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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
		
			
				
	
	
		
			250 lines
		
	
	
		
			7.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			250 lines
		
	
	
		
			7.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Illustrates different lights of various types and colors, some static, some moving over
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| //! a simple scene.
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| 
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| use std::f32::consts::PI;
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| 
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| use bevy::{pbr::CascadeShadowConfigBuilder, 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(movement)
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|         .add_system(animate_light_direction)
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|         .run();
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| }
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| 
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| #[derive(Component)]
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| struct Movable;
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| 
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| /// set up a simple 3D scene
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| fn setup(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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| ) {
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|     // ground plane
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(Mesh::from(shape::Plane { size: 10.0 })),
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|         material: materials.add(StandardMaterial {
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|             base_color: Color::WHITE,
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|             perceptual_roughness: 1.0,
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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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|     // left wall
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|     let mut transform = Transform::from_xyz(2.5, 2.5, 0.0);
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|     transform.rotate_z(PI / 2.);
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(Mesh::from(shape::Box::new(5.0, 0.15, 5.0))),
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|         transform,
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|         material: materials.add(StandardMaterial {
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|             base_color: Color::INDIGO,
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|             perceptual_roughness: 1.0,
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|             ..default()
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|         }),
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|         ..default()
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|     });
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|     // back (right) wall
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|     let mut transform = Transform::from_xyz(0.0, 2.5, -2.5);
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|     transform.rotate_x(PI / 2.);
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(Mesh::from(shape::Box::new(5.0, 0.15, 5.0))),
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|         transform,
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|         material: materials.add(StandardMaterial {
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|             base_color: Color::INDIGO,
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|             perceptual_roughness: 1.0,
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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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|     // cube
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|     commands.spawn((
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|         PbrBundle {
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|             mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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|             material: materials.add(StandardMaterial {
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|                 base_color: Color::PINK,
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|                 ..default()
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|             }),
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|             transform: Transform::from_xyz(0.0, 0.5, 0.0),
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|             ..default()
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|         },
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|         Movable,
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|     ));
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|     // sphere
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|     commands.spawn((
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|         PbrBundle {
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|             mesh: meshes.add(Mesh::from(shape::UVSphere {
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|                 radius: 0.5,
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|                 ..default()
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|             })),
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|             material: materials.add(StandardMaterial {
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|                 base_color: Color::LIME_GREEN,
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|                 ..default()
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|             }),
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|             transform: Transform::from_xyz(1.5, 1.0, 1.5),
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|             ..default()
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|         },
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|         Movable,
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|     ));
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| 
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|     // ambient light
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|     commands.insert_resource(AmbientLight {
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|         color: Color::ORANGE_RED,
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|         brightness: 0.02,
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|     });
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| 
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|     // red point light
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|     commands
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|         .spawn(PointLightBundle {
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|             // transform: Transform::from_xyz(5.0, 8.0, 2.0),
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|             transform: Transform::from_xyz(1.0, 2.0, 0.0),
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|             point_light: PointLight {
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|                 intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
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|                 color: Color::RED,
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|                 shadows_enabled: true,
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|                 ..default()
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|             },
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|             ..default()
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|         })
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|         .with_children(|builder| {
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|             builder.spawn(PbrBundle {
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|                 mesh: meshes.add(Mesh::from(shape::UVSphere {
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|                     radius: 0.1,
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|                     ..default()
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|                 })),
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|                 material: materials.add(StandardMaterial {
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|                     base_color: Color::RED,
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|                     emissive: Color::rgba_linear(100.0, 0.0, 0.0, 0.0),
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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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| 
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|     // green spot light
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|     commands
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|         .spawn(SpotLightBundle {
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|             transform: Transform::from_xyz(-1.0, 2.0, 0.0)
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|                 .looking_at(Vec3::new(-1.0, 0.0, 0.0), Vec3::Z),
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|             spot_light: SpotLight {
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|                 intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
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|                 color: Color::GREEN,
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|                 shadows_enabled: true,
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|                 inner_angle: 0.6,
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|                 outer_angle: 0.8,
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|                 ..default()
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|             },
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|             ..default()
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|         })
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|         .with_children(|builder| {
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|             builder.spawn(PbrBundle {
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|                 transform: Transform::from_rotation(Quat::from_rotation_x(PI / 2.0)),
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|                 mesh: meshes.add(Mesh::from(shape::Capsule {
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|                     depth: 0.125,
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|                     radius: 0.1,
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|                     ..default()
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|                 })),
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|                 material: materials.add(StandardMaterial {
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|                     base_color: Color::GREEN,
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|                     emissive: Color::rgba_linear(0.0, 100.0, 0.0, 0.0),
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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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| 
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|     // blue point light
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|     commands
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|         .spawn(PointLightBundle {
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|             // transform: Transform::from_xyz(5.0, 8.0, 2.0),
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|             transform: Transform::from_xyz(0.0, 4.0, 0.0),
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|             point_light: PointLight {
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|                 intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
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|                 color: Color::BLUE,
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|                 shadows_enabled: true,
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|                 ..default()
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|             },
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|             ..default()
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|         })
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|         .with_children(|builder| {
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|             builder.spawn(PbrBundle {
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|                 mesh: meshes.add(Mesh::from(shape::UVSphere {
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|                     radius: 0.1,
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|                     ..default()
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|                 })),
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|                 material: materials.add(StandardMaterial {
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|                     base_color: Color::BLUE,
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|                     emissive: Color::rgba_linear(0.0, 0.0, 100.0, 0.0),
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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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| 
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|     // directional 'sun' light
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|     commands.spawn(DirectionalLightBundle {
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|         directional_light: DirectionalLight {
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         transform: Transform {
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|             translation: Vec3::new(0.0, 2.0, 0.0),
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|             rotation: Quat::from_rotation_x(-PI / 4.),
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|             ..default()
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|         },
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|         // The default cascade config is designed to handle large scenes.
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|         // As this example has a much smaller world, we can tighten the shadow
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|         // bounds for better visual quality.
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|         cascade_shadow_config: CascadeShadowConfigBuilder {
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|             first_cascade_far_bound: 4.0,
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|             maximum_distance: 10.0,
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|             ..default()
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|         }
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|         .into(),
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|         ..default()
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|     });
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| 
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|     // camera
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| }
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| 
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| fn animate_light_direction(
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|     time: Res<Time>,
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|     mut query: Query<&mut Transform, With<DirectionalLight>>,
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| ) {
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|     for mut transform in &mut query {
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|         transform.rotate_y(time.delta_seconds() * 0.5);
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|     }
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| }
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| 
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| fn movement(
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|     input: Res<Input<KeyCode>>,
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|     time: Res<Time>,
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|     mut query: Query<&mut Transform, With<Movable>>,
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| ) {
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|     for mut transform in &mut query {
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|         let mut direction = Vec3::ZERO;
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|         if input.pressed(KeyCode::Up) {
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|             direction.y += 1.0;
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|         }
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|         if input.pressed(KeyCode::Down) {
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|             direction.y -= 1.0;
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|         }
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|         if input.pressed(KeyCode::Left) {
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|             direction.x -= 1.0;
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|         }
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|         if input.pressed(KeyCode::Right) {
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|             direction.x += 1.0;
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|         }
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| 
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|         transform.translation += time.delta_seconds() * 2.0 * direction;
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|     }
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| }
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