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[Merged by Bors] - bevy_scene: Use map for scene components
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MrGVSV
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A targeted quality-of-life change that makes Bevy easier to use
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Serialized ECS data stored on the disk
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Oct 23, 2022
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# Objective Currently scenes define components using a list: ```rust [ ( entity: 0, components: [ { "bevy_transform::components::transform::Transform": ( translation: ( x: 0.0, y: 0.0, z: 0.0 ), rotation: (0.0, 0.0, 0.0, 1.0), scale: ( x: 1.0, y: 1.0, z: 1.0 ), ), }, { "my_crate::Foo": ( text: "Hello World", ), }, { "my_crate::Bar": ( baz: 123, ), }, ], ), ] ``` However, this representation has some drawbacks (as pointed out by @Metadorius in [this](#4561 (comment)) comment): 1. Increased nesting and more characters (minor effect on overall size) 2. More importantly, by definition, entities cannot have more than one instance of any given component. Therefore, such data is best stored as a map— where all values are meant to have unique keys. ## Solution Change `components` to store a map of components rather than a list: ```rust [ ( entity: 0, components: { "bevy_transform::components::transform::Transform": ( translation: ( x: 0.0, y: 0.0, z: 0.0 ), rotation: (0.0, 0.0, 0.0, 1.0), scale: ( x: 1.0, y: 1.0, z: 1.0 ), ), "my_crate::Foo": ( text: "Hello World", ), "my_crate::Bar": ( baz: 123 ), }, ), ] ``` #### Code Representation This change only affects the scene format itself. `DynamicEntity` still stores its components as a list. The reason for this is that storing such data as a map is not really needed since: 1. The "key" of each value is easily found by just calling `Reflect::type_name` on it 2. We should be generating such structs using the `World` itself which upholds the one-component-per-entity rule One could in theory create manually create a `DynamicEntity` with duplicate components, but this isn't something I think we should focus on in this PR. `DynamicEntity` can be broken in other ways (i.e. storing a non-component in the components list), and resolving its issues can be done in a separate PR. --- ## Changelog * The scene format now uses a map to represent the collection of components rather than a list ## Migration Guide The scene format now uses a map to represent the collection of components. Scene files will need to update from the old list format. <details> <summary>Example Code</summary> ```rust // OLD [ ( entity: 0, components: [ { "bevy_transform::components::transform::Transform": ( translation: ( x: 0.0, y: 0.0, z: 0.0 ), rotation: (0.0, 0.0, 0.0, 1.0), scale: ( x: 1.0, y: 1.0, z: 1.0 ), ), }, { "my_crate::Foo": ( text: "Hello World", ), }, { "my_crate::Bar": ( baz: 123, ), }, ], ), ] // NEW [ ( entity: 0, components: { "bevy_transform::components::transform::Transform": ( translation: ( x: 0.0, y: 0.0, z: 0.0 ), rotation: (0.0, 0.0, 0.0, 1.0), scale: ( x: 1.0, y: 1.0, z: 1.0 ), ), "my_crate::Foo": ( text: "Hello World", ), "my_crate::Bar": ( baz: 123 ), }, ), ] ``` </details>
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bevy_scene: Use map for scene
[Merged by Bors] - bevy_scene: Use map for scene Oct 27, 2022
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# Objective Currently scenes define components using a list: ```rust [ ( entity: 0, components: [ { "bevy_transform::components::transform::Transform": ( translation: ( x: 0.0, y: 0.0, z: 0.0 ), rotation: (0.0, 0.0, 0.0, 1.0), scale: ( x: 1.0, y: 1.0, z: 1.0 ), ), }, { "my_crate::Foo": ( text: "Hello World", ), }, { "my_crate::Bar": ( baz: 123, ), }, ], ), ] ``` However, this representation has some drawbacks (as pointed out by @Metadorius in [this](bevyengine#4561 (comment)) comment): 1. Increased nesting and more characters (minor effect on overall size) 2. More importantly, by definition, entities cannot have more than one instance of any given component. Therefore, such data is best stored as a map— where all values are meant to have unique keys. ## Solution Change `components` to store a map of components rather than a list: ```rust [ ( entity: 0, components: { "bevy_transform::components::transform::Transform": ( translation: ( x: 0.0, y: 0.0, z: 0.0 ), rotation: (0.0, 0.0, 0.0, 1.0), scale: ( x: 1.0, y: 1.0, z: 1.0 ), ), "my_crate::Foo": ( text: "Hello World", ), "my_crate::Bar": ( baz: 123 ), }, ), ] ``` #### Code Representation This change only affects the scene format itself. `DynamicEntity` still stores its components as a list. The reason for this is that storing such data as a map is not really needed since: 1. The "key" of each value is easily found by just calling `Reflect::type_name` on it 2. We should be generating such structs using the `World` itself which upholds the one-component-per-entity rule One could in theory create manually create a `DynamicEntity` with duplicate components, but this isn't something I think we should focus on in this PR. `DynamicEntity` can be broken in other ways (i.e. storing a non-component in the components list), and resolving its issues can be done in a separate PR. --- ## Changelog * The scene format now uses a map to represent the collection of components rather than a list ## Migration Guide The scene format now uses a map to represent the collection of components. Scene files will need to update from the old list format. <details> <summary>Example Code</summary> ```rust // OLD [ ( entity: 0, components: [ { "bevy_transform::components::transform::Transform": ( translation: ( x: 0.0, y: 0.0, z: 0.0 ), rotation: (0.0, 0.0, 0.0, 1.0), scale: ( x: 1.0, y: 1.0, z: 1.0 ), ), }, { "my_crate::Foo": ( text: "Hello World", ), }, { "my_crate::Bar": ( baz: 123, ), }, ], ), ] // NEW [ ( entity: 0, components: { "bevy_transform::components::transform::Transform": ( translation: ( x: 0.0, y: 0.0, z: 0.0 ), rotation: (0.0, 0.0, 0.0, 1.0), scale: ( x: 1.0, y: 1.0, z: 1.0 ), ), "my_crate::Foo": ( text: "Hello World", ), "my_crate::Bar": ( baz: 123 ), }, ), ] ``` </details>
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# Objective Currently scenes define components using a list: ```rust [ ( entity: 0, components: [ { "bevy_transform::components::transform::Transform": ( translation: ( x: 0.0, y: 0.0, z: 0.0 ), rotation: (0.0, 0.0, 0.0, 1.0), scale: ( x: 1.0, y: 1.0, z: 1.0 ), ), }, { "my_crate::Foo": ( text: "Hello World", ), }, { "my_crate::Bar": ( baz: 123, ), }, ], ), ] ``` However, this representation has some drawbacks (as pointed out by @Metadorius in [this](bevyengine#4561 (comment)) comment): 1. Increased nesting and more characters (minor effect on overall size) 2. More importantly, by definition, entities cannot have more than one instance of any given component. Therefore, such data is best stored as a map— where all values are meant to have unique keys. ## Solution Change `components` to store a map of components rather than a list: ```rust [ ( entity: 0, components: { "bevy_transform::components::transform::Transform": ( translation: ( x: 0.0, y: 0.0, z: 0.0 ), rotation: (0.0, 0.0, 0.0, 1.0), scale: ( x: 1.0, y: 1.0, z: 1.0 ), ), "my_crate::Foo": ( text: "Hello World", ), "my_crate::Bar": ( baz: 123 ), }, ), ] ``` #### Code Representation This change only affects the scene format itself. `DynamicEntity` still stores its components as a list. The reason for this is that storing such data as a map is not really needed since: 1. The "key" of each value is easily found by just calling `Reflect::type_name` on it 2. We should be generating such structs using the `World` itself which upholds the one-component-per-entity rule One could in theory create manually create a `DynamicEntity` with duplicate components, but this isn't something I think we should focus on in this PR. `DynamicEntity` can be broken in other ways (i.e. storing a non-component in the components list), and resolving its issues can be done in a separate PR. --- ## Changelog * The scene format now uses a map to represent the collection of components rather than a list ## Migration Guide The scene format now uses a map to represent the collection of components. Scene files will need to update from the old list format. <details> <summary>Example Code</summary> ```rust // OLD [ ( entity: 0, components: [ { "bevy_transform::components::transform::Transform": ( translation: ( x: 0.0, y: 0.0, z: 0.0 ), rotation: (0.0, 0.0, 0.0, 1.0), scale: ( x: 1.0, y: 1.0, z: 1.0 ), ), }, { "my_crate::Foo": ( text: "Hello World", ), }, { "my_crate::Bar": ( baz: 123, ), }, ], ), ] // NEW [ ( entity: 0, components: { "bevy_transform::components::transform::Transform": ( translation: ( x: 0.0, y: 0.0, z: 0.0 ), rotation: (0.0, 0.0, 0.0, 1.0), scale: ( x: 1.0, y: 1.0, z: 1.0 ), ), "my_crate::Foo": ( text: "Hello World", ), "my_crate::Bar": ( baz: 123 ), }, ), ] ``` </details>
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Labels
A-Scenes
Serialized ECS data stored on the disk
C-Usability
A targeted quality-of-life change that makes Bevy easier to use
M-Needs-Migration-Guide
A breaking change to Bevy's public API that needs to be noted in a migration guide
S-Ready-For-Final-Review
This PR has been approved by the community. It's ready for a maintainer to consider merging it
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Objective
Currently scenes define components using a list:
However, this representation has some drawbacks (as pointed out by @Metadorius in this comment):
Solution
Change
components
to store a map of components rather than a list:Code Representation
This change only affects the scene format itself.
DynamicEntity
still stores its components as a list. The reason for this is that storing such data as a map is not really needed since:Reflect::type_name
on itWorld
itself which upholds the one-component-per-entity ruleOne could in theory create manually create a
DynamicEntity
with duplicate components, but this isn't something I think we should focus on in this PR.DynamicEntity
can be broken in other ways (i.e. storing a non-component in the components list), and resolving its issues can be done in a separate PR.Changelog
Migration Guide
The scene format now uses a map to represent the collection of components. Scene files will need to update from the old list format.
Example Code