2024-05-23 13:28:29 +00:00
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//! This example illustrates how to wait for multiple assets to be loaded.
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use std::{
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f32::consts::PI,
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2024-08-15 14:43:55 +00:00
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ops::Drop,
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2024-05-23 13:28:29 +00:00
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sync::{
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atomic::{AtomicBool, AtomicU32, Ordering},
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Arc,
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},
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};
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use bevy::{gltf::Gltf, prelude::*, tasks::AsyncComputeTaskPool};
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use event_listener::Event;
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use futures_lite::Future;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.init_state::<LoadingState>()
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.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 2000.,
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})
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.add_systems(Startup, setup_assets)
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.add_systems(Startup, setup_scene)
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.add_systems(Startup, setup_ui)
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// This showcases how to wait for assets using sync code.
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// This approach polls a value in a system.
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.add_systems(Update, wait_on_load.run_if(assets_loaded))
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// This showcases how to wait for assets using async
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// by spawning a `Future` in `AsyncComputeTaskPool`.
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.add_systems(
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Update,
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get_async_loading_state.run_if(in_state(LoadingState::Loading)),
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)
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// This showcases how to react to asynchronous world mutation synchronously.
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.add_systems(
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OnExit(LoadingState::Loading),
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despawn_loading_state_entities,
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)
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.run();
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}
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/// [`States`] of asset loading.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash, States, Default)]
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pub enum LoadingState {
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/// Is loading.
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#[default]
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Loading,
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/// Loading completed.
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Loaded,
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}
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/// Holds a bunch of [`Gltf`]s that takes time to load.
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#[derive(Debug, Resource)]
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pub struct OneHundredThings([Handle<Gltf>; 100]);
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/// This is required to support both sync and async.
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///
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/// For sync only the easiest implementation is
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/// [`Arc<()>`] and use [`Arc::strong_count`] for completion.
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2024-10-10 14:14:06 +00:00
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/// [`Arc<Atomic>`] is a more robust alternative.
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2024-05-23 13:28:29 +00:00
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#[derive(Debug, Resource, Deref)]
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pub struct AssetBarrier(Arc<AssetBarrierInner>);
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/// This guard is to be acquired by [`AssetServer::load_acquire`]
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/// and dropped once finished.
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#[derive(Debug, Deref)]
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pub struct AssetBarrierGuard(Arc<AssetBarrierInner>);
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/// Tracks how many guards are remaining.
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#[derive(Debug, Resource)]
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pub struct AssetBarrierInner {
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count: AtomicU32,
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/// This can be omitted if async is not needed.
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notify: Event,
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}
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/// State of loading asynchronously.
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#[derive(Debug, Resource)]
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pub struct AsyncLoadingState(Arc<AtomicBool>);
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/// Entities that are to be removed once loading finished
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#[derive(Debug, Component)]
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pub struct Loading;
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/// Marker for the "Loading..." Text component.
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#[derive(Debug, Component)]
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pub struct LoadingText;
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impl AssetBarrier {
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/// Create an [`AssetBarrier`] with a [`AssetBarrierGuard`].
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pub fn new() -> (AssetBarrier, AssetBarrierGuard) {
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let inner = Arc::new(AssetBarrierInner {
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count: AtomicU32::new(1),
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notify: Event::new(),
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});
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(AssetBarrier(inner.clone()), AssetBarrierGuard(inner))
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}
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/// Returns true if all [`AssetBarrierGuard`] is dropped.
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pub fn is_ready(&self) -> bool {
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self.count.load(Ordering::Acquire) == 0
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}
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/// Wait for all [`AssetBarrierGuard`]s to be dropped asynchronously.
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pub fn wait_async(&self) -> impl Future<Output = ()> + 'static {
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let shared = self.0.clone();
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async move {
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loop {
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// Acquire an event listener.
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let listener = shared.notify.listen();
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// If all barrier guards are dropped, return
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if shared.count.load(Ordering::Acquire) == 0 {
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return;
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}
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// Wait for the last barrier guard to notify us
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listener.await;
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}
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}
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}
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}
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// Increment count on clone.
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impl Clone for AssetBarrierGuard {
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fn clone(&self) -> Self {
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self.count.fetch_add(1, Ordering::AcqRel);
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AssetBarrierGuard(self.0.clone())
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}
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}
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// Decrement count on drop.
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impl Drop for AssetBarrierGuard {
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fn drop(&mut self) {
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let prev = self.count.fetch_sub(1, Ordering::AcqRel);
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if prev == 1 {
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// Notify all listeners if count reaches 0.
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self.notify.notify(usize::MAX);
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}
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}
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}
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fn setup_assets(mut commands: Commands, asset_server: Res<AssetServer>) {
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let (barrier, guard) = AssetBarrier::new();
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commands.insert_resource(OneHundredThings(std::array::from_fn(|i| match i % 5 {
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0 => asset_server.load_acquire("models/GolfBall/GolfBall.glb", guard.clone()),
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1 => asset_server.load_acquire("models/AlienCake/alien.glb", guard.clone()),
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2 => asset_server.load_acquire("models/AlienCake/cakeBirthday.glb", guard.clone()),
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3 => asset_server.load_acquire("models/FlightHelmet/FlightHelmet.gltf", guard.clone()),
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4 => asset_server.load_acquire("models/torus/torus.gltf", guard.clone()),
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_ => unreachable!(),
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})));
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let future = barrier.wait_async();
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commands.insert_resource(barrier);
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let loading_state = Arc::new(AtomicBool::new(false));
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commands.insert_resource(AsyncLoadingState(loading_state.clone()));
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// await the `AssetBarrierFuture`.
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AsyncComputeTaskPool::get()
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.spawn(async move {
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future.await;
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// Notify via `AsyncLoadingState`
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loading_state.store(true, Ordering::Release);
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})
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.detach();
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}
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fn setup_ui(mut commands: Commands) {
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// Display the result of async loading.
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2024-10-17 01:01:32 +00:00
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commands.spawn((
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LoadingText,
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Text::new("Loading...".to_owned()),
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Merge Style properties into Node. Use ComputedNode for computed properties. (#15975)
# Objective
Continue improving the user experience of our UI Node API in the
direction specified by [Bevy's Next Generation Scene / UI
System](https://github.com/bevyengine/bevy/discussions/14437)
## Solution
As specified in the document above, merge `Style` fields into `Node`,
and move "computed Node fields" into `ComputedNode` (I chose this name
over something like `ComputedNodeLayout` because it currently contains
more than just layout info. If we want to break this up / rename these
concepts, lets do that in a separate PR). `Style` has been removed.
This accomplishes a number of goals:
## Ergonomics wins
Specifying both `Node` and `Style` is now no longer required for
non-default styles
Before:
```rust
commands.spawn((
Node::default(),
Style {
width: Val::Px(100.),
..default()
},
));
```
After:
```rust
commands.spawn(Node {
width: Val::Px(100.),
..default()
});
```
## Conceptual clarity
`Style` was never a comprehensive "style sheet". It only defined "core"
style properties that all `Nodes` shared. Any "styled property" that
couldn't fit that mold had to be in a separate component. A "real" style
system would style properties _across_ components (`Node`, `Button`,
etc). We have plans to build a true style system (see the doc linked
above).
By moving the `Style` fields to `Node`, we fully embrace `Node` as the
driving concept and remove the "style system" confusion.
## Next Steps
* Consider identifying and splitting out "style properties that aren't
core to Node". This should not happen for Bevy 0.15.
---
## Migration Guide
Move any fields set on `Style` into `Node` and replace all `Style`
component usage with `Node`.
Before:
```rust
commands.spawn((
Node::default(),
Style {
width: Val::Px(100.),
..default()
},
));
```
After:
```rust
commands.spawn(Node {
width: Val::Px(100.),
..default()
});
```
For any usage of the "computed node properties" that used to live on
`Node`, use `ComputedNode` instead:
Before:
```rust
fn system(nodes: Query<&Node>) {
for node in &nodes {
let computed_size = node.size();
}
}
```
After:
```rust
fn system(computed_nodes: Query<&ComputedNode>) {
for computed_node in &computed_nodes {
let computed_size = computed_node.size();
}
}
```
2024-10-18 22:25:33 +00:00
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Node {
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2024-10-17 01:01:32 +00:00
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position_type: PositionType::Absolute,
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left: Val::Px(12.0),
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top: Val::Px(12.0),
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2024-05-23 13:28:29 +00:00
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..default()
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2024-10-17 01:01:32 +00:00
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},
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));
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2024-05-23 13:28:29 +00:00
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}
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fn setup_scene(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// Camera
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2024-10-05 01:59:52 +00:00
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(10.0, 10.0, 15.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
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));
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2024-05-23 13:28:29 +00:00
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// Light
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2024-10-01 03:20:43 +00:00
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commands.spawn((
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DirectionalLight {
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2024-05-23 13:28:29 +00:00
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shadows_enabled: true,
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..default()
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},
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2024-10-01 03:20:43 +00:00
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Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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));
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2024-05-23 13:28:29 +00:00
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// Plane
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commands.spawn((
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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
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Mesh3d(meshes.add(Plane3d::default().mesh().size(50000.0, 50000.0))),
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MeshMaterial3d(materials.add(Color::srgb(0.7, 0.2, 0.2))),
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2024-05-23 13:28:29 +00:00
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Loading,
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));
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}
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// A run condition for all assets being loaded.
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fn assets_loaded(barrier: Option<Res<AssetBarrier>>) -> bool {
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// If our barrier isn't ready, return early and wait another cycle
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barrier.map(|b| b.is_ready()) == Some(true)
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}
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// This showcases how to wait for assets using sync code and systems.
|
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//
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|
|
// This function only runs if `assets_loaded` returns true.
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fn wait_on_load(
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mut commands: Commands,
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foxes: Res<OneHundredThings>,
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gltfs: Res<Assets<Gltf>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// 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
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(50000.0, 50000.0))),
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MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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Transform::from_translation(Vec3::Z * -0.01),
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));
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2024-05-23 13:28:29 +00:00
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// Spawn our scenes.
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for i in 0..10 {
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for j in 0..10 {
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let index = i * 10 + j;
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let position = Vec3::new(i as f32 - 5.0, 0.0, j as f32 - 5.0);
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// All gltfs must exist because this is guarded by the `AssetBarrier`.
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let gltf = gltfs.get(&foxes.0[index]).unwrap();
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let scene = gltf.scenes.first().unwrap().clone();
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Migrate scenes to required components (#15579)
# Objective
A step in the migration to required components: scenes!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2FPJtNGVMMQhyM0zIvCJSkbA):
- Deprecate `SceneBundle` and `DynamicSceneBundle`.
- Add `SceneRoot` and `DynamicSceneRoot` components, which wrap a
`Handle<Scene>` and `Handle<DynamicScene>` respectively.
## Migration Guide
Asset handles for scenes and dynamic scenes must now be wrapped in the
`SceneRoot` and `DynamicSceneRoot` components. Raw handles as components
no longer spawn scenes.
Additionally, `SceneBundle` and `DynamicSceneBundle` have been
deprecated. Instead, use the scene components directly.
Previously:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));
commands.spawn(SceneBundle {
scene: model_scene,
transform: Transform::from_xyz(-4.0, 0.0, -3.0),
..default()
});
```
Now:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));
commands.spawn((
SceneRoot(model_scene),
Transform::from_xyz(-4.0, 0.0, -3.0),
));
```
2024-10-01 22:42:11 +00:00
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commands.spawn((SceneRoot(scene), Transform::from_translation(position)));
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2024-05-23 13:28:29 +00:00
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}
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}
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}
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// This showcases how to wait for assets using async.
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fn get_async_loading_state(
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state: Res<AsyncLoadingState>,
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mut next_loading_state: ResMut<NextState<LoadingState>>,
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mut text: Query<&mut Text, With<LoadingText>>,
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) {
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// Load the value written by the `Future`.
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let is_loaded = state.0.load(Ordering::Acquire);
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// If loaded, change the state.
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if is_loaded {
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next_loading_state.set(LoadingState::Loaded);
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if let Ok(mut text) = text.get_single_mut() {
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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
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"Loaded!".clone_into(&mut **text);
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2024-05-23 13:28:29 +00:00
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}
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}
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}
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// This showcases how to react to asynchronous world mutations synchronously.
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fn despawn_loading_state_entities(mut commands: Commands, loading: Query<Entity, With<Loading>>) {
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// Despawn entities in the loading phase.
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for entity in loading.iter() {
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commands.entity(entity).despawn_recursive();
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}
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// Despawn resources used in the loading phase.
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commands.remove_resource::<AssetBarrier>();
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commands.remove_resource::<AsyncLoadingState>();
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}
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