mirror of
https://github.com/bevyengine/bevy
synced 2024-12-21 02:23:08 +00:00
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.
|
|
|
|
use std::{
|
|
f32::consts::PI,
|
|
ops::Drop,
|
|
sync::{
|
|
atomic::{AtomicBool, AtomicU32, Ordering},
|
|
Arc,
|
|
},
|
|
};
|
|
|
|
use bevy::{gltf::Gltf, prelude::*, tasks::AsyncComputeTaskPool};
|
|
use event_listener::Event;
|
|
use futures_lite::Future;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.init_state::<LoadingState>()
|
|
.insert_resource(AmbientLight {
|
|
color: Color::WHITE,
|
|
brightness: 2000.,
|
|
})
|
|
.add_systems(Startup, setup_assets)
|
|
.add_systems(Startup, setup_scene)
|
|
.add_systems(Startup, setup_ui)
|
|
// This showcases how to wait for assets using sync code.
|
|
// This approach polls a value in a system.
|
|
.add_systems(Update, wait_on_load.run_if(assets_loaded))
|
|
// This showcases how to wait for assets using async
|
|
// by spawning a `Future` in `AsyncComputeTaskPool`.
|
|
.add_systems(
|
|
Update,
|
|
get_async_loading_state.run_if(in_state(LoadingState::Loading)),
|
|
)
|
|
// This showcases how to react to asynchronous world mutation synchronously.
|
|
.add_systems(
|
|
OnExit(LoadingState::Loading),
|
|
despawn_loading_state_entities,
|
|
)
|
|
.run();
|
|
}
|
|
|
|
/// [`States`] of asset loading.
|
|
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash, States, Default)]
|
|
pub enum LoadingState {
|
|
/// Is loading.
|
|
#[default]
|
|
Loading,
|
|
/// Loading completed.
|
|
Loaded,
|
|
}
|
|
|
|
/// Holds a bunch of [`Gltf`]s that takes time to load.
|
|
#[derive(Debug, Resource)]
|
|
pub struct OneHundredThings([Handle<Gltf>; 100]);
|
|
|
|
/// This is required to support both sync and async.
|
|
///
|
|
/// For sync only the easiest implementation is
|
|
/// [`Arc<()>`] and use [`Arc::strong_count`] for completion.
|
|
/// [`Arc<Atomic>`] is a more robust alternative.
|
|
#[derive(Debug, Resource, Deref)]
|
|
pub struct AssetBarrier(Arc<AssetBarrierInner>);
|
|
|
|
/// This guard is to be acquired by [`AssetServer::load_acquire`]
|
|
/// and dropped once finished.
|
|
#[derive(Debug, Deref)]
|
|
pub struct AssetBarrierGuard(Arc<AssetBarrierInner>);
|
|
|
|
/// Tracks how many guards are remaining.
|
|
#[derive(Debug, Resource)]
|
|
pub struct AssetBarrierInner {
|
|
count: AtomicU32,
|
|
/// This can be omitted if async is not needed.
|
|
notify: Event,
|
|
}
|
|
|
|
/// State of loading asynchronously.
|
|
#[derive(Debug, Resource)]
|
|
pub struct AsyncLoadingState(Arc<AtomicBool>);
|
|
|
|
/// Entities that are to be removed once loading finished
|
|
#[derive(Debug, Component)]
|
|
pub struct Loading;
|
|
|
|
/// Marker for the "Loading..." Text component.
|
|
#[derive(Debug, Component)]
|
|
pub struct LoadingText;
|
|
|
|
impl AssetBarrier {
|
|
/// Create an [`AssetBarrier`] with a [`AssetBarrierGuard`].
|
|
pub fn new() -> (AssetBarrier, AssetBarrierGuard) {
|
|
let inner = Arc::new(AssetBarrierInner {
|
|
count: AtomicU32::new(1),
|
|
notify: Event::new(),
|
|
});
|
|
(AssetBarrier(inner.clone()), AssetBarrierGuard(inner))
|
|
}
|
|
|
|
/// Returns true if all [`AssetBarrierGuard`] is dropped.
|
|
pub fn is_ready(&self) -> bool {
|
|
self.count.load(Ordering::Acquire) == 0
|
|
}
|
|
|
|
/// Wait for all [`AssetBarrierGuard`]s to be dropped asynchronously.
|
|
pub fn wait_async(&self) -> impl Future<Output = ()> + 'static {
|
|
let shared = self.0.clone();
|
|
async move {
|
|
loop {
|
|
// Acquire an event listener.
|
|
let listener = shared.notify.listen();
|
|
// If all barrier guards are dropped, return
|
|
if shared.count.load(Ordering::Acquire) == 0 {
|
|
return;
|
|
}
|
|
// Wait for the last barrier guard to notify us
|
|
listener.await;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Increment count on clone.
|
|
impl Clone for AssetBarrierGuard {
|
|
fn clone(&self) -> Self {
|
|
self.count.fetch_add(1, Ordering::AcqRel);
|
|
AssetBarrierGuard(self.0.clone())
|
|
}
|
|
}
|
|
|
|
// Decrement count on drop.
|
|
impl Drop for AssetBarrierGuard {
|
|
fn drop(&mut self) {
|
|
let prev = self.count.fetch_sub(1, Ordering::AcqRel);
|
|
if prev == 1 {
|
|
// Notify all listeners if count reaches 0.
|
|
self.notify.notify(usize::MAX);
|
|
}
|
|
}
|
|
}
|
|
|
|
fn setup_assets(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
let (barrier, guard) = AssetBarrier::new();
|
|
commands.insert_resource(OneHundredThings(std::array::from_fn(|i| match i % 5 {
|
|
0 => asset_server.load_acquire("models/GolfBall/GolfBall.glb", guard.clone()),
|
|
1 => asset_server.load_acquire("models/AlienCake/alien.glb", guard.clone()),
|
|
2 => asset_server.load_acquire("models/AlienCake/cakeBirthday.glb", guard.clone()),
|
|
3 => asset_server.load_acquire("models/FlightHelmet/FlightHelmet.gltf", guard.clone()),
|
|
4 => asset_server.load_acquire("models/torus/torus.gltf", guard.clone()),
|
|
_ => unreachable!(),
|
|
})));
|
|
let future = barrier.wait_async();
|
|
commands.insert_resource(barrier);
|
|
|
|
let loading_state = Arc::new(AtomicBool::new(false));
|
|
commands.insert_resource(AsyncLoadingState(loading_state.clone()));
|
|
|
|
// await the `AssetBarrierFuture`.
|
|
AsyncComputeTaskPool::get()
|
|
.spawn(async move {
|
|
future.await;
|
|
// Notify via `AsyncLoadingState`
|
|
loading_state.store(true, Ordering::Release);
|
|
})
|
|
.detach();
|
|
}
|
|
|
|
fn setup_ui(mut commands: Commands) {
|
|
// Display the result of async loading.
|
|
|
|
commands.spawn((
|
|
LoadingText,
|
|
Text::new("Loading...".to_owned()),
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
left: Val::Px(12.0),
|
|
top: Val::Px(12.0),
|
|
..default()
|
|
},
|
|
));
|
|
}
|
|
|
|
fn setup_scene(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// Camera
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(10.0, 10.0, 15.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
|
|
));
|
|
|
|
// Light
|
|
commands.spawn((
|
|
DirectionalLight {
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
|
|
));
|
|
|
|
// Plane
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Plane3d::default().mesh().size(50000.0, 50000.0))),
|
|
MeshMaterial3d(materials.add(Color::srgb(0.7, 0.2, 0.2))),
|
|
Loading,
|
|
));
|
|
}
|
|
|
|
// A run condition for all assets being loaded.
|
|
fn assets_loaded(barrier: Option<Res<AssetBarrier>>) -> bool {
|
|
// If our barrier isn't ready, return early and wait another cycle
|
|
barrier.map(|b| b.is_ready()) == Some(true)
|
|
}
|
|
|
|
// This showcases how to wait for assets using sync code and systems.
|
|
//
|
|
// This function only runs if `assets_loaded` returns true.
|
|
fn wait_on_load(
|
|
mut commands: Commands,
|
|
foxes: Res<OneHundredThings>,
|
|
gltfs: Res<Assets<Gltf>>,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// Change color of plane to green
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Plane3d::default().mesh().size(50000.0, 50000.0))),
|
|
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
|
|
Transform::from_translation(Vec3::Z * -0.01),
|
|
));
|
|
|
|
// Spawn our scenes.
|
|
for i in 0..10 {
|
|
for j in 0..10 {
|
|
let index = i * 10 + j;
|
|
let position = Vec3::new(i as f32 - 5.0, 0.0, j as f32 - 5.0);
|
|
// All gltfs must exist because this is guarded by the `AssetBarrier`.
|
|
let gltf = gltfs.get(&foxes.0[index]).unwrap();
|
|
let scene = gltf.scenes.first().unwrap().clone();
|
|
commands.spawn((SceneRoot(scene), Transform::from_translation(position)));
|
|
}
|
|
}
|
|
}
|
|
|
|
// This showcases how to wait for assets using async.
|
|
fn get_async_loading_state(
|
|
state: Res<AsyncLoadingState>,
|
|
mut next_loading_state: ResMut<NextState<LoadingState>>,
|
|
mut text: Query<&mut Text, With<LoadingText>>,
|
|
) {
|
|
// Load the value written by the `Future`.
|
|
let is_loaded = state.0.load(Ordering::Acquire);
|
|
|
|
// If loaded, change the state.
|
|
if is_loaded {
|
|
next_loading_state.set(LoadingState::Loaded);
|
|
if let Ok(mut text) = text.get_single_mut() {
|
|
"Loaded!".clone_into(&mut **text);
|
|
}
|
|
}
|
|
}
|
|
|
|
// This showcases how to react to asynchronous world mutations synchronously.
|
|
fn despawn_loading_state_entities(mut commands: Commands, loading: Query<Entity, With<Loading>>) {
|
|
// Despawn entities in the loading phase.
|
|
for entity in loading.iter() {
|
|
commands.entity(entity).despawn_recursive();
|
|
}
|
|
|
|
// Despawn resources used in the loading phase.
|
|
commands.remove_resource::<AssetBarrier>();
|
|
commands.remove_resource::<AsyncLoadingState>();
|
|
}
|