bevy/examples/3d/3d_shapes.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

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,
)
}