mirror of
https://github.com/bevyengine/bevy
synced 2024-11-14 17:07:47 +00:00
dcc03724a5
# 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
121 lines
3.5 KiB
Rust
121 lines
3.5 KiB
Rust
//! This example demonstrates the built-in 3d shapes in Bevy.
|
|
//! The scene includes a patterned texture and a rotation for visualizing the normals and UVs.
|
|
|
|
use std::f32::consts::PI;
|
|
|
|
use bevy::{
|
|
prelude::*,
|
|
render::render_resource::{Extent3d, TextureDimension, TextureFormat},
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
|
|
.add_startup_system(setup)
|
|
.add_system(rotate)
|
|
.run();
|
|
}
|
|
|
|
/// A marker component for our shapes so we can query them separately from the ground plane
|
|
#[derive(Component)]
|
|
struct Shape;
|
|
|
|
const X_EXTENT: f32 = 14.5;
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut images: ResMut<Assets<Image>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
let debug_material = materials.add(StandardMaterial {
|
|
base_color_texture: Some(images.add(uv_debug_texture())),
|
|
..default()
|
|
});
|
|
|
|
let shapes = [
|
|
meshes.add(shape::Cube::default().into()),
|
|
meshes.add(shape::Box::default().into()),
|
|
meshes.add(shape::Capsule::default().into()),
|
|
meshes.add(shape::Torus::default().into()),
|
|
meshes.add(shape::Cylinder::default().into()),
|
|
meshes.add(shape::Icosphere::default().try_into().unwrap()),
|
|
meshes.add(shape::UVSphere::default().into()),
|
|
];
|
|
|
|
let num_shapes = shapes.len();
|
|
|
|
for (i, shape) in shapes.into_iter().enumerate() {
|
|
commands.spawn((
|
|
PbrBundle {
|
|
mesh: shape,
|
|
material: debug_material.clone(),
|
|
transform: Transform::from_xyz(
|
|
-X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT,
|
|
2.0,
|
|
0.0,
|
|
)
|
|
.with_rotation(Quat::from_rotation_x(-PI / 4.)),
|
|
..default()
|
|
},
|
|
Shape,
|
|
));
|
|
}
|
|
|
|
commands.spawn(PointLightBundle {
|
|
point_light: PointLight {
|
|
intensity: 9000.0,
|
|
range: 100.,
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
transform: Transform::from_xyz(8.0, 16.0, 8.0),
|
|
..default()
|
|
});
|
|
|
|
// ground plane
|
|
commands.spawn(PbrBundle {
|
|
mesh: meshes.add(shape::Plane { size: 50. }.into()),
|
|
material: materials.add(Color::SILVER.into()),
|
|
..default()
|
|
});
|
|
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(0.0, 6., 12.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
fn rotate(mut query: Query<&mut Transform, With<Shape>>, time: Res<Time>) {
|
|
for mut transform in &mut query {
|
|
transform.rotate_y(time.delta_seconds() / 2.);
|
|
}
|
|
}
|
|
|
|
/// Creates a colorful test pattern
|
|
fn uv_debug_texture() -> Image {
|
|
const TEXTURE_SIZE: usize = 8;
|
|
|
|
let mut palette: [u8; 32] = [
|
|
255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
|
|
198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
|
|
];
|
|
|
|
let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
|
|
for y in 0..TEXTURE_SIZE {
|
|
let offset = TEXTURE_SIZE * y * 4;
|
|
texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
|
|
palette.rotate_right(4);
|
|
}
|
|
|
|
Image::new_fill(
|
|
Extent3d {
|
|
width: TEXTURE_SIZE as u32,
|
|
height: TEXTURE_SIZE as u32,
|
|
depth_or_array_layers: 1,
|
|
},
|
|
TextureDimension::D2,
|
|
&texture_data,
|
|
TextureFormat::Rgba8UnormSrgb,
|
|
)
|
|
}
|