# 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
		
			
				
	
	
		
			166 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			166 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Skinned mesh example with mesh and joints data defined in code.
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//! Example taken from <https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_019_SimpleSkin.md>
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use std::f32::consts::*;
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use bevy::{
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    pbr::AmbientLight,
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    prelude::*,
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    render::mesh::{
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        skinning::{SkinnedMesh, SkinnedMeshInverseBindposes},
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        Indices, PrimitiveTopology, VertexAttributeValues,
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    },
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};
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use rand::Rng;
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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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            brightness: 1.0,
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            ..default()
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        })
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        .add_startup_system(setup)
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        .add_system(joint_animation)
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        .run();
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}
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/// Used to mark a joint to be animated in the [`joint_animation`] system.
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#[derive(Component)]
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struct AnimatedJoint;
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/// Construct a mesh and a skeleton with 2 joints for that mesh,
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///   and mark the second joint to be animated.
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/// It is similar to the scene defined in `models/SimpleSkin/SimpleSkin.gltf`
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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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    mut skinned_mesh_inverse_bindposes_assets: ResMut<Assets<SkinnedMeshInverseBindposes>>,
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) {
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    // Create a 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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    // Create inverse bindpose matrices for a skeleton consists of 2 joints
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    let inverse_bindposes =
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        skinned_mesh_inverse_bindposes_assets.add(SkinnedMeshInverseBindposes::from(vec![
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            Mat4::from_translation(Vec3::new(-0.5, -1.0, 0.0)),
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            Mat4::from_translation(Vec3::new(-0.5, -1.0, 0.0)),
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        ]));
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    // Create a mesh
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    let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
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    // Set mesh vertex positions
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    mesh.insert_attribute(
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        Mesh::ATTRIBUTE_POSITION,
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        vec![
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            [0.0, 0.0, 0.0],
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            [1.0, 0.0, 0.0],
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            [0.0, 0.5, 0.0],
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            [1.0, 0.5, 0.0],
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            [0.0, 1.0, 0.0],
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            [1.0, 1.0, 0.0],
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            [0.0, 1.5, 0.0],
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            [1.0, 1.5, 0.0],
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            [0.0, 2.0, 0.0],
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            [1.0, 2.0, 0.0],
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        ],
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    );
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    // Set mesh vertex normals
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    mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vec![[0.0, 0.0, 1.0]; 10]);
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    // Set mesh vertex joint indices for mesh skinning.
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    // Each vertex gets 4 indices used to address the `JointTransforms` array in the vertex shader
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    //  as well as `SkinnedMeshJoint` array in the `SkinnedMesh` component.
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    // This means that a maximum of 4 joints can affect a single vertex.
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    mesh.insert_attribute(
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        Mesh::ATTRIBUTE_JOINT_INDEX,
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        // Need to be explicit here as [u16; 4] could be either Uint16x4 or Unorm16x4.
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        VertexAttributeValues::Uint16x4(vec![
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            [0, 0, 0, 0],
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            [0, 0, 0, 0],
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            [0, 1, 0, 0],
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            [0, 1, 0, 0],
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            [0, 1, 0, 0],
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            [0, 1, 0, 0],
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            [0, 1, 0, 0],
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            [0, 1, 0, 0],
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            [0, 1, 0, 0],
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            [0, 1, 0, 0],
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        ]),
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    );
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    // Set mesh vertex joint weights for mesh skinning.
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    // Each vertex gets 4 joint weights corresponding to the 4 joint indices assigned to it.
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    // The sum of these weights should equal to 1.
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    mesh.insert_attribute(
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        Mesh::ATTRIBUTE_JOINT_WEIGHT,
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        vec![
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            [1.00, 0.00, 0.0, 0.0],
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            [1.00, 0.00, 0.0, 0.0],
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            [0.75, 0.25, 0.0, 0.0],
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            [0.75, 0.25, 0.0, 0.0],
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            [0.50, 0.50, 0.0, 0.0],
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            [0.50, 0.50, 0.0, 0.0],
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            [0.25, 0.75, 0.0, 0.0],
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            [0.25, 0.75, 0.0, 0.0],
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            [0.00, 1.00, 0.0, 0.0],
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            [0.00, 1.00, 0.0, 0.0],
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        ],
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    );
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    // Tell bevy to construct triangles from a list of vertex indices,
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    //  where each 3 vertex indices form an triangle.
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    mesh.set_indices(Some(Indices::U16(vec![
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        0, 1, 3, 0, 3, 2, 2, 3, 5, 2, 5, 4, 4, 5, 7, 4, 7, 6, 6, 7, 9, 6, 9, 8,
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    ])));
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    let mesh = meshes.add(mesh);
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    for i in -5..5 {
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        // Create joint entities
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        let joint_0 = commands
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            .spawn(TransformBundle::from(Transform::from_xyz(
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                i as f32 * 1.5,
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                0.0,
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                0.0,
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            )))
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            .id();
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        let joint_1 = commands
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            .spawn((AnimatedJoint, TransformBundle::IDENTITY))
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            .id();
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        // Set joint_1 as a child of joint_0.
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        commands.entity(joint_0).push_children(&[joint_1]);
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        // Each joint in this vector corresponds to each inverse bindpose matrix in `SkinnedMeshInverseBindposes`.
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        let joint_entities = vec![joint_0, joint_1];
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        // Create skinned mesh renderer. Note that its transform doesn't affect the position of the mesh.
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        commands.spawn((
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            PbrBundle {
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                mesh: mesh.clone(),
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                material: materials.add(
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                    Color::rgb(
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                        rand::thread_rng().gen_range(0.0..1.0),
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                        rand::thread_rng().gen_range(0.0..1.0),
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                        rand::thread_rng().gen_range(0.0..1.0),
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                    )
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                    .into(),
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                ),
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                ..default()
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            },
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            SkinnedMesh {
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                inverse_bindposes: inverse_bindposes.clone(),
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                joints: joint_entities,
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            },
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        ));
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    }
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}
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/// Animate the joint marked with [`AnimatedJoint`] component.
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fn joint_animation(time: Res<Time>, mut query: Query<&mut Transform, With<AnimatedJoint>>) {
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    for mut transform in &mut query {
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        transform.rotation = Quat::from_rotation_z(FRAC_PI_2 * time.elapsed_seconds().sin());
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    }
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}
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