mirror of
https://github.com/bevyengine/bevy
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557ab9897a
# Objective - In the large majority of cases, users were calling `.unwrap()` immediately after `.get_resource`. - Attempting to add more helpful error messages here resulted in endless manual boilerplate (see #3899 and the linked PRs). ## Solution - Add an infallible variant named `.resource` and so on. - Use these infallible variants over `.get_resource().unwrap()` across the code base. ## Notes I did not provide equivalent methods on `WorldCell`, in favor of removing it entirely in #3939. ## Migration Guide Infallible variants of `.get_resource` have been added that implicitly panic, rather than needing to be unwrapped. Replace `world.get_resource::<Foo>().unwrap()` with `world.resource::<Foo>()`. ## Impact - `.unwrap` search results before: 1084 - `.unwrap` search results after: 942 - internal `unwrap_or_else` calls added: 4 - trivial unwrap calls removed from tests and code: 146 - uses of the new `try_get_resource` API: 11 - percentage of the time the unwrapping API was used internally: 93%
111 lines
3.7 KiB
Rust
111 lines
3.7 KiB
Rust
use bevy::{
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core_pipeline::{draw_3d_graph, node, AlphaMask3d, Opaque3d, Transparent3d},
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prelude::*,
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render::{
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camera::{ActiveCameras, ExtractedCameraNames, RenderTarget},
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render_graph::{Node, NodeRunError, RenderGraph, RenderGraphContext, SlotValue},
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render_phase::RenderPhase,
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renderer::RenderContext,
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RenderApp, RenderStage,
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},
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window::{CreateWindow, PresentMode, WindowId},
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};
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/// This example creates a second window and draws a mesh from two different cameras, one in each window
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fn main() {
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let mut app = App::new();
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app.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.add_startup_system(create_new_window);
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let render_app = app.sub_app_mut(RenderApp);
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render_app.add_system_to_stage(RenderStage::Extract, extract_secondary_camera_phases);
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let mut graph = render_app.world.resource_mut::<RenderGraph>();
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graph.add_node(SECONDARY_PASS_DRIVER, SecondaryCameraDriver);
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graph
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.add_node_edge(node::MAIN_PASS_DEPENDENCIES, SECONDARY_PASS_DRIVER)
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.unwrap();
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app.run();
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}
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fn extract_secondary_camera_phases(mut commands: Commands, active_cameras: Res<ActiveCameras>) {
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if let Some(secondary) = active_cameras.get(SECONDARY_CAMERA_NAME) {
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if let Some(entity) = secondary.entity {
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commands.get_or_spawn(entity).insert_bundle((
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RenderPhase::<Opaque3d>::default(),
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RenderPhase::<AlphaMask3d>::default(),
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RenderPhase::<Transparent3d>::default(),
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));
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}
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}
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}
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const SECONDARY_CAMERA_NAME: &str = "Secondary";
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const SECONDARY_PASS_DRIVER: &str = "secondary_pass_driver";
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fn create_new_window(
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mut create_window_events: EventWriter<CreateWindow>,
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mut commands: Commands,
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mut active_cameras: ResMut<ActiveCameras>,
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) {
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let window_id = WindowId::new();
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// sends out a "CreateWindow" event, which will be received by the windowing backend
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create_window_events.send(CreateWindow {
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id: window_id,
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descriptor: WindowDescriptor {
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width: 800.,
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height: 600.,
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present_mode: PresentMode::Immediate,
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title: "Second window".to_string(),
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..Default::default()
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},
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});
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// second window camera
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commands.spawn_bundle(PerspectiveCameraBundle {
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camera: Camera {
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target: RenderTarget::Window(window_id),
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name: Some(SECONDARY_CAMERA_NAME.into()),
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..Default::default()
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},
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transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
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..Default::default()
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});
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active_cameras.add(SECONDARY_CAMERA_NAME);
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}
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struct SecondaryCameraDriver;
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impl Node for SecondaryCameraDriver {
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fn run(
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&self,
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graph: &mut RenderGraphContext,
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_render_context: &mut RenderContext,
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world: &World,
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) -> Result<(), NodeRunError> {
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let extracted_cameras = world.resource::<ExtractedCameraNames>();
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if let Some(camera_3d) = extracted_cameras.entities.get(SECONDARY_CAMERA_NAME) {
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graph.run_sub_graph(
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crate::draw_3d_graph::NAME,
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vec![SlotValue::Entity(*camera_3d)],
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)?;
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}
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Ok(())
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}
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// add entities to the world
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commands.spawn_scene(asset_server.load("models/monkey/Monkey.gltf#Scene0"));
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// light
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commands.spawn_bundle(PointLightBundle {
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transform: Transform::from_xyz(4.0, 5.0, 4.0),
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..Default::default()
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});
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// main camera
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
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..Default::default()
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});
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}
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