 13cbb9cf10
			
		
	
	
		13cbb9cf10
		
			
		
	
	
	
	
		
			
			# Objective Fixes https://github.com/bevyengine/bevy/issues/11628 ## Migration Guide `Command` and `CommandQueue` have migrated from `bevy_ecs::system` to `bevy_ecs::world`, so `use bevy_ecs::world::{Command, CommandQueue};` when necessary.
		
			
				
	
	
		
			146 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			146 lines
		
	
	
		
			5.6 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,
 | |
|     ecs::world::CommandQueue,
 | |
|     prelude::*,
 | |
|     tasks::{block_on, futures_lite::future, AsyncComputeTaskPool, Task},
 | |
| };
 | |
| use rand::Rng;
 | |
| use std::{thread, 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 mut rng = rand::thread_rng();
 | |
| 
 | |
|                     let duration = Duration::from_secs_f32(rng.gen_range(0.05..0.2));
 | |
| 
 | |
|                     // Pretend this is a time-intensive function. :)
 | |
|                     thread::sleep(duration);
 | |
| 
 | |
|                     // 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 FnOne(&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 PbrBundle of components to our tagged entity
 | |
|                             .insert(PbrBundle {
 | |
|                                 mesh: box_mesh_handle,
 | |
|                                 material: box_material_handle,
 | |
|                                 transform,
 | |
|                                 ..default()
 | |
|                             })
 | |
|                             // 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 [`PbrBundle`] of components 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(PointLightBundle {
 | |
|         transform: Transform::from_xyz(4.0, 12.0, 15.0),
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // camera
 | |
|     commands.spawn(Camera3dBundle {
 | |
|         transform: Transform::from_xyz(offset, offset, 15.0)
 | |
|             .looking_at(Vec3::new(offset, offset, 0.0), Vec3::Y),
 | |
|         ..default()
 | |
|     });
 | |
| }
 |