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https://github.com/bevyengine/bevy
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11b41206eb
This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals: 1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main` 2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. I split this up into 3 commits: 1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`). 2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1). 3. **support manual archetype updates in QueryState**: same situation as (2).
50 lines
1.4 KiB
Rust
50 lines
1.4 KiB
Rust
use bevy_ecs::prelude::*;
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use rand::Rng;
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use std::ops::Deref;
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// In this example we add a counter resource and increase it's value in one system,
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// while a different system prints the current count to the console.
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fn main() {
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// Create a world
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let mut world = World::new();
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// Add the counter resource
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world.insert_resource(Counter { value: 0 });
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// Create a schedule and a stage
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let mut schedule = Schedule::default();
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let mut update = SystemStage::parallel();
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// Add systems to increase the counter and to print out the current value
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update.add_system(increase_counter.label(CounterSystem::Increase));
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update.add_system(print_counter.after(CounterSystem::Increase));
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schedule.add_stage("update", update);
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for iteration in 1..=10 {
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println!("Simulating frame {}/10", iteration);
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schedule.run(&mut world);
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}
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}
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// Counter resource to be increased and read by systems
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#[derive(Debug)]
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struct Counter {
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pub value: i32,
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}
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// System label to enforce a run order of our systems
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#[derive(SystemLabel, Debug, Clone, PartialEq, Eq, Hash)]
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enum CounterSystem {
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Increase,
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}
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fn increase_counter(mut counter: ResMut<Counter>) {
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if rand::thread_rng().gen_bool(0.5) {
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counter.value += 1;
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println!(" Increased counter value");
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}
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}
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fn print_counter(counter: Res<Counter>) {
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println!(" {:?}", counter.deref());
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}
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