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		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
		
			
				
	
	
		
			93 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			93 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Creates a hierarchy of parents and children entities.
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| 
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| use std::f32::consts::*;
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| 
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| use bevy::prelude::*;
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup)
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|         .add_system(rotate)
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|         .run();
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| }
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| 
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     commands.spawn(Camera2dBundle::default());
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|     let texture = asset_server.load("branding/icon.png");
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| 
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|     // Spawn a root entity with no parent
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|     let parent = commands
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|         .spawn(SpriteBundle {
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|             transform: Transform::from_scale(Vec3::splat(0.75)),
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|             texture: texture.clone(),
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|             ..default()
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|         })
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|         // With that entity as a parent, run a lambda that spawns its children
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|         .with_children(|parent| {
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|             // parent is a ChildBuilder, which has a similar API to Commands
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|             parent.spawn(SpriteBundle {
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|                 transform: Transform::from_xyz(250.0, 0.0, 0.0).with_scale(Vec3::splat(0.75)),
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|                 texture: texture.clone(),
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|                 sprite: Sprite {
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|                     color: Color::BLUE,
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|                     ..default()
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|                 },
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|                 ..default()
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|             });
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|         })
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|         // Store parent entity for next sections
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|         .id();
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| 
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|     // Another way is to use the push_children function to add children after the parent
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|     // entity has already been spawned.
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|     let child = commands
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|         .spawn(SpriteBundle {
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|             transform: Transform::from_xyz(0.0, 250.0, 0.0).with_scale(Vec3::splat(0.75)),
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|             texture,
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|             sprite: Sprite {
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|                 color: Color::GREEN,
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|                 ..default()
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|             },
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|             ..default()
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|         })
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|         .id();
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| 
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|     // Add child to the parent.
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|     commands.entity(parent).add_child(child);
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| }
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| 
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| // A simple system to rotate the root entity, and rotate all its children separately
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| fn rotate(
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|     mut commands: Commands,
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|     time: Res<Time>,
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|     mut parents_query: Query<(Entity, &Children), With<Sprite>>,
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|     mut transform_query: Query<&mut Transform, With<Sprite>>,
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| ) {
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|     for (parent, children) in &mut parents_query {
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|         if let Ok(mut transform) = transform_query.get_mut(parent) {
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|             transform.rotate_z(-PI / 2. * time.delta_seconds());
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|         }
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| 
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|         // To iterate through the entities children, just treat the Children component as a Vec
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|         // Alternatively, you could query entities that have a Parent component
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|         for child in children {
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|             if let Ok(mut transform) = transform_query.get_mut(*child) {
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|                 transform.rotate_z(PI * time.delta_seconds());
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|             }
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|         }
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| 
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|         // To demonstrate removing children, we'll remove a child after a couple of seconds.
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|         if time.elapsed_seconds() >= 2.0 && children.len() == 2 {
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|             let child = children.last().unwrap();
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|             commands.entity(*child).despawn_recursive();
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|         }
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| 
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|         if time.elapsed_seconds() >= 4.0 {
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|             // This will remove the entity from its parent's list of children, as well as despawn
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|             // any children the entity has.
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|             commands.entity(parent).despawn_recursive();
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|         }
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|     }
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| }
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