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This adds support for one-to-many non-fragmenting relationships (with planned paths for fragmenting and non-fragmenting many-to-many relationships). "Non-fragmenting" means that entities with the same relationship type, but different relationship targets, are not forced into separate tables (which would cause "table fragmentation"). Functionally, this fills a similar niche as the current Parent/Children system. The biggest differences are: 1. Relationships have simpler internals and significantly improved performance and UX. Commands and specialized APIs are no longer necessary to keep everything in sync. Just spawn entities with the relationship components you want and everything "just works". 2. Relationships are generalized. Bevy can provide additional built in relationships, and users can define their own. **REQUEST TO REVIEWERS**: _please don't leave top level comments and instead comment on specific lines of code. That way we can take advantage of threaded discussions. Also dont leave comments simply pointing out CI failures as I can read those just fine._ ## Built on top of what we have Relationships are implemented on top of the Bevy ECS features we already have: components, immutability, and hooks. This makes them immediately compatible with all of our existing (and future) APIs for querying, spawning, removing, scenes, reflection, etc. The fewer specialized APIs we need to build, maintain, and teach, the better. ## Why focus on one-to-many non-fragmenting first? 1. This allows us to improve Parent/Children relationships immediately, in a way that is reasonably uncontroversial. Switching our hierarchy to fragmenting relationships would have significant performance implications. ~~Flecs is heavily considering a switch to non-fragmenting relations after careful considerations of the performance tradeoffs.~~ _(Correction from @SanderMertens: Flecs is implementing non-fragmenting storage specialized for asset hierarchies, where asset hierarchies are many instances of small trees that have a well defined structure)_ 2. Adding generalized one-to-many relationships is currently a priority for the [Next Generation Scene / UI effort](https://github.com/bevyengine/bevy/discussions/14437). Specifically, we're interested in building reactions and observers on top. ## The changes This PR does the following: 1. Adds a generic one-to-many Relationship system 3. Ports the existing Parent/Children system to Relationships, which now lives in `bevy_ecs::hierarchy`. The old `bevy_hierarchy` crate has been removed. 4. Adds on_despawn component hooks 5. Relationships can opt-in to "despawn descendants" behavior, meaning that the entire relationship hierarchy is despawned when `entity.despawn()` is called. The built in Parent/Children hierarchies enable this behavior, and `entity.despawn_recursive()` has been removed. 6. `world.spawn` now applies commands after spawning. This ensures that relationship bookkeeping happens immediately and removes the need to manually flush. This is in line with the equivalent behaviors recently added to the other APIs (ex: insert). 7. Removes the ValidParentCheckPlugin (system-driven / poll based) in favor of a `validate_parent_has_component` hook. ## Using Relationships The `Relationship` trait looks like this: ```rust pub trait Relationship: Component + Sized { type RelationshipSources: RelationshipSources<Relationship = Self>; fn get(&self) -> Entity; fn from(entity: Entity) -> Self; } ``` A relationship is a component that: 1. Is a simple wrapper over a "target" Entity. 2. Has a corresponding `RelationshipSources` component, which is a simple wrapper over a collection of entities. Every "target entity" targeted by a "source entity" with a `Relationship` has a `RelationshipSources` component, which contains every "source entity" that targets it. For example, the `Parent` component (as it currently exists in Bevy) is the `Relationship` component and the entity containing the Parent is the "source entity". The entity _inside_ the `Parent(Entity)` component is the "target entity". And that target entity has a `Children` component (which implements `RelationshipSources`). In practice, the Parent/Children relationship looks like this: ```rust #[derive(Relationship)] #[relationship(relationship_sources = Children)] pub struct Parent(pub Entity); #[derive(RelationshipSources)] #[relationship_sources(relationship = Parent)] pub struct Children(Vec<Entity>); ``` The Relationship and RelationshipSources derives automatically implement Component with the relevant configuration (namely, the hooks necessary to keep everything in sync). The most direct way to add relationships is to spawn entities with relationship components: ```rust let a = world.spawn_empty().id(); let b = world.spawn(Parent(a)).id(); assert_eq!(world.entity(a).get::<Children>().unwrap(), &[b]); ``` There are also convenience APIs for spawning more than one entity with the same relationship: ```rust world.spawn_empty().with_related::<Children>(|s| { s.spawn_empty(); s.spawn_empty(); }) ``` The existing `with_children` API is now a simpler wrapper over `with_related`. This makes this change largely non-breaking for existing spawn patterns. ```rust world.spawn_empty().with_children(|s| { s.spawn_empty(); s.spawn_empty(); }) ``` There are also other relationship APIs, such as `add_related` and `despawn_related`. ## Automatic recursive despawn via the new on_despawn hook `RelationshipSources` can opt-in to "despawn descendants" behavior, which will despawn all related entities in the relationship hierarchy: ```rust #[derive(RelationshipSources)] #[relationship_sources(relationship = Parent, despawn_descendants)] pub struct Children(Vec<Entity>); ``` This means that `entity.despawn_recursive()` is no longer required. Instead, just use `entity.despawn()` and the relevant related entities will also be despawned. To despawn an entity _without_ despawning its parent/child descendants, you should remove the `Children` component first, which will also remove the related `Parent` components: ```rust entity .remove::<Children>() .despawn() ``` This builds on the on_despawn hook introduced in this PR, which is fired when an entity is despawned (before other hooks). ## Relationships are the source of truth `Relationship` is the _single_ source of truth component. `RelationshipSources` is merely a reflection of what all the `Relationship` components say. By embracing this, we are able to significantly improve the performance of the system as a whole. We can rely on component lifecycles to protect us against duplicates, rather than needing to scan at runtime to ensure entities don't already exist (which results in quadratic runtime). A single source of truth gives us constant-time inserts. This does mean that we cannot directly spawn populated `Children` components (or directly add or remove entities from those components). I personally think this is a worthwhile tradeoff, both because it makes the performance much better _and_ because it means theres exactly one way to do things (which is a philosophy we try to employ for Bevy APIs). As an aside: treating both sides of the relationship as "equivalent source of truth relations" does enable building simple and flexible many-to-many relationships. But this introduces an _inherent_ need to scan (or hash) to protect against duplicates. [`evergreen_relations`](https://github.com/EvergreenNest/evergreen_relations) has a very nice implementation of the "symmetrical many-to-many" approach. Unfortunately I think the performance issues inherent to that approach make it a poor choice for Bevy's default relationship system. ## Followup Work * Discuss renaming `Parent` to `ChildOf`. I refrained from doing that in this PR to keep the diff reasonable, but I'm personally biased toward this change (and using that naming pattern generally for relationships). * [Improved spawning ergonomics](https://github.com/bevyengine/bevy/discussions/16920) * Consider adding relationship observers/triggers for "relationship targets" whenever a source is added or removed. This would replace the current "hierarchy events" system, which is unused upstream but may have existing users downstream. I think triggers are the better fit for this than a buffered event queue, and would prefer not to add that back. * Fragmenting relations: My current idea hinges on the introduction of "value components" (aka: components whose type _and_ value determines their ComponentId, via something like Hashing / PartialEq). By labeling a Relationship component such as `ChildOf(Entity)` as a "value component", `ChildOf(e1)` and `ChildOf(e2)` would be considered "different components". This makes the transition between fragmenting and non-fragmenting a single flag, and everything else continues to work as expected. * Many-to-many support * Non-fragmenting: We can expand Relationship to be a list of entities instead of a single entity. I have largely already written the code for this. * Fragmenting: With the "value component" impl mentioned above, we get many-to-many support "for free", as it would allow inserting multiple copies of a Relationship component with different target entities. Fixes #3742 (If this PR is merged, I think we should open more targeted followup issues for the work above, with a fresh tracking issue free of the large amount of less-directed historical context) Fixes #17301 Fixes #12235 Fixes #15299 Fixes #15308 ## Migration Guide * Replace `ChildBuilder` with `ChildSpawnerCommands`. * Replace calls to `.set_parent(parent_id)` with `.insert(Parent(parent_id))`. * Replace calls to `.replace_children()` with `.remove::<Children>()` followed by `.add_children()`. Note that you'll need to manually despawn any children that are not carried over. * Replace calls to `.despawn_recursive()` with `.despawn()`. * Replace calls to `.despawn_descendants()` with `.despawn_related::<Children>()`. * If you have any calls to `.despawn()` which depend on the children being preserved, you'll need to remove the `Children` component first. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
304 lines
9.5 KiB
Rust
304 lines
9.5 KiB
Rust
//! Shows how to create a loading screen that waits for assets to load and render.
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use bevy::{ecs::system::SystemId, prelude::*};
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use pipelines_ready::*;
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// The way we'll go about doing this in this example is to
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// keep track of all assets that we want to have loaded before
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// we transition to the desired scene.
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//
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// In order to ensure that visual assets are fully rendered
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// before transitioning to the scene, we need to get the
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// current status of cached pipelines.
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//
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// While loading and pipelines compilation is happening, we
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// will show a loading screen. Once loading is complete, we
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// will transition to the scene we just loaded.
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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// `PipelinesReadyPlugin` is declared in the `pipelines_ready` module below.
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.add_plugins(PipelinesReadyPlugin)
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.insert_resource(LoadingState::default())
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.insert_resource(LoadingData::new(5))
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.add_systems(Startup, (setup, load_loading_screen))
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.add_systems(
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Update,
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(update_loading_data, level_selection, display_loading_screen),
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)
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.run();
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}
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// A `Resource` that holds the current loading state.
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#[derive(Resource, Default)]
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enum LoadingState {
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#[default]
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LevelReady,
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LevelLoading,
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}
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// A resource that holds the current loading data.
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#[derive(Resource, Debug, Default)]
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struct LoadingData {
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// This will hold the currently unloaded/loading assets.
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loading_assets: Vec<UntypedHandle>,
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// Number of frames that everything needs to be ready for.
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// This is to prevent going into the fully loaded state in instances
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// where there might be a some frames between certain loading/pipelines action.
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confirmation_frames_target: usize,
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// Current number of confirmation frames.
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confirmation_frames_count: usize,
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}
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impl LoadingData {
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fn new(confirmation_frames_target: usize) -> Self {
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Self {
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loading_assets: Vec::new(),
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confirmation_frames_target,
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confirmation_frames_count: 0,
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}
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}
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}
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// This resource will hold the level related systems ID for later use.
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#[derive(Resource)]
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struct LevelData {
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unload_level_id: SystemId,
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level_1_id: SystemId,
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level_2_id: SystemId,
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}
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fn setup(mut commands: Commands) {
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let level_data = LevelData {
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unload_level_id: commands.register_system(unload_current_level),
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level_1_id: commands.register_system(load_level_1),
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level_2_id: commands.register_system(load_level_2),
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};
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commands.insert_resource(level_data);
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// Spawns the UI that will show the user prompts.
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let text_style = TextFont {
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font_size: 42.0,
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..default()
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};
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commands
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.spawn((
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Node {
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justify_self: JustifySelf::Center,
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align_self: AlignSelf::FlexEnd,
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..default()
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},
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BackgroundColor(Color::NONE),
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))
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.with_child((Text::new("Press 1 or 2 to load a new scene."), text_style));
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}
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// Selects the level you want to load.
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fn level_selection(
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mut commands: Commands,
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keyboard: Res<ButtonInput<KeyCode>>,
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level_data: Res<LevelData>,
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loading_state: Res<LoadingState>,
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) {
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// Only trigger a load if the current level is fully loaded.
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if let LoadingState::LevelReady = loading_state.as_ref() {
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if keyboard.just_pressed(KeyCode::Digit1) {
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commands.run_system(level_data.unload_level_id);
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commands.run_system(level_data.level_1_id);
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} else if keyboard.just_pressed(KeyCode::Digit2) {
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commands.run_system(level_data.unload_level_id);
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commands.run_system(level_data.level_2_id);
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}
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}
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}
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// Marker component for easier deletion of entities.
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#[derive(Component)]
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struct LevelComponents;
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// Removes all currently loaded level assets from the game World.
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fn unload_current_level(
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mut commands: Commands,
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mut loading_state: ResMut<LoadingState>,
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entities: Query<Entity, With<LevelComponents>>,
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) {
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*loading_state = LoadingState::LevelLoading;
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for entity in entities.iter() {
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commands.entity(entity).despawn();
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}
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}
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fn load_level_1(
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mut commands: Commands,
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mut loading_data: ResMut<LoadingData>,
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asset_server: Res<AssetServer>,
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) {
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// Spawn the camera.
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(155.0, 155.0, 155.0).looking_at(Vec3::new(0.0, 40.0, 0.0), Vec3::Y),
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LevelComponents,
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));
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// Save the asset into the `loading_assets` vector.
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let fox = asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb"));
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loading_data.loading_assets.push(fox.clone().into());
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// Spawn the fox.
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commands.spawn((
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SceneRoot(fox.clone()),
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Transform::from_xyz(0.0, 0.0, 0.0),
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LevelComponents,
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));
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// Spawn the 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_xyz(3.0, 3.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
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LevelComponents,
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));
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}
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fn load_level_2(
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mut commands: Commands,
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mut loading_data: ResMut<LoadingData>,
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asset_server: Res<AssetServer>,
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) {
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// Spawn the camera.
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::new(0.0, 0.2, 0.0), Vec3::Y),
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LevelComponents,
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));
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// Spawn the helmet.
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let helmet_scene = asset_server
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.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"));
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loading_data
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.loading_assets
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.push(helmet_scene.clone().into());
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commands.spawn((SceneRoot(helmet_scene.clone()), LevelComponents));
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// Spawn the 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_xyz(3.0, 3.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
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LevelComponents,
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));
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}
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// Monitors current loading status of assets.
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fn update_loading_data(
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mut loading_data: ResMut<LoadingData>,
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mut loading_state: ResMut<LoadingState>,
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asset_server: Res<AssetServer>,
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pipelines_ready: Res<PipelinesReady>,
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) {
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if !loading_data.loading_assets.is_empty() || !pipelines_ready.0 {
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// If we are still loading assets / pipelines are not fully compiled,
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// we reset the confirmation frame count.
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loading_data.confirmation_frames_count = 0;
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loading_data.loading_assets.retain(|asset| {
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asset_server
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.get_recursive_dependency_load_state(asset)
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.is_none_or(|state| !state.is_loaded())
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});
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// If there are no more assets being monitored, and pipelines
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// are compiled, then start counting confirmation frames.
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// Once enough confirmations have passed, everything will be
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// considered to be fully loaded.
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} else {
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loading_data.confirmation_frames_count += 1;
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if loading_data.confirmation_frames_count == loading_data.confirmation_frames_target {
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*loading_state = LoadingState::LevelReady;
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}
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}
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}
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// Marker tag for loading screen components.
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#[derive(Component)]
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struct LoadingScreen;
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// Spawns the necessary components for the loading screen.
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fn load_loading_screen(mut commands: Commands) {
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let text_style = TextFont {
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font_size: 67.0,
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..default()
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};
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// Spawn the UI and Loading screen camera.
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commands.spawn((
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Camera2d,
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Camera {
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order: 1,
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..default()
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},
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LoadingScreen,
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));
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// Spawn the UI that will make up the loading screen.
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commands
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.spawn((
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Node {
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height: Val::Percent(100.0),
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width: Val::Percent(100.0),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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..default()
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},
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BackgroundColor(Color::BLACK),
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LoadingScreen,
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))
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.with_child((Text::new("Loading..."), text_style.clone()));
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}
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// Determines when to show the loading screen
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fn display_loading_screen(
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mut loading_screen: Single<&mut Visibility, (With<LoadingScreen>, With<Node>)>,
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loading_state: Res<LoadingState>,
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) {
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let visibility = match loading_state.as_ref() {
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LoadingState::LevelLoading => Visibility::Visible,
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LoadingState::LevelReady => Visibility::Hidden,
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};
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**loading_screen = visibility;
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}
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mod pipelines_ready {
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use bevy::{
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prelude::*,
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render::{render_resource::*, *},
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};
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pub struct PipelinesReadyPlugin;
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impl Plugin for PipelinesReadyPlugin {
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fn build(&self, app: &mut App) {
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app.insert_resource(PipelinesReady::default());
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// In order to gain access to the pipelines status, we have to
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// go into the `RenderApp`, grab the resource from the main App
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// and then update the pipelines status from there.
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// Writing between these Apps can only be done through the
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// `ExtractSchedule`.
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app.sub_app_mut(RenderApp)
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.add_systems(ExtractSchedule, update_pipelines_ready);
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}
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}
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#[derive(Resource, Debug, Default)]
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pub struct PipelinesReady(pub bool);
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fn update_pipelines_ready(mut main_world: ResMut<MainWorld>, pipelines: Res<PipelineCache>) {
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if let Some(mut pipelines_ready) = main_world.get_resource_mut::<PipelinesReady>() {
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pipelines_ready.0 = pipelines.waiting_pipelines().count() == 0;
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}
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}
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}
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