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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
		
			
				
	
	
		
			141 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			141 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Plays animations from a skinned glTF.
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| 
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| use std::f32::consts::PI;
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| use std::time::Duration;
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| 
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| use bevy::pbr::CascadeShadowConfigBuilder;
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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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|         .insert_resource(AmbientLight {
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|             color: Color::WHITE,
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|             brightness: 1.0,
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|         })
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|         .add_startup_system(setup)
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|         .add_system(setup_scene_once_loaded)
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|         .add_system(keyboard_animation_control)
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|         .run();
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| }
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| 
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| #[derive(Resource)]
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| struct Animations(Vec<Handle<AnimationClip>>);
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| 
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| fn setup(
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|     mut commands: Commands,
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|     asset_server: Res<AssetServer>,
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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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|     // Insert a resource with the current scene information
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|     commands.insert_resource(Animations(vec![
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|         asset_server.load("models/animated/Fox.glb#Animation2"),
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|         asset_server.load("models/animated/Fox.glb#Animation1"),
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|         asset_server.load("models/animated/Fox.glb#Animation0"),
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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(100.0, 100.0, 150.0)
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|             .looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
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|         ..default()
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|     });
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| 
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|     // Plane
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(Mesh::from(shape::Plane { size: 500000.0 })),
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|         material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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|         ..default()
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|     });
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| 
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|     // Light
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|     commands.spawn(DirectionalLightBundle {
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|         transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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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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|         cascade_shadow_config: CascadeShadowConfigBuilder {
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|             first_cascade_far_bound: 200.0,
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|             maximum_distance: 400.0,
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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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|     // Fox
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|     commands.spawn(SceneBundle {
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|         scene: asset_server.load("models/animated/Fox.glb#Scene0"),
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|         ..default()
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|     });
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| 
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|     println!("Animation controls:");
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|     println!("  - spacebar: play / pause");
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|     println!("  - arrow up / down: speed up / slow down animation playback");
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|     println!("  - arrow left / right: seek backward / forward");
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|     println!("  - return: change animation");
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| }
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| 
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| // Once the scene is loaded, start the animation
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| fn setup_scene_once_loaded(
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|     animations: Res<Animations>,
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|     mut player: Query<&mut AnimationPlayer>,
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|     mut done: Local<bool>,
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| ) {
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|     if !*done {
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|         if let Ok(mut player) = player.get_single_mut() {
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|             player.play(animations.0[0].clone_weak()).repeat();
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|             *done = true;
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|         }
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|     }
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| }
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| 
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| fn keyboard_animation_control(
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|     keyboard_input: Res<Input<KeyCode>>,
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|     mut animation_player: Query<&mut AnimationPlayer>,
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|     animations: Res<Animations>,
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|     mut current_animation: Local<usize>,
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| ) {
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|     if let Ok(mut player) = animation_player.get_single_mut() {
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|         if keyboard_input.just_pressed(KeyCode::Space) {
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|             if player.is_paused() {
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|                 player.resume();
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|             } else {
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|                 player.pause();
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|             }
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::Up) {
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|             let speed = player.speed();
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|             player.set_speed(speed * 1.2);
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::Down) {
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|             let speed = player.speed();
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|             player.set_speed(speed * 0.8);
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::Left) {
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|             let elapsed = player.elapsed();
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|             player.set_elapsed(elapsed - 0.1);
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::Right) {
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|             let elapsed = player.elapsed();
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|             player.set_elapsed(elapsed + 0.1);
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::Return) {
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|             *current_animation = (*current_animation + 1) % animations.0.len();
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|             player
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|                 .play_with_transition(
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|                     animations.0[*current_animation].clone_weak(),
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|                     Duration::from_millis(250),
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|                 )
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|                 .repeat();
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|         }
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|     }
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| }
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