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			*This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			128 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			128 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example shows how to use the ECS and the [`AsyncComputeTaskPool`]
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| //! to spawn, poll, and complete tasks across systems and system ticks.
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| 
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| use bevy::{
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|     prelude::*,
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|     tasks::{AsyncComputeTaskPool, Task},
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| };
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| use futures_lite::future;
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| use rand::Rng;
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| use std::time::{Duration, Instant};
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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_env)
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|         .add_startup_system(add_assets)
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|         .add_startup_system(spawn_tasks)
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|         .add_system(handle_tasks)
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|         .run();
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| }
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| 
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| // Number of cubes to spawn across the x, y, and z axis
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| const NUM_CUBES: u32 = 6;
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| 
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| #[derive(Resource, Deref)]
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| struct BoxMeshHandle(Handle<Mesh>);
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| 
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| #[derive(Resource, Deref)]
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| struct BoxMaterialHandle(Handle<StandardMaterial>);
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| 
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| /// Startup system which runs only once and generates our Box Mesh
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| /// and Box Material assets, adds them to their respective Asset
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| /// Resources, and stores their handles as resources so we can access
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| /// them later when we're ready to render our Boxes
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| fn add_assets(
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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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|     let box_mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 0.25 }));
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|     commands.insert_resource(BoxMeshHandle(box_mesh_handle));
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| 
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|     let box_material_handle = materials.add(Color::rgb(1.0, 0.2, 0.3).into());
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|     commands.insert_resource(BoxMaterialHandle(box_material_handle));
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| }
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| 
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| #[derive(Component)]
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| struct ComputeTransform(Task<Transform>);
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| 
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| /// This system generates tasks simulating computationally intensive
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| /// work that potentially spans multiple frames/ticks. A separate
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| /// system, `handle_tasks`, will poll the spawned tasks on subsequent
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| /// frames/ticks, and use the results to spawn cubes
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| fn spawn_tasks(mut commands: Commands) {
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|     let thread_pool = AsyncComputeTaskPool::get();
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|     for x in 0..NUM_CUBES {
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|         for y in 0..NUM_CUBES {
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|             for z in 0..NUM_CUBES {
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|                 // Spawn new task on the AsyncComputeTaskPool
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|                 let task = thread_pool.spawn(async move {
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|                     let mut rng = rand::thread_rng();
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|                     let start_time = Instant::now();
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|                     let duration = Duration::from_secs_f32(rng.gen_range(0.05..0.2));
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|                     while start_time.elapsed() < duration {
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|                         // Spinning for 'duration', simulating doing hard
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|                         // compute work generating translation coords!
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|                     }
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| 
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|                     // Such hard work, all done!
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|                     Transform::from_xyz(x as f32, y as f32, z as f32)
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|                 });
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| 
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|                 // Spawn new entity and add our new task as a component
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|                 commands.spawn().insert(ComputeTransform(task));
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|             }
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|         }
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|     }
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| }
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| 
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| /// This system queries for entities that have our Task<Transform> component. It polls the
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| /// tasks to see if they're complete. If the task is complete it takes the result, adds a
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| /// new [`PbrBundle`] of components to the entity using the result from the task's work, and
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| /// removes the task component from the entity.
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| fn handle_tasks(
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|     mut commands: Commands,
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|     mut transform_tasks: Query<(Entity, &mut ComputeTransform)>,
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|     box_mesh_handle: Res<BoxMeshHandle>,
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|     box_material_handle: Res<BoxMaterialHandle>,
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| ) {
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|     for (entity, mut task) in &mut transform_tasks {
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|         if let Some(transform) = future::block_on(future::poll_once(&mut task.0)) {
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|             // Add our new PbrBundle of components to our tagged entity
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|             commands.entity(entity).insert_bundle(PbrBundle {
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|                 mesh: box_mesh_handle.clone(),
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|                 material: box_material_handle.clone(),
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|                 transform,
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|                 ..default()
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|             });
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| 
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|             // Task is complete, so remove task component from entity
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|             commands.entity(entity).remove::<ComputeTransform>();
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|         }
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|     }
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| }
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| 
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| /// This system is only used to setup light and camera for the environment
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| fn setup_env(mut commands: Commands) {
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|     // Used to center camera on spawned cubes
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|     let offset = if NUM_CUBES % 2 == 0 {
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|         (NUM_CUBES / 2) as f32 - 0.5
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|     } else {
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|         (NUM_CUBES / 2) as f32
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|     };
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| 
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|     // lights
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|     commands.spawn_bundle(PointLightBundle {
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|         transform: Transform::from_xyz(4.0, 12.0, 15.0),
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|         ..default()
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|     });
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| 
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|     // camera
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|     commands.spawn_bundle(Camera3dBundle {
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|         transform: Transform::from_xyz(offset, offset, 15.0)
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|             .looking_at(Vec3::new(offset, offset, 0.0), Vec3::Y),
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|         ..default()
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|     });
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| }
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