mirror of
https://github.com/bevyengine/bevy
synced 2024-12-18 17:13:10 +00:00
25bfa80e60
# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
138 lines
5.4 KiB
Rust
138 lines
5.4 KiB
Rust
//! This example shows how to use the ECS and the [`AsyncComputeTaskPool`]
|
|
//! to spawn, poll, and complete tasks across systems and system ticks.
|
|
|
|
use bevy::{
|
|
ecs::{system::SystemState, world::CommandQueue},
|
|
prelude::*,
|
|
tasks::{block_on, futures_lite::future, AsyncComputeTaskPool, Task},
|
|
};
|
|
use rand::Rng;
|
|
use std::time::Duration;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, (setup_env, add_assets, spawn_tasks))
|
|
.add_systems(Update, handle_tasks)
|
|
.run();
|
|
}
|
|
|
|
// Number of cubes to spawn across the x, y, and z axis
|
|
const NUM_CUBES: u32 = 6;
|
|
|
|
#[derive(Resource, Deref)]
|
|
struct BoxMeshHandle(Handle<Mesh>);
|
|
|
|
#[derive(Resource, Deref)]
|
|
struct BoxMaterialHandle(Handle<StandardMaterial>);
|
|
|
|
/// Startup system which runs only once and generates our Box Mesh
|
|
/// and Box Material assets, adds them to their respective Asset
|
|
/// Resources, and stores their handles as resources so we can access
|
|
/// them later when we're ready to render our Boxes
|
|
fn add_assets(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
let box_mesh_handle = meshes.add(Cuboid::new(0.25, 0.25, 0.25));
|
|
commands.insert_resource(BoxMeshHandle(box_mesh_handle));
|
|
|
|
let box_material_handle = materials.add(Color::srgb(1.0, 0.2, 0.3));
|
|
commands.insert_resource(BoxMaterialHandle(box_material_handle));
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct ComputeTransform(Task<CommandQueue>);
|
|
|
|
/// This system generates tasks simulating computationally intensive
|
|
/// work that potentially spans multiple frames/ticks. A separate
|
|
/// system, [`handle_tasks`], will poll the spawned tasks on subsequent
|
|
/// frames/ticks, and use the results to spawn cubes
|
|
fn spawn_tasks(mut commands: Commands) {
|
|
let thread_pool = AsyncComputeTaskPool::get();
|
|
for x in 0..NUM_CUBES {
|
|
for y in 0..NUM_CUBES {
|
|
for z in 0..NUM_CUBES {
|
|
// Spawn new task on the AsyncComputeTaskPool; the task will be
|
|
// executed in the background, and the Task future returned by
|
|
// spawn() can be used to poll for the result
|
|
let entity = commands.spawn_empty().id();
|
|
let task = thread_pool.spawn(async move {
|
|
let duration = Duration::from_secs_f32(rand::thread_rng().gen_range(0.05..5.0));
|
|
|
|
// Pretend this is a time-intensive function. :)
|
|
async_std::task::sleep(duration).await;
|
|
|
|
// Such hard work, all done!
|
|
let transform = Transform::from_xyz(x as f32, y as f32, z as f32);
|
|
let mut command_queue = CommandQueue::default();
|
|
|
|
// we use a raw command queue to pass a FnOnce(&mut World) back to be
|
|
// applied in a deferred manner.
|
|
command_queue.push(move |world: &mut World| {
|
|
let (box_mesh_handle, box_material_handle) = {
|
|
let mut system_state = SystemState::<(
|
|
Res<BoxMeshHandle>,
|
|
Res<BoxMaterialHandle>,
|
|
)>::new(world);
|
|
let (box_mesh_handle, box_material_handle) =
|
|
system_state.get_mut(world);
|
|
|
|
(box_mesh_handle.clone(), box_material_handle.clone())
|
|
};
|
|
|
|
world
|
|
.entity_mut(entity)
|
|
// Add our new `Mesh3d` and `MeshMaterial3d` to our tagged entity
|
|
.insert((
|
|
Mesh3d(box_mesh_handle),
|
|
MeshMaterial3d(box_material_handle),
|
|
transform,
|
|
))
|
|
// Task is complete, so remove task component from entity
|
|
.remove::<ComputeTransform>();
|
|
});
|
|
|
|
command_queue
|
|
});
|
|
|
|
// Spawn new entity and add our new task as a component
|
|
commands.entity(entity).insert(ComputeTransform(task));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// This system queries for entities that have our Task<Transform> component. It polls the
|
|
/// tasks to see if they're complete. If the task is complete it takes the result, adds a
|
|
/// new [`Mesh3d`] and [`MeshMaterial3d`] to the entity using the result from the task's work, and
|
|
/// removes the task component from the entity.
|
|
fn handle_tasks(mut commands: Commands, mut transform_tasks: Query<&mut ComputeTransform>) {
|
|
for mut task in &mut transform_tasks {
|
|
if let Some(mut commands_queue) = block_on(future::poll_once(&mut task.0)) {
|
|
// append the returned command queue to have it execute later
|
|
commands.append(&mut commands_queue);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// This system is only used to setup light and camera for the environment
|
|
fn setup_env(mut commands: Commands) {
|
|
// Used to center camera on spawned cubes
|
|
let offset = if NUM_CUBES % 2 == 0 {
|
|
(NUM_CUBES / 2) as f32 - 0.5
|
|
} else {
|
|
(NUM_CUBES / 2) as f32
|
|
};
|
|
|
|
// lights
|
|
commands.spawn((PointLight::default(), Transform::from_xyz(4.0, 12.0, 15.0)));
|
|
|
|
// camera
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(offset, offset, 15.0)
|
|
.looking_at(Vec3::new(offset, offset, 0.0), Vec3::Y),
|
|
));
|
|
}
|