bevy/examples/transforms/transform.rs
Alice Cecile 206c7ce219 Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.

# Objective

- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45

## Solution

- [x]  Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests

## Changelog

### Added

- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`

### Removed

- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.

### Changed

- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
-  `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. 
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.

## Migration Guide

- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage`  enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
  - Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
  - Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
  - For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with 
  - `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`

## TODO

- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
  - [x] unbreak directional lights
  - [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
  - [x] game menu example shows loading screen and menu simultaneously
  - [x] display settings menu is a blank screen
  - [x] `without_winit` example panics
- [x] ensure all tests pass
  - [x] SubApp doc test fails
  - [x] runs_spawn_local tasks fails
  - [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)

## Points of Difficulty and Controversy

**Reviewers, please give feedback on these and look closely**

1.  Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.

## Future Work (ideally before 0.10)

- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00

157 lines
6 KiB
Rust

//! Shows multiple transformations of objects.
use std::f32::consts::PI;
use bevy::prelude::*;
// A struct for additional data of for a moving cube.
#[derive(Component)]
struct CubeState {
start_pos: Vec3,
move_speed: f32,
turn_speed: f32,
}
// A struct adding information to a scalable entity,
// that will be stationary at the center of the scene.
#[derive(Component)]
struct Center {
max_size: f32,
min_size: f32,
scale_factor: f32,
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(move_cube.in_set(CoreSet::Update))
.add_system(rotate_cube.in_set(CoreSet::Update))
.add_system(scale_down_sphere_proportional_to_cube_travel_distance.in_set(CoreSet::Update))
.run();
}
// Startup system to setup the scene and spawn all relevant entities.
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Add an object (sphere) for visualizing scaling.
commands.spawn((
PbrBundle {
mesh: meshes.add(
Mesh::try_from(shape::Icosphere {
radius: 3.0,
subdivisions: 32,
})
.unwrap(),
),
material: materials.add(Color::YELLOW.into()),
transform: Transform::from_translation(Vec3::ZERO),
..default()
},
Center {
max_size: 1.0,
min_size: 0.1,
scale_factor: 0.05,
},
));
// Add the cube to visualize rotation and translation.
// This cube will circle around the center_sphere
// by changing its rotation each frame and moving forward.
// Define a start transform for an orbiting cube, that's away from our central object (sphere)
// and rotate it so it will be able to move around the sphere and not towards it.
let cube_spawn =
Transform::from_translation(Vec3::Z * -10.0).with_rotation(Quat::from_rotation_y(PI / 2.));
commands.spawn((
PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(Color::WHITE.into()),
transform: cube_spawn,
..default()
},
CubeState {
start_pos: cube_spawn.translation,
move_speed: 2.0,
turn_speed: 0.2,
},
));
// Spawn a camera looking at the entities to show what's happening in this example.
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// Add a light source for better 3d visibility.
commands.spawn(PointLightBundle {
transform: Transform::from_translation(Vec3::ONE * 3.0),
..default()
});
}
// This system will move the cube forward.
fn move_cube(mut cubes: Query<(&mut Transform, &mut CubeState)>, timer: Res<Time>) {
for (mut transform, cube) in &mut cubes {
// Move the cube forward smoothly at a given move_speed.
let forward = transform.forward();
transform.translation += forward * cube.move_speed * timer.delta_seconds();
}
}
// This system will rotate the cube slightly towards the center_sphere.
// Due to the forward movement the resulting movement
// will be a circular motion around the center_sphere.
fn rotate_cube(
mut cubes: Query<(&mut Transform, &mut CubeState), Without<Center>>,
center_spheres: Query<&Transform, With<Center>>,
timer: Res<Time>,
) {
// Calculate the point to circle around. (The position of the center_sphere)
let mut center: Vec3 = Vec3::ZERO;
for sphere in &center_spheres {
center += sphere.translation;
}
// Update the rotation of the cube(s).
for (mut transform, cube) in &mut cubes {
// Calculate the rotation of the cube if it would be looking at the sphere in the center.
let look_at_sphere = transform.looking_at(center, transform.local_y());
// Interpolate between the current rotation and the fully turned rotation
// when looking a the sphere, with a given turn speed to get a smooth motion.
// With higher speed the curvature of the orbit would be smaller.
let incremental_turn_weight = cube.turn_speed * timer.delta_seconds();
let old_rotation = transform.rotation;
transform.rotation = old_rotation.lerp(look_at_sphere.rotation, incremental_turn_weight);
}
}
// This system will scale down the sphere in the center of the scene
// according to the traveling distance of the orbiting cube(s) from their start position(s).
fn scale_down_sphere_proportional_to_cube_travel_distance(
cubes: Query<(&Transform, &CubeState), Without<Center>>,
mut centers: Query<(&mut Transform, &Center)>,
) {
// First we need to calculate the length of between
// the current position of the orbiting cube and the spawn position.
let mut distances = 0.0;
for (cube_transform, cube_state) in &cubes {
distances += (cube_state.start_pos - cube_transform.translation).length();
}
// Now we use the calculated value to scale the sphere in the center accordingly.
for (mut transform, center) in &mut centers {
// Calculate the new size from the calculated distances and the centers scale_factor.
// Since we want to have the sphere at its max_size at the cubes spawn location we start by
// using the max_size as start value and subtract the distances scaled by a scaling factor.
let mut new_size: f32 = center.max_size - center.scale_factor * distances;
// The new size should also not be smaller than the centers min_size.
// Therefore the max value out of (new_size, center.min_size) is used.
new_size = new_size.max(center.min_size);
// Now scale the sphere uniformly in all directions using new_size.
// Here Vec3:splat is used to create a vector with new_size in x, y and z direction.
transform.scale = Vec3::splat(new_size);
}
}