Add AssetChanged
query filter (#16810)
# Objective Implement a new `AssetChanged` query filter that allows users to query for entities whose related assets may have changed. - Closes https://github.com/bevyengine/bevy/issues/5069 - Unblocks #16420. Currently, `cold-specialization`, a key rendering optimization for unlocking ancillary benefits of the retained render world, is blocked on being unable detect all scenarios in which an entity's mesh/material changes using events and observers. An `AssetChanged` filter will drastically simplify our implementation and be more robust to future changes. Originally implemented by @nicopap in #5080. ## Solution - Adds a new `AssetChanged` query filter that initializes a `AssetChanges<A>` resource that tracks changed assets and ticks in `asset_events`. - ~Reverts #13343 and changes the api of `get_state` to accept `impl Into<UnsafeWorldCell<'w>>` to allow accessing the `AssetChanges<A>` resource.~ - Adds a `AsAssetId` trait used for newtype handle wrappers (e.g. `Mesh3d`) that allows associating a component with the underlying `Asset` it represents. ## Testing - Tests are added for `AssetChanged`. - TBD on performance. We are going to add this `Mesh3d` and `MeshMaterial3d` (etc) in the renderer. Long term wins in render performance this unblocks should swamp tracking overhead for any realistic workload. ## Migration Guide - The `asset_events` system is no longer public. Users should order their systems relative to the `AssetEvents` system set. --------- Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Patrick Walton <pcwalton@mimiga.net> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
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crates/bevy_asset/src/asset_changed.rs
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479
crates/bevy_asset/src/asset_changed.rs
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//! Defines the [`AssetChanged`] query filter.
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//!
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//! Like [`Changed`](bevy_ecs::prelude::Changed), but for [`Asset`]s,
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//! and triggers whenever the handle or the underlying asset changes.
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use crate::{AsAssetId, Asset, AssetId};
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use bevy_ecs::component::Components;
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use bevy_ecs::{
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archetype::Archetype,
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component::{ComponentId, Tick},
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prelude::{Entity, Resource, World},
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query::{FilteredAccess, QueryFilter, QueryItem, ReadFetch, WorldQuery},
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storage::{Table, TableRow},
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world::unsafe_world_cell::UnsafeWorldCell,
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};
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use bevy_utils::tracing::error;
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use bevy_utils::HashMap;
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use core::marker::PhantomData;
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use disqualified::ShortName;
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/// A resource that stores the last tick an asset was changed. This is used by
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/// the [`AssetChanged`] filter to determine if an asset has changed since the last time
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/// a query ran.
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///
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/// This resource is automatically managed by the [`AssetEvents`](crate::AssetEvents) schedule and
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/// should not be exposed to the user in order to maintain safety guarantees. Any additional uses of
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/// this resource should be carefully audited to ensure that they do not introduce any safety
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/// issues.
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#[derive(Resource)]
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pub(crate) struct AssetChanges<A: Asset> {
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change_ticks: HashMap<AssetId<A>, Tick>,
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last_change_tick: Tick,
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}
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impl<A: Asset> AssetChanges<A> {
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pub(crate) fn insert(&mut self, asset_id: AssetId<A>, tick: Tick) {
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self.last_change_tick = tick;
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self.change_ticks.insert(asset_id, tick);
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}
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pub(crate) fn remove(&mut self, asset_id: &AssetId<A>) {
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self.change_ticks.remove(asset_id);
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}
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}
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impl<A: Asset> Default for AssetChanges<A> {
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fn default() -> Self {
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Self {
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change_ticks: Default::default(),
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last_change_tick: Tick::new(0),
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}
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}
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}
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struct AssetChangeCheck<'w, A: AsAssetId> {
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// This should never be `None` in practice, but we need to handle the case
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// where the `AssetChanges` resource was removed.
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change_ticks: Option<&'w HashMap<AssetId<A::Asset>, Tick>>,
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last_run: Tick,
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this_run: Tick,
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}
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impl<A: AsAssetId> Clone for AssetChangeCheck<'_, A> {
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fn clone(&self) -> Self {
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*self
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}
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}
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impl<A: AsAssetId> Copy for AssetChangeCheck<'_, A> {}
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impl<'w, A: AsAssetId> AssetChangeCheck<'w, A> {
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fn new(changes: &'w AssetChanges<A::Asset>, last_run: Tick, this_run: Tick) -> Self {
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Self {
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change_ticks: Some(&changes.change_ticks),
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last_run,
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this_run,
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}
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}
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// TODO(perf): some sort of caching? Each check has two levels of indirection,
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// which is not optimal.
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fn has_changed(&self, handle: &A) -> bool {
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let is_newer = |tick: &Tick| tick.is_newer_than(self.last_run, self.this_run);
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let id = handle.as_asset_id();
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self.change_ticks
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.is_some_and(|change_ticks| change_ticks.get(&id).is_some_and(is_newer))
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}
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}
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/// Filter that selects entities with a `A` for an asset that changed
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/// after the system last ran, where `A` is a component that implements
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/// [`AsAssetId`].
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///
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/// Unlike `Changed<A>`, this is true whenever the asset for the `A`
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/// in `ResMut<Assets<A>>` changed. For example, when a mesh changed through the
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/// [`Assets<Mesh>::get_mut`] method, `AssetChanged<Mesh>` will iterate over all
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/// entities with the `Handle<Mesh>` for that mesh. Meanwhile, `Changed<Handle<Mesh>>`
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/// will iterate over no entities.
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///
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/// Swapping the actual `A` component is a common pattern. So you
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/// should check for _both_ `AssetChanged<A>` and `Changed<A>` with
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/// `Or<(Changed<A>, AssetChanged<A>)>`.
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///
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/// # Quirks
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///
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/// - Asset changes are registered in the [`AssetEvents`] schedule.
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/// - Removed assets are not detected.
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///
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/// The list of changed assets only gets updated in the
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/// [`AssetEvents`] schedule which runs in `Last`. Therefore, `AssetChanged`
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/// will only pick up asset changes in schedules following `AssetEvents` or the
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/// next frame. Consider adding the system in the `Last` schedule after [`AssetEvents`] if you need
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/// to react without frame delay to asset changes.
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///
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/// # Performance
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///
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/// When at least one `A` is updated, this will
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/// read a hashmap once per entity with a `A` component. The
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/// runtime of the query is proportional to how many entities with a `A`
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/// it matches.
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///
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/// If no `A` asset updated since the last time the system ran, then no lookups occur.
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///
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/// [`AssetEvents`]: crate::AssetEvents
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/// [`Assets<Mesh>::get_mut`]: crate::Assets::get_mut
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pub struct AssetChanged<A: AsAssetId>(PhantomData<A>);
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/// [`WorldQuery`] fetch for [`AssetChanged`].
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#[doc(hidden)]
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pub struct AssetChangedFetch<'w, A: AsAssetId> {
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inner: Option<ReadFetch<'w, A>>,
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check: AssetChangeCheck<'w, A>,
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}
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impl<'w, A: AsAssetId> Clone for AssetChangedFetch<'w, A> {
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fn clone(&self) -> Self {
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Self {
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inner: self.inner,
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check: self.check,
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}
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}
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}
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/// [`WorldQuery`] state for [`AssetChanged`].
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#[doc(hidden)]
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pub struct AssetChangedState<A: AsAssetId> {
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asset_id: ComponentId,
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resource_id: ComponentId,
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_asset: PhantomData<fn(A)>,
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}
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#[allow(unsafe_code)]
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/// SAFETY: `ROQueryFetch<Self>` is the same as `QueryFetch<Self>`
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unsafe impl<A: AsAssetId> WorldQuery for AssetChanged<A> {
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type Item<'w> = ();
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type Fetch<'w> = AssetChangedFetch<'w, A>;
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type State = AssetChangedState<A>;
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fn shrink<'wlong: 'wshort, 'wshort>(_: QueryItem<'wlong, Self>) -> QueryItem<'wshort, Self> {}
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fn shrink_fetch<'wlong: 'wshort, 'wshort>(fetch: Self::Fetch<'wlong>) -> Self::Fetch<'wshort> {
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fetch
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}
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unsafe fn init_fetch<'w>(
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world: UnsafeWorldCell<'w>,
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state: &Self::State,
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last_run: Tick,
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this_run: Tick,
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) -> Self::Fetch<'w> {
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// SAFETY:
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// - `AssetChanges` is private and only accessed mutably in the `AssetEvents` schedule
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// - `resource_id` was obtained from the type ID of `AssetChanges<A::Asset>`.
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let Some(changes) = (unsafe {
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world
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.get_resource_by_id(state.resource_id)
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.map(|ptr| ptr.deref::<AssetChanges<A::Asset>>())
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}) else {
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error!(
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"AssetChanges<{ty}> resource was removed, please do not remove \
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AssetChanges<{ty}> when using the AssetChanged<{ty}> world query",
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ty = ShortName::of::<A>()
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);
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return AssetChangedFetch {
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inner: None,
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check: AssetChangeCheck {
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change_ticks: None,
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last_run,
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this_run,
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},
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};
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};
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let has_updates = changes.last_change_tick.is_newer_than(last_run, this_run);
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AssetChangedFetch {
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inner: has_updates.then(||
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// SAFETY: We delegate to the inner `init_fetch` for `A`
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unsafe {
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<&A>::init_fetch(world, &state.asset_id, last_run, this_run)
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}),
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check: AssetChangeCheck::new(changes, last_run, this_run),
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}
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}
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const IS_DENSE: bool = <&A>::IS_DENSE;
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unsafe fn set_archetype<'w>(
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fetch: &mut Self::Fetch<'w>,
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state: &Self::State,
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archetype: &'w Archetype,
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table: &'w Table,
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) {
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if let Some(inner) = &mut fetch.inner {
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// SAFETY: We delegate to the inner `set_archetype` for `A`
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unsafe {
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<&A>::set_archetype(inner, &state.asset_id, archetype, table);
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}
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}
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}
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unsafe fn set_table<'w>(fetch: &mut Self::Fetch<'w>, state: &Self::State, table: &'w Table) {
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if let Some(inner) = &mut fetch.inner {
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// SAFETY: We delegate to the inner `set_table` for `A`
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unsafe {
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<&A>::set_table(inner, &state.asset_id, table);
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}
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}
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}
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unsafe fn fetch<'w>(_: &mut Self::Fetch<'w>, _: Entity, _: TableRow) -> Self::Item<'w> {}
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#[inline]
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fn update_component_access(state: &Self::State, access: &mut FilteredAccess<ComponentId>) {
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<&A>::update_component_access(&state.asset_id, access);
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assert!(
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!access.access().has_resource_write(state.resource_id),
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"AssetChanged<{ty}> requires read-only access to AssetChanges<{ty}>",
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ty = ShortName::of::<A>()
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);
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access.add_resource_read(state.resource_id);
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}
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fn init_state(world: &mut World) -> AssetChangedState<A> {
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let resource_id = world.init_resource::<AssetChanges<A::Asset>>();
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let asset_id = world.register_component::<A>();
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AssetChangedState {
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asset_id,
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resource_id,
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_asset: PhantomData,
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}
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}
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fn get_state(components: &Components) -> Option<Self::State> {
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let resource_id = components.resource_id::<AssetChanges<A::Asset>>()?;
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let asset_id = components.component_id::<A>()?;
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Some(AssetChangedState {
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asset_id,
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resource_id,
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_asset: PhantomData,
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})
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}
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fn matches_component_set(
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state: &Self::State,
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set_contains_id: &impl Fn(ComponentId) -> bool,
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) -> bool {
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set_contains_id(state.asset_id)
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}
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}
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#[allow(unsafe_code)]
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/// SAFETY: read-only access
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unsafe impl<A: AsAssetId> QueryFilter for AssetChanged<A> {
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const IS_ARCHETYPAL: bool = false;
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#[inline]
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unsafe fn filter_fetch(
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fetch: &mut Self::Fetch<'_>,
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entity: Entity,
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table_row: TableRow,
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) -> bool {
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fetch.inner.as_mut().map_or(false, |inner| {
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// SAFETY: We delegate to the inner `fetch` for `A`
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unsafe {
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let handle = <&A>::fetch(inner, entity, table_row);
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fetch.check.has_changed(handle)
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}
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})
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}
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}
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#[cfg(test)]
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mod tests {
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use crate::{self as bevy_asset, AssetEvents, AssetPlugin, Handle};
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use core::num::NonZero;
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use crate::{AssetApp, Assets};
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use bevy_app::{App, AppExit, Last, Startup, Update};
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use bevy_core::TaskPoolPlugin;
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use bevy_ecs::schedule::IntoSystemConfigs;
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use bevy_ecs::{
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component::Component,
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event::EventWriter,
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system::{Commands, IntoSystem, Local, Query, Res, ResMut, Resource},
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};
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use bevy_reflect::TypePath;
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use super::*;
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#[derive(Asset, TypePath, Debug)]
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struct MyAsset(usize, &'static str);
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#[derive(Component)]
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struct MyComponent(Handle<MyAsset>);
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impl AsAssetId for MyComponent {
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type Asset = MyAsset;
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fn as_asset_id(&self) -> AssetId<Self::Asset> {
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self.0.id()
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}
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}
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fn run_app<Marker>(system: impl IntoSystem<(), (), Marker>) {
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let mut app = App::new();
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app.add_plugins((TaskPoolPlugin::default(), AssetPlugin::default()))
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.init_asset::<MyAsset>()
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.add_systems(Update, system);
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app.update();
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}
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// According to a comment in QueryState::new in bevy_ecs, components on filter
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// position shouldn't conflict with components on query position.
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#[test]
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fn handle_filter_pos_ok() {
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fn compatible_filter(
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_query: Query<&mut MyComponent, AssetChanged<MyComponent>>,
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mut exit: EventWriter<AppExit>,
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) {
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exit.send(AppExit::Error(NonZero::<u8>::MIN));
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}
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run_app(compatible_filter);
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}
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#[derive(Default, PartialEq, Debug, Resource)]
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struct Counter(Vec<u32>);
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fn count_update(
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mut counter: ResMut<Counter>,
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assets: Res<Assets<MyAsset>>,
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query: Query<&MyComponent, AssetChanged<MyComponent>>,
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) {
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for handle in query.iter() {
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let asset = assets.get(&handle.0).unwrap();
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counter.0[asset.0] += 1;
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}
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}
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fn update_some(mut assets: ResMut<Assets<MyAsset>>, mut run_count: Local<u32>) {
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let mut update_index = |i| {
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let id = assets
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.iter()
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.find_map(|(h, a)| (a.0 == i).then_some(h))
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.unwrap();
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let asset = assets.get_mut(id).unwrap();
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println!("setting new value for {}", asset.0);
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asset.1 = "new_value";
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};
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match *run_count {
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0 | 1 => update_index(0),
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2 => {}
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3 => {
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update_index(0);
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update_index(1);
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}
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4.. => update_index(1),
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};
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*run_count += 1;
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}
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fn add_some(
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mut assets: ResMut<Assets<MyAsset>>,
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mut cmds: Commands,
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mut run_count: Local<u32>,
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) {
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match *run_count {
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1 => {
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cmds.spawn(MyComponent(assets.add(MyAsset(0, "init"))));
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}
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0 | 2 => {}
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3 => {
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cmds.spawn(MyComponent(assets.add(MyAsset(1, "init"))));
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cmds.spawn(MyComponent(assets.add(MyAsset(2, "init"))));
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}
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4.. => {
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cmds.spawn(MyComponent(assets.add(MyAsset(3, "init"))));
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}
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};
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*run_count += 1;
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}
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#[track_caller]
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fn assert_counter(app: &App, assert: Counter) {
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assert_eq!(&assert, app.world().resource::<Counter>());
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}
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#[test]
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fn added() {
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let mut app = App::new();
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app.add_plugins((TaskPoolPlugin::default(), AssetPlugin::default()))
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.init_asset::<MyAsset>()
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.insert_resource(Counter(vec![0, 0, 0, 0]))
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.add_systems(Update, add_some)
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.add_systems(Last, count_update.after(AssetEvents));
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// First run of the app, `add_systems(Startup…)` runs.
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app.update(); // run_count == 0
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assert_counter(&app, Counter(vec![0, 0, 0, 0]));
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app.update(); // run_count == 1
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assert_counter(&app, Counter(vec![1, 0, 0, 0]));
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app.update(); // run_count == 2
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assert_counter(&app, Counter(vec![1, 0, 0, 0]));
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app.update(); // run_count == 3
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assert_counter(&app, Counter(vec![1, 1, 1, 0]));
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app.update(); // run_count == 4
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assert_counter(&app, Counter(vec![1, 1, 1, 1]));
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}
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#[test]
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fn changed() {
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let mut app = App::new();
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app.add_plugins((TaskPoolPlugin::default(), AssetPlugin::default()))
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.init_asset::<MyAsset>()
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.insert_resource(Counter(vec![0, 0]))
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.add_systems(
|
||||
Startup,
|
||||
|mut cmds: Commands, mut assets: ResMut<Assets<MyAsset>>| {
|
||||
let asset0 = assets.add(MyAsset(0, "init"));
|
||||
let asset1 = assets.add(MyAsset(1, "init"));
|
||||
cmds.spawn(MyComponent(asset0.clone()));
|
||||
cmds.spawn(MyComponent(asset0));
|
||||
cmds.spawn(MyComponent(asset1.clone()));
|
||||
cmds.spawn(MyComponent(asset1.clone()));
|
||||
cmds.spawn(MyComponent(asset1));
|
||||
},
|
||||
)
|
||||
.add_systems(Update, update_some)
|
||||
.add_systems(Last, count_update.after(AssetEvents));
|
||||
|
||||
// First run of the app, `add_systems(Startup…)` runs.
|
||||
app.update(); // run_count == 0
|
||||
|
||||
// First run: We count the entities that were added in the `Startup` schedule
|
||||
assert_counter(&app, Counter(vec![2, 3]));
|
||||
|
||||
// Second run: `update_once` updates the first asset, which is
|
||||
// associated with two entities, so `count_update` picks up two updates
|
||||
app.update(); // run_count == 1
|
||||
assert_counter(&app, Counter(vec![4, 3]));
|
||||
|
||||
// Third run: `update_once` doesn't update anything, same values as last
|
||||
app.update(); // run_count == 2
|
||||
assert_counter(&app, Counter(vec![4, 3]));
|
||||
|
||||
// Fourth run: We update the two assets (asset 0: 2 entities, asset 1: 3)
|
||||
app.update(); // run_count == 3
|
||||
assert_counter(&app, Counter(vec![6, 6]));
|
||||
|
||||
// Fifth run: only update second asset
|
||||
app.update(); // run_count == 4
|
||||
assert_counter(&app, Counter(vec![6, 9]));
|
||||
// ibid
|
||||
app.update(); // run_count == 5
|
||||
assert_counter(&app, Counter(vec![6, 12]));
|
||||
}
|
||||
}
|
@ -1,3 +1,4 @@
|
||||
use crate::asset_changed::AssetChanges;
|
||||
use crate::{
|
||||
self as bevy_asset, Asset, AssetEvent, AssetHandleProvider, AssetId, AssetServer, Handle,
|
||||
UntypedHandle,
|
||||
@ -5,7 +6,7 @@ use crate::{
|
||||
use alloc::sync::Arc;
|
||||
use bevy_ecs::{
|
||||
prelude::EventWriter,
|
||||
system::{Res, ResMut, Resource},
|
||||
system::{Res, ResMut, Resource, SystemChangeTick},
|
||||
};
|
||||
use bevy_reflect::{Reflect, TypePath};
|
||||
use bevy_utils::HashMap;
|
||||
@ -559,7 +560,24 @@ impl<A: Asset> Assets<A> {
|
||||
/// A system that applies accumulated asset change events to the [`Events`] resource.
|
||||
///
|
||||
/// [`Events`]: bevy_ecs::event::Events
|
||||
pub fn asset_events(mut assets: ResMut<Self>, mut events: EventWriter<AssetEvent<A>>) {
|
||||
pub(crate) fn asset_events(
|
||||
mut assets: ResMut<Self>,
|
||||
mut events: EventWriter<AssetEvent<A>>,
|
||||
asset_changes: Option<ResMut<AssetChanges<A>>>,
|
||||
ticks: SystemChangeTick,
|
||||
) {
|
||||
use AssetEvent::{Added, LoadedWithDependencies, Modified, Removed};
|
||||
|
||||
if let Some(mut asset_changes) = asset_changes {
|
||||
for new_event in &assets.queued_events {
|
||||
match new_event {
|
||||
Removed { id } | AssetEvent::Unused { id } => asset_changes.remove(id),
|
||||
Added { id } | Modified { id } | LoadedWithDependencies { id } => {
|
||||
asset_changes.insert(*id, ticks.this_run());
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
events.send_batch(assets.queued_events.drain(..));
|
||||
}
|
||||
|
||||
|
@ -21,7 +21,7 @@
|
||||
//! Typically, you'll use the [`AssetServer::load`] method to load an asset from disk, which returns a [`Handle`].
|
||||
//! Note that this method does not attempt to reload the asset if it has already been loaded: as long as at least one handle has not been dropped,
|
||||
//! calling [`AssetServer::load`] on the same path will return the same handle.
|
||||
//! The handle that's returned can be used to instantiate various [`Component`](bevy_ecs::prelude::Component)s that require asset data to function,
|
||||
//! The handle that's returned can be used to instantiate various [`Component`]s that require asset data to function,
|
||||
//! which will then be spawned into the world as part of an entity.
|
||||
//!
|
||||
//! To avoid assets "popping" into existence, you may want to check that all of the required assets are loaded before transitioning to a new scene.
|
||||
@ -146,6 +146,7 @@
|
||||
)]
|
||||
|
||||
extern crate alloc;
|
||||
extern crate core;
|
||||
|
||||
pub mod io;
|
||||
pub mod meta;
|
||||
@ -157,6 +158,9 @@ pub mod transformer;
|
||||
///
|
||||
/// This includes the most common types in this crate, re-exported for your convenience.
|
||||
pub mod prelude {
|
||||
#[doc(hidden)]
|
||||
pub use crate::asset_changed::AssetChanged;
|
||||
|
||||
#[doc(hidden)]
|
||||
pub use crate::{
|
||||
Asset, AssetApp, AssetEvent, AssetId, AssetMode, AssetPlugin, AssetServer, Assets,
|
||||
@ -164,6 +168,7 @@ pub mod prelude {
|
||||
};
|
||||
}
|
||||
|
||||
mod asset_changed;
|
||||
mod assets;
|
||||
mod direct_access_ext;
|
||||
mod event;
|
||||
@ -203,6 +208,7 @@ use crate::{
|
||||
};
|
||||
use alloc::sync::Arc;
|
||||
use bevy_app::{App, Last, Plugin, PreUpdate};
|
||||
use bevy_ecs::prelude::Component;
|
||||
use bevy_ecs::{
|
||||
reflect::AppTypeRegistry,
|
||||
schedule::{IntoSystemConfigs, IntoSystemSetConfigs, SystemSet},
|
||||
@ -398,6 +404,15 @@ impl Plugin for AssetPlugin {
|
||||
)]
|
||||
pub trait Asset: VisitAssetDependencies + TypePath + Send + Sync + 'static {}
|
||||
|
||||
/// A trait for components that can be used as asset identifiers, e.g. handle wrappers.
|
||||
pub trait AsAssetId: Component {
|
||||
/// The underlying asset type.
|
||||
type Asset: Asset;
|
||||
|
||||
/// Retrieves the asset id from this component.
|
||||
fn as_asset_id(&self) -> AssetId<Self::Asset>;
|
||||
}
|
||||
|
||||
/// This trait defines how to visit the dependencies of an asset.
|
||||
/// For example, a 3D model might require both textures and meshes to be loaded.
|
||||
///
|
||||
|
Loading…
Reference in New Issue
Block a user