            <&RenderEntity as WorldQuery>::matches_component_set(&state, set_contains_id)
        }
    }

    // SAFETY: Component access of Self::ReadOnly is a subset of Self.
    // Self::ReadOnly matches exactly the same archetypes/tables as Self.
    unsafe impl QueryData for RenderEntity {
        type ReadOnly = RenderEntity;
    }

    // SAFETY: the underlying `Entity` is copied, and no mutable access is provided.
    unsafe impl ReadOnlyQueryData for RenderEntity {}

    /// SAFETY: defers completely to `&RenderEntity` implementation,
    /// and then only modifies the output safely.
    unsafe impl WorldQuery for MainEntity {
        type Item<'w> = Entity;
        type Fetch<'w> = <&'static MainEntity as WorldQuery>::Fetch<'w>;
        type State = <&'static MainEntity as WorldQuery>::State;

        fn shrink<'wlong: 'wshort, 'wshort>(item: Entity) -> Entity {
            item
        }

        fn shrink_fetch<'wlong: 'wshort, 'wshort>(
            fetch: Self::Fetch<'wlong>,
        ) -> Self::Fetch<'wshort> {
            fetch
        }

        #[inline]
        unsafe fn init_fetch<'w>(
            world: UnsafeWorldCell<'w>,
            component_id: &ComponentId,
            last_run: Tick,
            this_run: Tick,
        ) -> Self::Fetch<'w> {
            // SAFETY: defers to the `&T` implementation, with T set to `MainEntity`.
            unsafe {
                <&MainEntity as WorldQuery>::init_fetch(world, component_id, last_run, this_run)
            }
        }

        const IS_DENSE: bool = <&'static MainEntity as WorldQuery>::IS_DENSE;

        #[inline]
        unsafe fn set_archetype<'w>(
            fetch: &mut Self::Fetch<'w>,
            component_id: &ComponentId,
            archetype: &'w Archetype,
            table: &'w Table,
        ) {
            // SAFETY: defers to the `&T` implementation, with T set to `MainEntity`.
            unsafe {
                <&MainEntity as WorldQuery>::set_archetype(fetch, component_id, archetype, table);
            }
        }

        #[inline]
        unsafe fn set_table<'w>(
            fetch: &mut Self::Fetch<'w>,
            &component_id: &ComponentId,
            table: &'w Table,
        ) {
            // SAFETY: defers to the `&T` implementation, with T set to `MainEntity`.
            unsafe { <&MainEntity as WorldQuery>::set_table(fetch, &component_id, table) }
        }

        #[inline(always)]
        unsafe fn fetch<'w>(
            fetch: &mut Self::Fetch<'w>,
            entity: Entity,
            table_row: TableRow,
        ) -> Self::Item<'w> {
            // SAFETY: defers to the `&T` implementation, with T set to `MainEntity`.
            let component = unsafe { <&MainEntity as WorldQuery>::fetch(fetch, entity, table_row) };
            component.id()
        }

        fn update_component_access(
            &component_id: &ComponentId,
            access: &mut FilteredAccess<ComponentId>,
        ) {
            <&MainEntity as WorldQuery>::update_component_access(&component_id, access);
        }

        fn init_state(world: &mut World) -> ComponentId {
            <&MainEntity as WorldQuery>::init_state(world)
        }

        fn get_state(components: &Components) -> Option<Self::State> {
            <&MainEntity as WorldQuery>::get_state(components)
        }

        fn matches_component_set(
            &state: &ComponentId,
            set_contains_id: &impl Fn(ComponentId) -> bool,
        ) -> bool {
            <&MainEntity as WorldQuery>::matches_component_set(&state, set_contains_id)
        }
    }

    // SAFETY: Component access of Self::ReadOnly is a subset of Self.
    // Self::ReadOnly matches exactly the same archetypes/tables as Self.
    unsafe impl QueryData for MainEntity {
        type ReadOnly = MainEntity;
    }

    // SAFETY: the underlying `Entity` is copied, and no mutable access is provided.
    unsafe impl ReadOnlyQueryData for MainEntity {}
}

#[cfg(test)]
mod tests {
    use bevy_ecs::{
        component::Component,
        entity::Entity,
        observer::Trigger,
        query::With,
        system::{Query, ResMut},
        world::{OnAdd, OnRemove, World},
    };

    use super::{
        entity_sync_system, EntityRecord, MainEntity, PendingSyncEntity, RenderEntity,
        SyncToRenderWorld,
    };

    #[derive(Component)]
    struct RenderDataComponent;

    #[test]
    fn sync_world() {
        let mut main_world = World::new();
        let mut render_world = World::new();
        main_world.init_resource::<PendingSyncEntity>();

        main_world.add_observer(
            |trigger: Trigger<OnAdd, SyncToRenderWorld>, mut pending: ResMut<PendingSyncEntity>| {
                pending.push(EntityRecord::Added(trigger.entity()));
            },
        );
        main_world.add_observer(
            |trigger: Trigger<OnRemove, SyncToRenderWorld>,
             mut pending: ResMut<PendingSyncEntity>,
             query: Query<&RenderEntity>| {
                if let Ok(e) = query.get(trigger.entity()) {
                    pending.push(EntityRecord::Removed(*e));
                };
            },
        );

        // spawn some empty entities for test
        for _ in 0..99 {
            main_world.spawn_empty();
        }

        // spawn
        let main_entity = main_world
            .spawn(RenderDataComponent)
            // indicates that its entity needs to be synchronized to the render world
            .insert(SyncToRenderWorld)
            .id();

        entity_sync_system(&mut main_world, &mut render_world);

        let mut q = render_world.query_filtered::<Entity, With<MainEntity>>();

        // Only one synchronized entity
        assert!(q.iter(&render_world).count() == 1);

        let render_entity = q.get_single(&render_world).unwrap();
        let render_entity_component = main_world.get::<RenderEntity>(main_entity).unwrap();

        assert!(render_entity_component.id() == render_entity);

        let main_entity_component = render_world
            .get::<MainEntity>(render_entity_component.id())
            .unwrap();

        assert!(main_entity_component.id() == main_entity);

        // despawn
        main_world.despawn(main_entity);

        entity_sync_system(&mut main_world, &mut render_world);

        // Only one synchronized entity
        assert!(q.iter(&render_world).count() == 0);
    }
}