I'am a junior developer with Rust language. I come from JavaScript and a lot of features and specificities are still unclear to me.
Currently, I'm looking to build my own ECS (entity component system) system in Rust. I'am stay stuck when i want to get an component from an entity.
Actualy i store component in entity with an dyn boxed vector, it's that a good way?
My code:
enum ComponentEnum {
Position,
Size
}
trait Component {}
// Position Component
#[derive(PartialEq, PartialOrd, Debug)]
struct Position {
x: i32,
y: i32
}
// Size Component
#[derive(PartialEq, PartialOrd, Debug)]
struct Size {
height: i32,
width: i32
}
impl Component for Position {}
impl Component for Size {}
struct Entity {
id: usize,
components: Vec<Box<dyn Component>>
}
impl Entity {
fn new(index: usize) -> Self {
Entity { id: index, components: vec![] }
}
// Add a component in Entity
fn add_component<T: 'static + Component>(&mut self, component: T) {
self.components.push(Box::new(component));
}
}
struct EntityStore {
entities: Vec<Entity>,
current_index: usize,
}
impl EntityStore {
fn new() -> EntityStore {
EntityStore { entities: vec![], current_index: 0 }
}
fn generate_index(&self) -> usize {
unimplemented!();
}
// Stop creation system and update EntityStore current_index
fn end(&mut self) -> &mut Entity {
let entity = self.entities.get_mut(self.current_index).unwrap();
self.current_index = self.current_index + 1;
entity
}
fn create_entity(&mut self) -> &mut Self {
let mut entity = Entity::new(self.current_index);
self.entities.push(entity);
self
}
// Add component to entity
fn with_component<T: 'static + Component>(&mut self, component: T) -> &mut Self {
let mut entity = self.entities.get_mut(self.current_index).unwrap();
entity.add_component(component);
self
}
}
fn main() {
let mut es = EntityStore::new();
// Make entity
let mut entity1 = es
.create_entity()
.with_component(Position { x: 0, y: 0 })
.with_component(Size { height: 10, width: 10 })
.end();
// Get entity position component
// let component_position_entity1 = entity1.get_component(ComponentEnum::Position);
}
How can I get my Position component back from my entity?
EDIT:
Here, a test function to get a component (in Entity implementation) :
fn get_component(&mut self, component_enum: ComponentEnum) { //want return Position or Size component
let mut entity_components = &self.components;
// Search component by Name ?
// Currently, i try to compare Component trait with Component Enum element...
let component = entity_components
.iter_mut()
.find(|component| component == component_enum)
.unwrap();
// Here, the component type is "&mut Box<dyn Component>" but i want type like "&mut Position" or "&mut Size"
component // Here i need to return a Position or Size struct component, but i have Component Trait so i can't use Position/Size functions
}
Thanks.
I would use enums to differentiate between components types (bear in mind I have very little experience with ECS systems in general). Then you have various ways of getting one type, but I have made a method get_component
, that takes a closure to use when finding the right components. You can then pass it a closure that checks for a position component specifically.
This is my implementation, based on your example:
// Position Component
#[derive(PartialEq, PartialOrd, Debug)]
struct Position {
x: i32,
y: i32
}
// Size Component
#[derive(PartialEq, PartialOrd, Debug)]
struct Size {
height: i32,
width: i32
}
#[derive(PartialEq, PartialOrd, Debug)]
enum Component {
Position(Position),
Size(Size)
}
struct Entity {
id: usize,
components: Vec<Component>
}
impl Entity {
fn new(index: usize) -> Self {
Entity { id: index, components: vec![] }
}
// Add a component in Entity
fn add_component(&mut self, component: Component) {
self.components.push(component);
}
fn get_component(&self, pred: impl Fn(&&Component) -> bool) -> Option<&Component>{
self.components.iter().find(pred)
}
}
struct EntityStore {
entities: Vec<Entity>,
current_index: usize,
}
impl EntityStore {
fn new() -> EntityStore {
EntityStore { entities: vec![], current_index: 0 }
}
fn generate_index(&self) -> usize {
unimplemented!();
}
// Stop creation system and update EntityStore current_index
fn end(&mut self) -> &mut Entity {
let entity = self.entities.get_mut(self.current_index).unwrap();
self.current_index = self.current_index + 1;
entity
}
fn create_entity(&mut self) -> &mut Self {
let mut entity = Entity::new(self.current_index);
self.entities.push(entity);
self
}
// Add component to entity
fn with_component(&mut self, component: Component) -> &mut Self {
let mut entity = self.entities.get_mut(self.current_index).unwrap();
entity.add_component(component);
self
}
}
fn main() {
let mut es = EntityStore::new();
// Make entity
let mut entity1 = es
.create_entity()
.with_component(Component::Position(Position { x: 0, y: 0 }))
.with_component(Component::Size(Size { height: 10, width: 10 }))
.end();
// Get entity position component
let component_position_entity1 = entity1.get_component(|c| if let Component::Position(_) = c { true} else {false});
println!("{:?}", component_position_entity1);
}
Note that there many alternatives to my get_component
, but my main point is to use enums to differentiate component types and to not use Box<dyn Component>
.