bevy/examples/ecs/parallel_query.rs
Carter Anderson dcc03724a5 Base Sets (#7466)
# Objective

NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267.

"Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365).

## Solution

This adds "base sets" as a variant of `SystemSet`:

A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive:

```rust
#[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)]
#[system_set(base)]
enum MyBaseSet {
  A,
  B,
}
``` 

**Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. 

**Base sets cannot belong to other sets**: this is where the word "base" comes from

Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set.

```rust
app.add_system(foo.in_base_set(MyBaseSet::A))
       // X must be a normal set ... base sets cannot be added to base sets
       .configure_set(X.in_base_set(MyBaseSet::A))
```

Base sets can still be configured like normal sets:

```rust
app.add_system(MyBaseSet::B.after(MyBaseSet::Ap))
``` 

The primary use case for base sets is enabling a "default base set":

```rust
schedule.set_default_base_set(CoreSet::Update)
  // this will belong to CoreSet::Update by default
  .add_system(foo)
  // this will override the default base set with PostUpdate
  .add_system(bar.in_base_set(CoreSet::PostUpdate))
```

This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides.

---

## Changelog

- Added "base sets" and ported CoreSet to use them.

## Migration Guide

TODO
2023-02-06 03:10:08 +00:00

76 lines
2.6 KiB
Rust

//! Illustrates parallel queries with `ParallelIterator`.
use bevy::ecs::query::BatchingStrategy;
use bevy::prelude::*;
use rand::random;
#[derive(Component, Deref)]
struct Velocity(Vec2);
fn spawn_system(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
let texture = asset_server.load("branding/icon.png");
for _ in 0..128 {
commands.spawn((
SpriteBundle {
texture: texture.clone(),
transform: Transform::from_scale(Vec3::splat(0.1)),
..default()
},
Velocity(20.0 * Vec2::new(random::<f32>() - 0.5, random::<f32>() - 0.5)),
));
}
}
// Move sprites according to their velocity
fn move_system(mut sprites: Query<(&mut Transform, &Velocity)>) {
// Compute the new location of each sprite in parallel on the
// ComputeTaskPool
//
// This example is only for demonstrative purposes. Using a
// ParallelIterator for an inexpensive operation like addition on only 128
// elements will not typically be faster than just using a normal Iterator.
// See the ParallelIterator documentation for more information on when
// to use or not use ParallelIterator over a normal Iterator.
sprites
.par_iter_mut()
.for_each_mut(|(mut transform, velocity)| {
transform.translation += velocity.extend(0.0);
});
}
// Bounce sprites outside the window
fn bounce_system(windows: Query<&Window>, mut sprites: Query<(&Transform, &mut Velocity)>) {
let window = windows.single();
let width = window.width();
let height = window.height();
let left = width / -2.0;
let right = width / 2.0;
let bottom = height / -2.0;
let top = height / 2.0;
// The default batch size can also be overridden.
// In this case a batch size of 32 is chosen to limit the overhead of
// ParallelIterator, since negating a vector is very inexpensive.
sprites
.par_iter_mut()
.batching_strategy(BatchingStrategy::fixed(32))
.for_each_mut(|(transform, mut v)| {
if !(left < transform.translation.x
&& transform.translation.x < right
&& bottom < transform.translation.y
&& transform.translation.y < top)
{
// For simplicity, just reverse the velocity; don't use realistic bounces
v.0 = -v.0;
}
});
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(spawn_system)
.add_system(move_system)
.add_system(bounce_system)
.run();
}