mirror of
https://github.com/bevyengine/bevy
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513be52505
# Objective Needing to derive `AnimationEvent` for `Event` is unnecessary, and the trigger logic coupled to it feels like we're coupling "event producer" logic with the event itself, which feels wrong. It also comes with a bunch of complexity, which is again unnecessary. We can have the flexibility of "custom animation event trigger logic" without this coupling and complexity. The current `animation_events` example is also needlessly complicated, due to it needing to work around system ordering issues. The docs describing it are also slightly wrong. We can make this all a non-issue by solving the underlying ordering problem. Related to this, we use the `bevy_animation::Animation` system set to solve PostUpdate animation order-of-operations issues. If we move this to bevy_app as part of our "core schedule", we can cut out needless `bevy_animation` crate dependencies in these instances. ## Solution - Remove `AnimationEvent`, the derive, and all other infrastructure associated with it (such as the `bevy_animation/derive` crate) - Replace all instances of `AnimationEvent` traits with `Event + Clone` - Store and use functions for custom animation trigger logic (ex: `clip.add_event_fn()`). For "normal" cases users dont need to think about this and should use the simpler `clip.add_event()` - Run the `Animation` system set _before_ updating text - Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove unnecessary `bevy_animation` dependency from `bevy_ui` - Adjust `animation_events` example to use the simpler `clip.add_event` API, as the workarounds are no longer necessary This is polishing work that will land in 0.15, and I think it is simple enough and valuable enough to land in 0.15 with it, in the interest of making the feature as compelling as possible.
469 lines
19 KiB
Rust
469 lines
19 KiB
Rust
use crate::{App, Plugin};
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use bevy_ecs::{
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schedule::{
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ExecutorKind, InternedScheduleLabel, IntoSystemSetConfigs, Schedule, ScheduleLabel,
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SystemSet,
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},
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system::{Local, Resource},
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world::{Mut, World},
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};
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/// The schedule that contains the app logic that is evaluated each tick of [`App::update()`].
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///
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/// By default, it will run the following schedules in the given order:
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///
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/// On the first run of the schedule (and only on the first run), it will run:
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/// * [`PreStartup`]
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/// * [`Startup`]
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/// * [`PostStartup`]
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///
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/// Then it will run:
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/// * [`First`]
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/// * [`PreUpdate`]
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/// * [`StateTransition`]
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/// * [`RunFixedMainLoop`]
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/// * This will run [`FixedMain`] zero to many times, based on how much time has elapsed.
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/// * [`Update`]
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/// * [`PostUpdate`]
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/// * [`Last`]
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///
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/// # Rendering
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///
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/// Note rendering is not executed in the main schedule by default.
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/// Instead, rendering is performed in a separate [`SubApp`]
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/// which exchanges data with the main app in between the main schedule runs.
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///
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/// See [`RenderPlugin`] and [`PipelinedRenderingPlugin`] for more details.
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///
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/// [`StateTransition`]: https://docs.rs/bevy/latest/bevy/prelude/struct.StateTransition.html
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/// [`RenderPlugin`]: https://docs.rs/bevy/latest/bevy/render/struct.RenderPlugin.html
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/// [`PipelinedRenderingPlugin`]: https://docs.rs/bevy/latest/bevy/render/pipelined_rendering/struct.PipelinedRenderingPlugin.html
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/// [`SubApp`]: crate::SubApp
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct Main;
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/// The schedule that runs before [`Startup`].
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct PreStartup;
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/// The schedule that runs once when the app starts.
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct Startup;
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/// The schedule that runs once after [`Startup`].
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct PostStartup;
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/// Runs first in the schedule.
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct First;
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/// The schedule that contains logic that must run before [`Update`]. For example, a system that reads raw keyboard
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/// input OS events into an `Events` resource. This enables systems in [`Update`] to consume the events from the `Events`
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/// resource without actually knowing about (or taking a direct scheduler dependency on) the "os-level keyboard event system".
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///
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/// [`PreUpdate`] exists to do "engine/plugin preparation work" that ensures the APIs consumed in [`Update`] are "ready".
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/// [`PreUpdate`] abstracts out "pre work implementation details".
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct PreUpdate;
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/// Runs the [`FixedMain`] schedule in a loop according until all relevant elapsed time has been "consumed".
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///
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/// If you need to order your variable timestep systems
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/// before or after the fixed update logic, use the [`RunFixedMainLoopSystem`] system set.
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///
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/// Note that in contrast to most other Bevy schedules, systems added directly to
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/// [`RunFixedMainLoop`] will *not* be parallelized between each other.
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct RunFixedMainLoop;
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/// Runs first in the [`FixedMain`] schedule.
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///
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/// See the [`FixedMain`] schedule for details on how fixed updates work.
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct FixedFirst;
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/// The schedule that contains logic that must run before [`FixedUpdate`].
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///
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/// See the [`FixedMain`] schedule for details on how fixed updates work.
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct FixedPreUpdate;
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/// The schedule that contains most gameplay logic, which runs at a fixed rate rather than every render frame.
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/// For logic that should run once per render frame, use the [`Update`] schedule instead.
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///
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/// Examples of systems that should run at a fixed rate include (but are not limited to):
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/// - Physics
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/// - AI
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/// - Networking
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/// - Game rules
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///
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/// See the [`Update`] schedule for examples of systems that *should not* use this schedule.
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/// See the [`FixedMain`] schedule for details on how fixed updates work.
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct FixedUpdate;
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/// The schedule that runs after the [`FixedUpdate`] schedule, for reacting
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/// to changes made in the main update logic.
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///
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/// See the [`FixedMain`] schedule for details on how fixed updates work.
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct FixedPostUpdate;
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/// The schedule that runs last in [`FixedMain`]
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///
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/// See the [`FixedMain`] schedule for details on how fixed updates work.
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct FixedLast;
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/// The schedule that contains systems which only run after a fixed period of time has elapsed.
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///
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/// This is run by the [`RunFixedMainLoop`] schedule. If you need to order your variable timestep systems
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/// before or after the fixed update logic, use the [`RunFixedMainLoopSystem`] system set.
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///
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/// Frequency of execution is configured by inserting `Time<Fixed>` resource, 64 Hz by default.
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/// See [this example](https://github.com/bevyengine/bevy/blob/latest/examples/time/time.rs).
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct FixedMain;
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/// The schedule that contains any app logic that must run once per render frame.
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/// For most gameplay logic, consider using [`FixedUpdate`] instead.
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///
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/// Examples of systems that should run once per render frame include (but are not limited to):
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/// - UI
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/// - Input handling
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/// - Audio control
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///
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/// See the [`FixedUpdate`] schedule for examples of systems that *should not* use this schedule.
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct Update;
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/// The schedule that contains scene spawning.
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct SpawnScene;
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/// The schedule that contains logic that must run after [`Update`]. For example, synchronizing "local transforms" in a hierarchy
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/// to "global" absolute transforms. This enables the [`PostUpdate`] transform-sync system to react to "local transform" changes in
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/// [`Update`] without the [`Update`] systems needing to know about (or add scheduler dependencies for) the "global transform sync system".
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///
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/// [`PostUpdate`] exists to do "engine/plugin response work" to things that happened in [`Update`].
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/// [`PostUpdate`] abstracts out "implementation details" from users defining systems in [`Update`].
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct PostUpdate;
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/// Runs last in the schedule.
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct Last;
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/// Animation system set. This exists in [`PostUpdate`].
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#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
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pub struct Animation;
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/// Defines the schedules to be run for the [`Main`] schedule, including
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/// their order.
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#[derive(Resource, Debug)]
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pub struct MainScheduleOrder {
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/// The labels to run for the main phase of the [`Main`] schedule (in the order they will be run).
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pub labels: Vec<InternedScheduleLabel>,
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/// The labels to run for the startup phase of the [`Main`] schedule (in the order they will be run).
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pub startup_labels: Vec<InternedScheduleLabel>,
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}
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impl Default for MainScheduleOrder {
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fn default() -> Self {
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Self {
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labels: vec![
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First.intern(),
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PreUpdate.intern(),
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RunFixedMainLoop.intern(),
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Update.intern(),
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SpawnScene.intern(),
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PostUpdate.intern(),
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Last.intern(),
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],
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startup_labels: vec![PreStartup.intern(), Startup.intern(), PostStartup.intern()],
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}
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}
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}
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impl MainScheduleOrder {
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/// Adds the given `schedule` after the `after` schedule in the main list of schedules.
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pub fn insert_after(&mut self, after: impl ScheduleLabel, schedule: impl ScheduleLabel) {
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let index = self
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.labels
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.iter()
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.position(|current| (**current).eq(&after))
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.unwrap_or_else(|| panic!("Expected {after:?} to exist"));
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self.labels.insert(index + 1, schedule.intern());
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}
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/// Adds the given `schedule` before the `before` schedule in the main list of schedules.
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pub fn insert_before(&mut self, before: impl ScheduleLabel, schedule: impl ScheduleLabel) {
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let index = self
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.labels
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.iter()
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.position(|current| (**current).eq(&before))
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.unwrap_or_else(|| panic!("Expected {before:?} to exist"));
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self.labels.insert(index, schedule.intern());
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}
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/// Adds the given `schedule` after the `after` schedule in the list of startup schedules.
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pub fn insert_startup_after(
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&mut self,
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after: impl ScheduleLabel,
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schedule: impl ScheduleLabel,
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) {
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let index = self
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.startup_labels
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.iter()
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.position(|current| (**current).eq(&after))
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.unwrap_or_else(|| panic!("Expected {after:?} to exist"));
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self.startup_labels.insert(index + 1, schedule.intern());
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}
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/// Adds the given `schedule` before the `before` schedule in the list of startup schedules.
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pub fn insert_startup_before(
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&mut self,
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before: impl ScheduleLabel,
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schedule: impl ScheduleLabel,
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) {
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let index = self
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.startup_labels
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.iter()
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.position(|current| (**current).eq(&before))
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.unwrap_or_else(|| panic!("Expected {before:?} to exist"));
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self.startup_labels.insert(index, schedule.intern());
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}
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}
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impl Main {
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/// A system that runs the "main schedule"
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pub fn run_main(world: &mut World, mut run_at_least_once: Local<bool>) {
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if !*run_at_least_once {
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world.resource_scope(|world, order: Mut<MainScheduleOrder>| {
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for &label in &order.startup_labels {
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let _ = world.try_run_schedule(label);
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}
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});
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*run_at_least_once = true;
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}
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world.resource_scope(|world, order: Mut<MainScheduleOrder>| {
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for &label in &order.labels {
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let _ = world.try_run_schedule(label);
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}
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});
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}
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}
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/// Initializes the [`Main`] schedule, sub schedules, and resources for a given [`App`].
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pub struct MainSchedulePlugin;
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impl Plugin for MainSchedulePlugin {
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fn build(&self, app: &mut App) {
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// simple "facilitator" schedules benefit from simpler single threaded scheduling
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let mut main_schedule = Schedule::new(Main);
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main_schedule.set_executor_kind(ExecutorKind::SingleThreaded);
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let mut fixed_main_schedule = Schedule::new(FixedMain);
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fixed_main_schedule.set_executor_kind(ExecutorKind::SingleThreaded);
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let mut fixed_main_loop_schedule = Schedule::new(RunFixedMainLoop);
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fixed_main_loop_schedule.set_executor_kind(ExecutorKind::SingleThreaded);
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app.add_schedule(main_schedule)
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.add_schedule(fixed_main_schedule)
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.add_schedule(fixed_main_loop_schedule)
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.init_resource::<MainScheduleOrder>()
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.init_resource::<FixedMainScheduleOrder>()
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.add_systems(Main, Main::run_main)
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.add_systems(FixedMain, FixedMain::run_fixed_main)
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.configure_sets(
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RunFixedMainLoop,
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(
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RunFixedMainLoopSystem::BeforeFixedMainLoop,
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RunFixedMainLoopSystem::FixedMainLoop,
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RunFixedMainLoopSystem::AfterFixedMainLoop,
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)
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.chain(),
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);
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#[cfg(feature = "bevy_debug_stepping")]
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{
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use bevy_ecs::schedule::{IntoSystemConfigs, Stepping};
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app.add_systems(Main, Stepping::begin_frame.before(Main::run_main));
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}
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}
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}
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/// Defines the schedules to be run for the [`FixedMain`] schedule, including
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/// their order.
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#[derive(Resource, Debug)]
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pub struct FixedMainScheduleOrder {
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/// The labels to run for the [`FixedMain`] schedule (in the order they will be run).
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pub labels: Vec<InternedScheduleLabel>,
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}
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impl Default for FixedMainScheduleOrder {
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fn default() -> Self {
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Self {
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labels: vec![
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FixedFirst.intern(),
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FixedPreUpdate.intern(),
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FixedUpdate.intern(),
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FixedPostUpdate.intern(),
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FixedLast.intern(),
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],
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}
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}
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}
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impl FixedMainScheduleOrder {
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/// Adds the given `schedule` after the `after` schedule
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pub fn insert_after(&mut self, after: impl ScheduleLabel, schedule: impl ScheduleLabel) {
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let index = self
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.labels
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.iter()
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.position(|current| (**current).eq(&after))
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.unwrap_or_else(|| panic!("Expected {after:?} to exist"));
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self.labels.insert(index + 1, schedule.intern());
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}
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/// Adds the given `schedule` before the `before` schedule
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pub fn insert_before(&mut self, before: impl ScheduleLabel, schedule: impl ScheduleLabel) {
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let index = self
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.labels
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.iter()
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.position(|current| (**current).eq(&before))
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.unwrap_or_else(|| panic!("Expected {before:?} to exist"));
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self.labels.insert(index, schedule.intern());
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}
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}
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impl FixedMain {
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/// A system that runs the fixed timestep's "main schedule"
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pub fn run_fixed_main(world: &mut World) {
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world.resource_scope(|world, order: Mut<FixedMainScheduleOrder>| {
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for &label in &order.labels {
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let _ = world.try_run_schedule(label);
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}
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});
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}
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}
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/// Set enum for the systems that want to run inside [`RunFixedMainLoop`],
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/// but before or after the fixed update logic. Systems in this set
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/// will run exactly once per frame, regardless of the number of fixed updates.
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/// They will also run under a variable timestep.
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///
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/// This is useful for handling things that need to run every frame, but
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/// also need to be read by the fixed update logic. See the individual variants
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/// for examples of what kind of systems should be placed in each.
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///
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/// Note that in contrast to most other Bevy schedules, systems added directly to
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/// [`RunFixedMainLoop`] will *not* be parallelized between each other.
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#[derive(Debug, Hash, PartialEq, Eq, Copy, Clone, SystemSet)]
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pub enum RunFixedMainLoopSystem {
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/// Runs before the fixed update logic.
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///
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/// A good example of a system that fits here
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/// is camera movement, which needs to be updated in a variable timestep,
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/// as you want the camera to move with as much precision and updates as
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/// the frame rate allows. A physics system that needs to read the camera
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/// position and orientation, however, should run in the fixed update logic,
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/// as it needs to be deterministic and run at a fixed rate for better stability.
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/// Note that we are not placing the camera movement system in `Update`, as that
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/// would mean that the physics system already ran at that point.
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///
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/// # Example
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/// ```
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/// # use bevy_app::prelude::*;
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/// # use bevy_ecs::prelude::*;
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/// App::new()
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/// .add_systems(
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/// RunFixedMainLoop,
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/// update_camera_rotation.in_set(RunFixedMainLoopSystem::BeforeFixedMainLoop))
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/// .add_systems(FixedUpdate, update_physics);
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///
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/// # fn update_camera_rotation() {}
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/// # fn update_physics() {}
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/// ```
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BeforeFixedMainLoop,
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/// Contains the fixed update logic.
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/// Runs [`FixedMain`] zero or more times based on delta of
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/// [`Time<Virtual>`] and [`Time::overstep`].
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///
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/// Don't place systems here, use [`FixedUpdate`] and friends instead.
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/// Use this system instead to order your systems to run specifically inbetween the fixed update logic and all
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/// other systems that run in [`RunFixedMainLoopSystem::BeforeFixedMainLoop`] or [`RunFixedMainLoopSystem::AfterFixedMainLoop`].
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///
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/// [`Time<Virtual>`]: https://docs.rs/bevy/latest/bevy/prelude/struct.Virtual.html
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/// [`Time::overstep`]: https://docs.rs/bevy/latest/bevy/time/struct.Time.html#method.overstep
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/// # Example
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/// ```
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/// # use bevy_app::prelude::*;
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/// # use bevy_ecs::prelude::*;
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/// App::new()
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/// .add_systems(FixedUpdate, update_physics)
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/// .add_systems(
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/// RunFixedMainLoop,
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/// (
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/// // This system will be called before all interpolation systems
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/// // that third-party plugins might add.
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/// prepare_for_interpolation
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/// .after(RunFixedMainLoopSystem::FixedMainLoop)
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/// .before(RunFixedMainLoopSystem::AfterFixedMainLoop),
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/// )
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|
/// );
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|
///
|
|
/// # fn prepare_for_interpolation() {}
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/// # fn update_physics() {}
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|
/// ```
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|
FixedMainLoop,
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|
/// Runs after the fixed update logic.
|
|
///
|
|
/// A good example of a system that fits here
|
|
/// is a system that interpolates the transform of an entity between the last and current fixed update.
|
|
/// See the [fixed timestep example] for more details.
|
|
///
|
|
/// [fixed timestep example]: https://github.com/bevyengine/bevy/blob/main/examples/movement/physics_in_fixed_timestep.rs
|
|
///
|
|
/// # Example
|
|
/// ```
|
|
/// # use bevy_app::prelude::*;
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// App::new()
|
|
/// .add_systems(FixedUpdate, update_physics)
|
|
/// .add_systems(
|
|
/// RunFixedMainLoop,
|
|
/// interpolate_transforms.in_set(RunFixedMainLoopSystem::AfterFixedMainLoop));
|
|
///
|
|
/// # fn interpolate_transforms() {}
|
|
/// # fn update_physics() {}
|
|
/// ```
|
|
AfterFixedMainLoop,
|
|
}
|