Flecs: Hierarchies
Description: A fast entity component system (ECS) for C & C++

| Flecs v4.1 A fast entity component system (ECS) for C & C++

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Hierarchies

# Introduction

Entities can be arranged in parent/child hierarchies using the built-in hierarchy implementation. Hierarchies are useful for:

- Organizing entities into scenes
- Organizing components/systems/observers/prefabs into modules
- Representing asset hierarchies (see also the Prefabs manual)
- Representing UI widgets
- Representing hierarchically organized data (like a file system)

The following example shows how to create a simple hierarchy:

- C

  ecs_entity_t spaceship = ecs_new(world);
  ecs_entity_t cockpit = ecs_new_w_pair(world, EcsChildOf, spaceship);
  EcsChildOf
  const ecs_entity_t EcsChildOf
  Used to express parent-child relationships.
  ecs_entity_t
  ecs_id_t ecs_entity_t
  An entity identifier.
  Definition flecs.h:385
  ecs_new
  ecs_entity_t ecs_new(ecs_world_t *world)
  Create new entity ID.
  ecs_new_w_pair
  #define ecs_new_w_pair(world, first, second)
  Create a new entity with a pair.
  Definition flecs_c.h:303

- C++

  flecs::entity spaceship = world.entity();
  flecs::entity cockpit = world.entity().child_of(spaceship);
  flecs::entity
  Entity.
  Definition entity.hpp:30
  flecs::entity::entity
  entity()
  Default constructor.
  Definition entity.hpp:32

- C#

  Entity spaceship = world.Entity();
  Entity cockpit = world.Entity()
  .ChildOf(spaceship);

- Rust

  let spaceship = world.entity();
  let cockpit = world.entity().child_of_id(spaceship);

The following sections cover the different features of Flecs hierarchies.

# Get parent and children

Applications can get the parent and children of an entity using the following APIs:

- C

  // Get parent for entity
  ecs_entity_t parent = ecs_get_parent(world, entity);
  // Iterate children for entity
  ecs_iter_t it = ecs_children(world, parent);
  while (ecs_children_next(&it)) {
  for (int i = 0; i < it.count; i ++) {
  ecs_entity_t child = it.entities[i];
  // ...
  }
  }
  ecs_children_next
  bool ecs_children_next(ecs_iter_t *it)
  Progress an iterator created with ecs_children().
  ecs_children
  ecs_iter_t ecs_children(const ecs_world_t *world, ecs_entity_t parent)
  Iterate children of a parent.
  ecs_get_parent
  ecs_entity_t ecs_get_parent(const ecs_world_t *world, ecs_entity_t entity)
  Get the parent (target of the ChildOf relationship) for an entity.
  ecs_iter_t
  Iterator.
  Definition flecs.h:1170
  ecs_iter_t::count
  int32_t count
  Number of entities to iterate.
  Definition flecs.h:1177
  ecs_iter_t::entities
  const ecs_entity_t * entities
  Entity identifiers.
  Definition flecs.h:1178

- C++

  // Get parent for entity
  flecs::entity parent = entity.parent();
  // Iterate children for entity
  parent.children([](flecs::entity child) {
  // ...
  });
  flecs::entity_view::parent
  flecs::entity parent() const
  Get parent of entity.
  Definition impl.hpp:68
  flecs::entity_view::children
  void children(flecs::entity_t rel, Func &&func) const
  Iterate children for an entity.
  Definition entity_view.hpp:228

- C#

  // TODO

- Rust

  // TODO

# Recursive cleanup

When a parent is deleted, all of its children will also be deleted in depth-last order (children will be deleted before their parents). An example:

- C

  ecs_entity_t spaceship = ecs_new(world);
  ecs_entity_t cockpit = ecs_new_w_pair(world, EcsChildOf, spaceship);
  ecs_entity_t pilot = ecs_new_w_pair(world, EcsChildOf, cockpit);
  ecs_delete(world, spaceship);
  ecs_is_alive(world, spaceship); // false
  ecs_is_alive(world, cockpit); // false
  ecs_is_alive(world, pilot); // false
  ecs_delete
  void ecs_delete(ecs_world_t *world, ecs_entity_t entity)
  Delete an entity.
  ecs_is_alive
  bool ecs_is_alive(const ecs_world_t *world, ecs_entity_t e)
  Test whether an entity is alive.

- C++

  flecs::entity spaceship = world.entity();
  flecs::entity cockpit = world.entity().child_of(spaceship);
  flecs::entity pilot = world.entity().child_of(cockpit);
  spaceship.destruct();
  spaceship.is_alive(); // false
  cockpit.is_alive(); // false
  pilot.is_alive(); // false
  flecs::entity_view::is_alive
  bool is_alive() const
  Check if entity is alive.
  Definition entity_view.hpp:80
  flecs::entity::destruct
  void destruct() const
  Delete an entity.
  Definition entity.hpp:416

- C#

  Entity spaceship = world.Entity();
  Entity cockpit = world.Entity()
  .ChildOf(spaceship);
  Entity pilot = world.Entity()
  .ChildOf(cockpit);
  spaceship.Destruct();
  spaceship.IsAlive(); // false
  cockpit.IsAlive(); // false
  pilot.IsAlive(); // false

- Rust

  let spaceship = world.entity();
  let cockpit = world.entity().child_of_id(spaceship);
  let pilot = world.entity().child_of_id(cockpit);
  spaceship.destruct();
  spaceship.is_alive(); // false
  cockpit.is_alive(); // false
  pilot.is_alive(); // false

# Depth-first traversal

Hierarchies can be traversed depth-first by iterating the children of a parent recursively. For an example, see:

- C: https://github.com/SanderMertens/flecs/blob/master/examples/c/entities/hierarchy/src/main.c
- C++: https://github.com/SanderMertens/flecs/blob/master/examples/cpp/entities/hierarchy/src/main.cpp

# Breadth-first traversal

Hierarchies can be traversed breadth-first by using the cascade feature of queries. For an example, see:

- C: https://github.com/SanderMertens/flecs/blob/master/examples/c/queries/hierarchies/src/main.c
- C++: https://github.com/SanderMertens/flecs/blob/master/examples/cpp/queries/hierarchies/src/main.cpp

# Namespacing

Entities are named, which allows them to be looked up in the world by name. Names are namespaced according to the entity hierarchy. For example, an entity named "Cockpit" with a parent called "SpaceShip" will have to be looked up as "SpaceShip.Cockpit" (C) or "SpaceShip::Cockpit" (C++).

For more details, see the names section in the Entities and Components manual.

# OrderedChildren

The OrderedChildren trait can be added to entities to indicate that creation order or a custom order should be preserved.

When this trait is added to a parent, the entity ids returned by the ecs_children / entity::children operations will be in creation or custom order. Children of a parent with the OrderedChildren trait are guaranteed to be returned in a single result.

The trait does not affect the order in which entities are returned by queries.

- C

  ecs_entity_t parent = ecs_new(world);
  ecs_add_id(world, parent, EcsOrderedChildren);
  ecs_entity_t child_1 = ecs_new_w_pair(world, EcsChildOf, parent);
  ecs_entity_t child_2 = ecs_new_w_pair(world, EcsChildOf, parent);
  ecs_entity_t child_3 = ecs_new_w_pair(world, EcsChildOf, parent);
  // Adding/removing components usually changes the order in which children are
  // iterated, but with the OrderedChildren trait order is preserved.
  ecs_set(world, child_2, Position, {10, 20});
  ecs_iter_t it = ecs_children(world, parent);
  while (ecs_children_next(&it)) {
  // it.table will be set to NULL when iterating ordered children.
  for (int i = 0; i < it.count; i ++) {
  ecs_entity_t e = it.entities[i];
  // i == 0: child_1
  // i == 1: child_2
  // i == 2: child_3
  }
  }
  ecs_add_id
  void ecs_add_id(ecs_world_t *world, ecs_entity_t entity, ecs_id_t component)
  Add a (component) ID to an entity.
  EcsOrderedChildren
  const ecs_entity_t EcsOrderedChildren
  Tag that, when added to a parent, ensures stable order of ecs_children() results.
  ecs_set
  #define ecs_set(world, entity, component,...)
  Set a component value.
  Definition flecs_c.h:357

- C++

  flecs::entity parent = world.entity().add(flecs::OrderedChildren);
  flecs::entity child_1 = world.entity().child_of(parent);
  flecs::entity child_2 = world.entity().child_of(parent);
  flecs::entity child_3 = world.entity().child_of(parent);
  // Adding/removing components usually changes the order in which children are
  // iterated, but with the OrderedChildren trait order is preserved.
  child_2.set(Position{10, 20});
  parent.children([](flecs::entity child) {
  // 1st result: child_1
  // 2nd result: child_2
  // 3rd result: child_3
  });
  flecs::entity_builder::set
  const Self & set(T &&value) const
  Set a component for an entity.
  Definition builder.hpp:705

- C#

  Entity parent = world.Entity().Add(Ecs.OrderedChildren);
  Entity child_1 = world.Entity().ChildOf(parent);
  Entity child_2 = world.Entity().ChildOf(parent);
  Entity child_3 = world.Entity().ChildOf(parent);
  // Adding/removing components usually changes the order in which children are
  // iterated, but with the OrderedChildren trait order is preserved.
  child_2.Set<Position>(new(10, 20));
  parent.Children((Entity child) => {
  // 1st result: child_1
  // 2nd result: child_2
  // 3rd result: child_3
  });

- Rust

  let parent = world.entity().add_trait::<flecs::OrderedChildren>();
  let child_1 = world.entity().child_of_id(parent);
  let child_2 = world.entity().child_of_id(parent);
  let child_3 = world.entity().child_of_id(parent);
  // Adding/removing components usually changes the order in which children are
  // iterated, but with the OrderedChildren trait order is preserved.
  child_2.set(Position{10, 20});
  parent.each_child(|child| {
  // 1st result: child_1
  // 2nd result: child_2
  // 3rd result: child_3
  });

The stored order can be modified by an application with the ecs_set_child_order / entity::set_child_order operation.

# Hierarchy storage

Flecs implements two hierarchy storages that are optimized for different use cases: ChildOf hierarchies and Parent hierarchies. The following sections go over the differences between the two storages, and when to use which one.

## Overview

ChildOf hierarchies are optimized for large, "unstructured" hierarchies. An example of a large unstructured hierarchy is a scene. A scene root can have many (think thousands of) children that are dynamically created and deleted while the game is running. Which entities exist at any point in time is often not known beforehand, which is why this is an unstructured hierarchy.

Parent hierarchies are optimized for small structured hierarchies. An example of a small structured hierarchy is a prefab. A prefab typically has a small number (think dozens) of children that are created when a prefab is instantiated, and deleted when an instance is deleted. At any point in the game it is usually known which entities exist.

Use ChildOf hierarchies when:

- A parent has many children
- The number and/or kind of children is not known beforehand

Use Parent hierarchies when:

- A parent has a small number (dozens) of children
- The number and kind of children is known beforehand
- The hierarchy is deeply nested

ChildOf hierarchies are created by adding a (ChildOf, parent) relationship pair to an entity. Parent hierarchies are created by setting a Parent component on an entity. An example:

- C

  ecs_entity_t spaceship = ecs_new(world);
  // Create child with ChildOf storage
  ecs_entity_t cockpit = ecs_new_w_pair(world, EcsChildOf, spaceship);
  // Create child with Parent storage
  ecs_entity_t cockpit = ecs_new_w_parent(world, spaceship, NULL /* optional name */);
  ecs_new_w_parent
  ecs_entity_t ecs_new_w_parent(ecs_world_t *world, ecs_entity_t parent, const char *name)
  Create child with Parent component.

- C++

  flecs::entity spaceship = world.entity();
  // Create child with ChildOf storage
  flecs::entity cockpit = world.entity(spaceship, nullptr /* optional name */);
  // Create child with Parent storage
  flecs::entity cockpit = world.entity(flecs::Parent{spaceship}, nullptr /* optional name */);
  flecs::Parent
  EcsParent Parent
  Built-in EcsParent type.
  Definition c_types.hpp:85

- C#

  // TODO

- Rust

  // TODO

A single parent can contain children that use both ChildOf and Parent hierarchies. A single entity cannot both have a ChildOf pair and a Parent component. For example:

- C

  ecs_entity_t spaceship = ecs_new(world);
  // OK: single parent with children using mixed storages
  ecs_entity_t cockpit = ecs_new_w_pair(world, EcsChildOf, spaceship);
  ecs_entity_t engine = ecs_new_w_parent(world, spaceship, NULL);
  // Not OK: single entity with both storages
  ecs_entity_t engineering = ecs_new_w_parent(world, spaceship, NULL);
  ecs_add_pair(world, engineering, EcsChildOf, spoaceship);
  ecs_add_pair
  #define ecs_add_pair(world, subject, first, second)
  Add a pair to an entity.
  Definition flecs_c.h:322

- C++

  flecs::entity spaceship = world.entity();
  // OK: single parent with children using mixed storages
  flecs::entity cockpit = world.entity(spaceship, nullptr);
  flecs::entity engine = world.entity(flecs::Parent{spaceship}, nullptr);
  // Not OK: single entity with both storages
  flecs::entity engineering = world.entity(flecs::Parent{spaceship}, nullptr);
  engineering.child_of(spaceship); // will remove Parent component
  flecs::entity_builder::child_of
  const Self & child_of(entity_t second) const
  Shortcut for add(ChildOf, entity).
  Definition builder.hpp:230

- C#

  // TODO

- Rust

  // TODO

The behavior of ChildOf hierarchies and Parent hierarchies is mostly the same:

- Children are recursively deleted when their parent is deleted.
- Queries with ChildOf terms work with both storages.
- Relationship traversal works for both storages (Position(up) or Position(cascade)).
- Name lookups work with both storages (parent.lookup("child_name")).
- ecs_get_parent / e.parent() can be used to obtain a parent with both storages.
- ecs_children / e.children() can be used to iterate children with both storages.
- Prefab instantiation works with both storages.
- JSON serialization works for both storages.

There are some differences between ChildOf and Parent hierarchies:

- When using Parent hierarchies, the parent will not show up in the entity's type (ecs_get_type() / e.type())
- Parent hierarchies are built on top of the OrderedChildren feature, which means that children are stored in well defined order
- When instantiating a prefab with a Parent hierarchy, instance children will inherit from the prefab children. Instantiating a prefab with a ChildOf hierarchy copies the prefab child components to the instance child.
- When instantiating a prefab with a Parent hierarchy, the names of the prefab children are not copied over to the instance children.
- The Or and Not query operators do not yet work with Parent hierarchies.

The following two sections describe in more detail how the different hierarchy storages are implemented.

## ChildOf storage details

ChildOf hierarchies are implemented as regular "fragmenting" Flecs relationships, where each unique (ChildOf, parent) pair is conceptually similar to a component. As a result the performance of ChildOf hierarchies is predictable, as almost all component operations have O(1) time complexity. Additionally, it also means that querying for components of children for a specific parent is fast, as components can be accessed as contiguous plain arrays. For example:

ecs_query_t *q = ecs_query(world, {
.expr = "(ChildOf, parent), Position"
});
ecs_iter_t it = ecs_query_iter(world, q);
while (ecs_query_next(&it)) {
Position *p = ecs_field(&it, Position, 0);
for (int i = 0; i < it.count; i ++) {
p[i].x ++; // Position can be accessed efficiently as array
}
}
ecs_query
#define ecs_query(world,...)
Shorthand for creating a query with ecs_query_init().
Definition flecs_c.h:262
ecs_field
#define ecs_field(it, T, index)
Get field data for a component.
Definition flecs_c.h:727
ecs_query_next
bool ecs_query_next(ecs_iter_t *it)
Progress a query iterator.
ecs_query_iter
ecs_iter_t ecs_query_iter(const ecs_world_t *world, const ecs_query_t *query)
Create a query iterator.
ecs_query_t
Queries are lists of constraints (terms) that match entities.
Definition flecs.h:838

These benefits are most noticeable if a parent has many children, or when an application only needs to access children of a specific parent. For example, an application may load multiple scenes into memory, where only one scene is rendered and actively updated. With ChildOf hierarchies, children for different parents are stored separately from each other, which means that filtering out entities for a different scene can be a near zero cost operation.

When an application has both many different parents and a need to access children of different parents simultaneously however, ChildOf hierarchies can become expensive. There are several factors contributing to that cost:

- Children for different parents will be stored in different tables (archetypes), which fragments memory access. The performance difference between a system that iterates over 1 vs. 1000 tables can be over an order of magnitude.
- Each table consumes memory, which scales linearly with the number of components in the table.
- Cached queries store matching tables. If an application has many tables, the memory footprint of queries will grow as well.
- Dynamic hierarchies cause table creation & deletion which is expensive relative to the cost of creating & deleting entities. In addition, tables may have to get matched/unmatched with queries, which further increases the cost of dynamic hierarchies.
- Relationship traversal (a query feature) under certain conditions requires rematching, which rebuilds the cache. If a query matches many tables, rematching can be costly and responsible for frame time spikes.

These downsides are most noticeable when an application has many parents where each parent only has a small number of children. In the degenerate case, an application ends up with a single child per table, which can happen if each child of a parent has a different set of components.

When deciding whether ChildOf hierarchies are a good fit, consider:

- Is the application only accessing children for a specific parent?
- Is the number of parents reasonable (not higher than thousands)?
- Is the memory overhead acceptable (use the statistics API or explorer dashboard to see detailed memory statistics)

When the answer to one or more is "no", consider using Parent hierarchies.

## Parent storage details

Parent hierarchies are enabled by setting a Parent component with as value the parent. Unlike ChildOf hierarchies, children for multiple parents can be stored in the same table when using Parent hierarchies.. Children in a Parent hierarchy are stored in a vector<ecs_entity_t> on the component index record for (ChildOf, parent). This is the same vector that is used for the OrderedChildren storage.

When a Parent component is set, a (ParentDepth, depth) pair is automatically added to the child. When inspecting the type of a child, this will show up as:

Parent, Position, Velocity, (ParentDepth, @3)

This means that the child is stored 3 levels deep in the hierarchy. Hierarchy depth is used by queries to efficiently implement the cascade/group_by features for Parent hierarchies. The @ indicates that this is a value pair, as opposed to 3 specifying an entity id. User defined queries can also take advantage of ParentDepth. For example, the following query iterates entities breadth-first:

- C

  ecs_query_t *q = ecs_query(world, {
  .terms = {
  { ecs_id(Position) }
  },
  .group_by = EcsParentDepth
  });
  EcsParentDepth
  const ecs_entity_t EcsParentDepth
  Relationship storing the entity's depth in a non-fragmenting hierarchy.
  ecs_id
  FLECS_API const ecs_entity_t ecs_id(EcsDocDescription)
  Component ID for EcsDocDescription.

- C++

  auto q = world.query_builder<Position>()
  .group_by(flecs::ParentDepth)
  .build();

- C#

  // TODO

- Rust

  // TODO

### Advantages vs. ChildOf

The main benefit of Parent hierarchies is that they do not significantly change the memory layout of components in the ECS storage. A query that does not interact with the hierarchy will perform the same whether entities are organized in a hierarchy or not. This can be a significant benefit over ChildOf hierarchies, especially if the application contains many small (prefab) hierarchies. Switching to Parent hierarchies can improve performance and reduce memory footprint by over an order of magnitude.

In addition to not fragmenting the storage, Parent hierarchies have additional performance benefits when used in combination with prefabs. This is because:

- Prefab hierarchy instantiation does not cause table creation when using Parent hierarchies.
- Because no new tables are created, no tables have to be matched with queries. The more queries an application has, the larger the performance improvement will be.
- Prefabs that use Parent hierarchies build a "TreeSpawner", which caches the structure and tables of the prefab hierarchy. This is not possible for ChildOf hierarchies, because tables are not the same across instances.
- Instance children can inherit components from prefab children, which reduces memory footprint and copy overhead.

### Disadvantages vs. ChildOf

In most cases Parent hierarchies will outperform ChildOf hierarchies, but there are a few exceptions:

- Children in a Parent hierarchy are stored in a vector, which means that deleting a child is an O(n) operation. If a parent has many (think thousands) children,this can be an expensive operation. If this is the case, consider using a ChildOf hierarchy.
- Queries with multiple terms where one is a ChildOf term may perform worse. This is largely due to children of multiple parents being stored in the same table, which means a query needs to do more work for ChildOf terms to filter out matching entities.

The O(n) cost of deleting children does not apply when deleting the parent. In that case children are deleted in bulk, which does not require scanning the children vector.

### Query performance

How a query will perform with the new hierarchy storage highly depends on the kind of query. This section provides an overview of the different kinds of queries, and how their performance compares to the ChildOf hierarchy.

Position, Velocity

Queries such as these that do not interact with the hierarchy will almost always perform better with Parent hierarchies. ChildOf hierarchies result in more tables, which decreases query performance. When using Parent hierarchies it is much more likely that components are densely packed in memory.

(ChildOf, my_parent)

Queries in this form will typically perform the same or better for Parent hierarchies. The reason for this is that the query returns the children vector of a parent directly. This means that it never has to iterate multiple tables, which is something that can occur for ChildOf hierarchies.

(ChildOf, my_parent), Position

This query will perform worse for Parent hierarchies. The reason is that this query cannot be evaluated at the table level. Instead the query has to individually check whether each child of my_parent has Position.

(ChildOf, *), Position

This query will perform worse for Parent hierarchies. The reason for this is that this query will first find all tables with either a ChildOf pair or a Parent component, and then check if the resulting table has Position. For tables with the Parent component, the query then has to return each individual entity, because it needs to return the actual pair matched by the wildcard. This is to support code that uses ecs_field_id, it.id() or it.pair():

auto q = world.query_builder<Position>()
.with(flecs::ChildOf, flecs::Wildcard)
.each([](flecs::iter& it, size_t, Position&) {
flecs::entity parent = it.pair().second() // value is set by query
});
flecs::id::second
flecs::entity second() const
Get second element from a pair.
Definition impl.hpp:31
flecs::iter
Class for iterating over query results.
Definition iter.hpp:68
flecs::iter::pair
flecs::id pair(int8_t index) const
Obtain the pair ID matched for the field.
Definition iter.hpp:49

Both storages will perform better if the terms are reversed. The first term is likely to match significantly more tables than the second term, which increases the cost of uncached queries, and the cost of populating a query cache.

Position, (ChildOf, my_parent)

This query will perform worse for Parent hierarchies. This query will first find all tables with Position, and then has to check for each entity in that table whether it is a child of my_parent. If the table contains many entities, this can be a very expensive operation.

If the table only contains a single child for my_parent, the query uses a faster path that does not require scanning each entity, but the query will still perform worse than with ChildOf hierarchies.

Position, (ChildOf, *)

This query will perform worse for Parent hierarchies. This query will first find all tables with Position, and then check if the table has the Parent component. If so, the query now knows that each entity in the table matches the query. However, it has to return entities one by one because the matched parent needs to be communicated to the application (see above).

For a more efficient way to do this with Parent hierarchies, see the next query:

Position, (ChildOf, _)

This query will perform the same for Parent hierarchies. This query will first find all tables with Position, and then check if the table has the Parent component. If so, the query now knows that each entity in the table matches the query. Because the any (_) wildcard does not require communicating the parent to the application, the entire table can be returned.

To also find the entities' parent, an application can add the flecs::Parent component to the query:

auto q = world.query_builder<Position, const flecs::Parent>()
.with(flecs::ChildOf, flecs::Wildcard)
.each([](flecs::iter& it, size_t, Position&, const flecs::Parent& p) {
flecs::entity parent = it.world().entity(p.value);
});
flecs::world::entity
flecs::entity entity(Args &&... args) const
Create an entity.
Definition impl.hpp:190
EcsParent::value
ecs_entity_t value
Parent entity.
Definition flecs.h:1621
flecs::iter::world
flecs::world world() const
Get the world associated with the iterator.
Definition iter.hpp:27

Position, Position(up)

This query will perform worse for Parent queries. This query will first find all tables with Position. If it finds a table with a Parent component (as opposed to one with a ChildOf pair) the query will have to iterate each entity, and traverse the hierarchy upwards for that entity. The result of this cannot be cached, which further hurts performance.

The reason up traversal is supported for Parent hierarchies is mostly to provide an easier migration path from ChildOf hierarchies. Performance critical queries should generally not use up traversal in combination with Parent hierarchies. See below on how to migrate to alternative queries.

Position(up), Position

This query will perform worse for Parent queries. Though not as bad as the previous query, this query will also perform worse with Parent hierarchies than for ChildOf hierarchies, because the results that use the Parent hierarchy cannot be cached.

### Optimizing Relationship Traversal

As outlined in the previous section, queries that use relationship traversal can be slower for entities with Parent hierarchies. To get around this, an application can split up a query that uses relationship traversal into two queries, one for ChildOf hierarchies, and one for Parent hierarchies. Consider the following query:

Position, Position(up)

This can be split up into two queries like so:

// Query for ChildOf hierarchies: uses relationship traversal
Position, Position(up), !Parent
// Query for Parent hierarchies: does not use relationship traversal
Position, Parent

Then in the iteration logic, manually fetch the Position component from the parent. For example:

- C

  ecs_query_t *q = ecs_query(world, {
  .terms = {
  { ecs_id(Position) },
  { ecs_id(EcsParent) }
  },
  .cache_kind = EcsQueryCacheAuto
  });
  ecs_iter_t it = ecs_query_iter(world, q);
  while (ecs_query_next(&it)) {
  Position *p = ecs_field(&it, Position, 0);
  EcsParent *parents = ecs_field(&it, EcsParent, 1);
  for (int i = 0; i < it.count; i ++) {
  const Position *p_parent = ecs_get(world, parents[i].value, Position);
  // logic as usual
  }
  }
  ecs_get
  #define ecs_get(world, entity, T)
  Get a component.
  Definition flecs_c.h:386
  EcsQueryCacheAuto
  @ EcsQueryCacheAuto
  Cache query terms that are cacheable.
  Definition flecs.h:731
  EcsParent
  Non-fragmenting ChildOf relationship.
  Definition flecs.h:1620

- C++

  auto q = world.query<Position, const flecs::Parent>();
  q.each([](Position& p, const flecs::Parent& parent) {
  const Position& p_parent = parent.get<Position>();
  // logic as usual
  });

- C#

  // TODO

- Rust

  // TODO

For queries that use cascade, applications can use group_by(flecs::ParentDepth) instead, which will iterate entities ordered by hierarchy depth. The following code shows how to do breadth-first traversal with a query per storage kind. Note how the implementation iterates each depth individually; this prevents deeper ChildOf levels from being processed before higher-level Parent entities.

- C

  ecs_query_t *q_childof = ecs_query(world, {
  .terms = {
  { ecs_id(Position) },
  { ecs_id(Position), .src.id = EcsCascade },
  { ecs_id(EcsParent), .oper = EcsNot }
  },
  .cache_kind = EcsQueryCacheAuto
  });
  ecs_query_t *q_parent = ecs_query(world, {
  .terms = {
  { ecs_id(Position) },
  { ecs_id(EcsParent) }
  },
  .group_by = EcsParentDepth,
  .cache_kind = EcsQueryCacheAuto
  });
  // Replace 16 with max hierarchy depth in application
  for (int depth = 0; depth < 16; depth ++) {
  // Iterate ChildOf hierarchy at current depth
  {
  ecs_iter_t it = ecs_query_iter(world, q_childof);
  ecs_iter_set_group(&it, depth);
  while (ecs_query_next(&it)) {
  Position *p = ecs_field(&it, Position, 0);
  Position *p_parent = ecs_field(&it, Position, 1);
  for (int i = 0; i < it.count; i ++) {
  p[i].x += p_parent->x;
  // ...
  }
  }
  }
  // Iterate Parent hierarchy at current depth
  {
  ecs_iter_t it = ecs_query_iter(world, q_parent);
  ecs_iter_set_group(&it, depth);
  while (ecs_query_next(&it)) {
  Position *p = ecs_field(&it, Position, 0);
  EcsParent *parents = ecs_field(&it, EcsParent, 1);
  for (int i = 0; i < it.count; i ++) {
  const Position *p_parent = ecs_get(
  world, parents[i].value, Position);
  p[i].x += p_parent->x;
  // ...
  }
  }
  }
  }
  ecs_iter_set_group
  void ecs_iter_set_group(ecs_iter_t *it, uint64_t group_id)
  Set the group to iterate for a query iterator.
  EcsCascade
  #define EcsCascade
  Sort results breadth-first.
  Definition flecs.h:760
  EcsNot
  @ EcsNot
  The term must not match.
  Definition flecs.h:721

- C++

  auto q_childof = world.query_builder<Position, const Position>()
  .term_at(1).cascade()
  .without<flecs::Parent>()
  .build();
  auto q_parent = world.query_builder<Position, const flecs::Parent>()
  .group_by(flecs::ParentDepth)
  .build();
  // Replace 16 with max hierarchy depth in application
  for (int depth = 0; depth < 16; depth ++) {
  q_childof.set_group(depth)
  .each([](Position& p, const Position& p_parent) {
  p.x += p_parent.x;
  });
  q_parent.set_group(depth)
  .each([](Position& p, const flecs::Parent& parent) {
  const Position& p_parent = parent.get<Position>();
  p.x += p_parent.x;
  });
  }

- C#

  // TODO

- Rust

  // TODO