mirror of
https://github.com/bevyengine/bevy
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015f2c69ca
# 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(); } } ```
276 lines
8.7 KiB
Rust
276 lines
8.7 KiB
Rust
//! 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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ops::Drop,
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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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/// [`Arc<Atomic>`] is a more robust alternative.
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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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commands.spawn((
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LoadingText,
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Text::new("Loading...".to_owned()),
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Node {
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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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..default()
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},
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));
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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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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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// Light
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commands.spawn((
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DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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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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// Plane
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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(0.7, 0.2, 0.2))),
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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
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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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// 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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commands.spawn((SceneRoot(scene), Transform::from_translation(position)));
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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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"Loaded!".clone_into(&mut **text);
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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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