bevy/examples/asset/multi_asset_sync.rs

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//! This example illustrates how to wait for multiple assets to be loaded.
use std::{
f32::consts::PI,
ops::Drop,
sync::{
atomic::{AtomicBool, AtomicU32, Ordering},
Arc,
},
};
use bevy::{gltf::Gltf, prelude::*, tasks::AsyncComputeTaskPool};
use event_listener::Event;
use futures_lite::Future;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_state::<LoadingState>()
.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 2000.,
})
.add_systems(Startup, setup_assets)
.add_systems(Startup, setup_scene)
.add_systems(Startup, setup_ui)
// This showcases how to wait for assets using sync code.
// This approach polls a value in a system.
.add_systems(Update, wait_on_load.run_if(assets_loaded))
// This showcases how to wait for assets using async
// by spawning a `Future` in `AsyncComputeTaskPool`.
.add_systems(
Update,
get_async_loading_state.run_if(in_state(LoadingState::Loading)),
)
// This showcases how to react to asynchronous world mutation synchronously.
.add_systems(
OnExit(LoadingState::Loading),
despawn_loading_state_entities,
)
.run();
}
/// [`States`] of asset loading.
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash, States, Default)]
pub enum LoadingState {
/// Is loading.
#[default]
Loading,
/// Loading completed.
Loaded,
}
/// Holds a bunch of [`Gltf`]s that takes time to load.
#[derive(Debug, Resource)]
pub struct OneHundredThings([Handle<Gltf>; 100]);
/// This is required to support both sync and async.
///
/// For sync only the easiest implementation is
/// [`Arc<()>`] and use [`Arc::strong_count`] for completion.
/// [`Arc<Atomic*>`] is a more robust alternative.
#[derive(Debug, Resource, Deref)]
pub struct AssetBarrier(Arc<AssetBarrierInner>);
/// This guard is to be acquired by [`AssetServer::load_acquire`]
/// and dropped once finished.
#[derive(Debug, Deref)]
pub struct AssetBarrierGuard(Arc<AssetBarrierInner>);
/// Tracks how many guards are remaining.
#[derive(Debug, Resource)]
pub struct AssetBarrierInner {
count: AtomicU32,
/// This can be omitted if async is not needed.
notify: Event,
}
/// State of loading asynchronously.
#[derive(Debug, Resource)]
pub struct AsyncLoadingState(Arc<AtomicBool>);
/// Entities that are to be removed once loading finished
#[derive(Debug, Component)]
pub struct Loading;
/// Marker for the "Loading..." Text component.
#[derive(Debug, Component)]
pub struct LoadingText;
impl AssetBarrier {
/// Create an [`AssetBarrier`] with a [`AssetBarrierGuard`].
pub fn new() -> (AssetBarrier, AssetBarrierGuard) {
let inner = Arc::new(AssetBarrierInner {
count: AtomicU32::new(1),
notify: Event::new(),
});
(AssetBarrier(inner.clone()), AssetBarrierGuard(inner))
}
/// Returns true if all [`AssetBarrierGuard`] is dropped.
pub fn is_ready(&self) -> bool {
self.count.load(Ordering::Acquire) == 0
}
/// Wait for all [`AssetBarrierGuard`]s to be dropped asynchronously.
pub fn wait_async(&self) -> impl Future<Output = ()> + 'static {
let shared = self.0.clone();
async move {
loop {
// Acquire an event listener.
let listener = shared.notify.listen();
// If all barrier guards are dropped, return
if shared.count.load(Ordering::Acquire) == 0 {
return;
}
// Wait for the last barrier guard to notify us
listener.await;
}
}
}
}
// Increment count on clone.
impl Clone for AssetBarrierGuard {
fn clone(&self) -> Self {
self.count.fetch_add(1, Ordering::AcqRel);
AssetBarrierGuard(self.0.clone())
}
}
// Decrement count on drop.
impl Drop for AssetBarrierGuard {
fn drop(&mut self) {
let prev = self.count.fetch_sub(1, Ordering::AcqRel);
if prev == 1 {
// Notify all listeners if count reaches 0.
self.notify.notify(usize::MAX);
}
}
}
fn setup_assets(mut commands: Commands, asset_server: Res<AssetServer>) {
let (barrier, guard) = AssetBarrier::new();
commands.insert_resource(OneHundredThings(std::array::from_fn(|i| match i % 5 {
0 => asset_server.load_acquire("models/GolfBall/GolfBall.glb", guard.clone()),
1 => asset_server.load_acquire("models/AlienCake/alien.glb", guard.clone()),
2 => asset_server.load_acquire("models/AlienCake/cakeBirthday.glb", guard.clone()),
3 => asset_server.load_acquire("models/FlightHelmet/FlightHelmet.gltf", guard.clone()),
4 => asset_server.load_acquire("models/torus/torus.gltf", guard.clone()),
_ => unreachable!(),
})));
let future = barrier.wait_async();
commands.insert_resource(barrier);
let loading_state = Arc::new(AtomicBool::new(false));
commands.insert_resource(AsyncLoadingState(loading_state.clone()));
// await the `AssetBarrierFuture`.
AsyncComputeTaskPool::get()
.spawn(async move {
future.await;
// Notify via `AsyncLoadingState`
loading_state.store(true, Ordering::Release);
})
.detach();
}
fn setup_ui(mut commands: Commands) {
// Display the result of async loading.
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.),
height: Val::Percent(100.),
justify_content: JustifyContent::End,
..default()
},
..default()
})
.with_children(|b| {
b.spawn((
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
Text::new("Loading...".to_owned()),
TextStyle {
font_size: 53.0,
color: Color::BLACK,
..Default::default()
},
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
TextBlock::new_with_justify(JustifyText::Right),
LoadingText,
));
});
}
fn setup_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(10.0, 10.0, 15.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
));
// Light
commands.spawn((
DirectionalLight {
shadows_enabled: true,
..default()
},
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
));
// Plane
commands.spawn((
Migrate meshes and materials to required components (#15524) # Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material: ![Näyttökuva 2024-09-29 181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a) ![Näyttökuva 2024-09-29 181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909) Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
Mesh3d(meshes.add(Plane3d::default().mesh().size(50000.0, 50000.0))),
MeshMaterial3d(materials.add(Color::srgb(0.7, 0.2, 0.2))),
Loading,
));
}
// A run condition for all assets being loaded.
fn assets_loaded(barrier: Option<Res<AssetBarrier>>) -> bool {
// If our barrier isn't ready, return early and wait another cycle
barrier.map(|b| b.is_ready()) == Some(true)
}
// This showcases how to wait for assets using sync code and systems.
//
// This function only runs if `assets_loaded` returns true.
fn wait_on_load(
mut commands: Commands,
foxes: Res<OneHundredThings>,
gltfs: Res<Assets<Gltf>>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Change color of plane to green
Migrate meshes and materials to required components (#15524) # Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material: ![Näyttökuva 2024-09-29 181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a) ![Näyttökuva 2024-09-29 181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909) Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(50000.0, 50000.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
Transform::from_translation(Vec3::Z * -0.01),
));
// Spawn our scenes.
for i in 0..10 {
for j in 0..10 {
let index = i * 10 + j;
let position = Vec3::new(i as f32 - 5.0, 0.0, j as f32 - 5.0);
// All gltfs must exist because this is guarded by the `AssetBarrier`.
let gltf = gltfs.get(&foxes.0[index]).unwrap();
let scene = gltf.scenes.first().unwrap().clone();
commands.spawn((SceneRoot(scene), Transform::from_translation(position)));
}
}
}
// This showcases how to wait for assets using async.
fn get_async_loading_state(
state: Res<AsyncLoadingState>,
mut next_loading_state: ResMut<NextState<LoadingState>>,
mut text: Query<&mut Text, With<LoadingText>>,
) {
// Load the value written by the `Future`.
let is_loaded = state.0.load(Ordering::Acquire);
// If loaded, change the state.
if is_loaded {
next_loading_state.set(LoadingState::Loaded);
if let Ok(mut text) = text.get_single_mut() {
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
"Loaded!".clone_into(&mut **text);
}
}
}
// This showcases how to react to asynchronous world mutations synchronously.
fn despawn_loading_state_entities(mut commands: Commands, loading: Query<Entity, With<Loading>>) {
// Despawn entities in the loading phase.
for entity in loading.iter() {
commands.entity(entity).despawn_recursive();
}
// Despawn resources used in the loading phase.
commands.remove_resource::<AssetBarrier>();
commands.remove_resource::<AsyncLoadingState>();
}