
# Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material:   Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
302 lines
9.6 KiB
Rust
302 lines
9.6 KiB
Rust
//! This example illustrates how to wait for multiple assets to be loaded.
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use std::{
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f32::consts::PI,
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ops::Drop,
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sync::{
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atomic::{AtomicBool, AtomicU32, Ordering},
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Arc,
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},
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};
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use bevy::{gltf::Gltf, prelude::*, tasks::AsyncComputeTaskPool};
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use event_listener::Event;
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use futures_lite::Future;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.init_state::<LoadingState>()
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.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 2000.,
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})
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.add_systems(Startup, setup_assets)
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.add_systems(Startup, setup_scene)
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.add_systems(Startup, setup_ui)
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// This showcases how to wait for assets using sync code.
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// This approach polls a value in a system.
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.add_systems(Update, wait_on_load.run_if(assets_loaded))
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// This showcases how to wait for assets using async
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// by spawning a `Future` in `AsyncComputeTaskPool`.
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.add_systems(
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Update,
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get_async_loading_state.run_if(in_state(LoadingState::Loading)),
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)
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// This showcases how to react to asynchronous world mutation synchronously.
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.add_systems(
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OnExit(LoadingState::Loading),
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despawn_loading_state_entities,
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)
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.run();
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}
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/// [`States`] of asset loading.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash, States, Default)]
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pub enum LoadingState {
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/// Is loading.
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#[default]
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Loading,
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/// Loading completed.
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Loaded,
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}
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/// Holds a bunch of [`Gltf`]s that takes time to load.
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#[derive(Debug, Resource)]
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pub struct OneHundredThings([Handle<Gltf>; 100]);
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/// This is required to support both sync and async.
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///
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/// For sync only the easiest implementation is
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/// [`Arc<()>`] and use [`Arc::strong_count`] for completion.
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/// [`Arc<Atomic*>`] is a more robust alternative.
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#[derive(Debug, Resource, Deref)]
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pub struct AssetBarrier(Arc<AssetBarrierInner>);
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/// This guard is to be acquired by [`AssetServer::load_acquire`]
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/// and dropped once finished.
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#[derive(Debug, Deref)]
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pub struct AssetBarrierGuard(Arc<AssetBarrierInner>);
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/// Tracks how many guards are remaining.
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#[derive(Debug, Resource)]
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pub struct AssetBarrierInner {
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count: AtomicU32,
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/// This can be omitted if async is not needed.
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notify: Event,
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}
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/// State of loading asynchronously.
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#[derive(Debug, Resource)]
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pub struct AsyncLoadingState(Arc<AtomicBool>);
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/// Entities that are to be removed once loading finished
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#[derive(Debug, Component)]
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pub struct Loading;
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/// Marker for the "Loading..." Text component.
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#[derive(Debug, Component)]
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pub struct LoadingText;
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impl AssetBarrier {
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/// Create an [`AssetBarrier`] with a [`AssetBarrierGuard`].
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pub fn new() -> (AssetBarrier, AssetBarrierGuard) {
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let inner = Arc::new(AssetBarrierInner {
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count: AtomicU32::new(1),
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notify: Event::new(),
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});
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(AssetBarrier(inner.clone()), AssetBarrierGuard(inner))
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}
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/// Returns true if all [`AssetBarrierGuard`] is dropped.
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pub fn is_ready(&self) -> bool {
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self.count.load(Ordering::Acquire) == 0
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}
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/// Wait for all [`AssetBarrierGuard`]s to be dropped asynchronously.
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pub fn wait_async(&self) -> impl Future<Output = ()> + 'static {
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let shared = self.0.clone();
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async move {
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loop {
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// Acquire an event listener.
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let listener = shared.notify.listen();
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// If all barrier guards are dropped, return
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if shared.count.load(Ordering::Acquire) == 0 {
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return;
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}
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// Wait for the last barrier guard to notify us
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listener.await;
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}
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}
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}
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}
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// Increment count on clone.
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impl Clone for AssetBarrierGuard {
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fn clone(&self) -> Self {
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self.count.fetch_add(1, Ordering::AcqRel);
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AssetBarrierGuard(self.0.clone())
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}
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}
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// Decrement count on drop.
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impl Drop for AssetBarrierGuard {
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fn drop(&mut self) {
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let prev = self.count.fetch_sub(1, Ordering::AcqRel);
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if prev == 1 {
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// Notify all listeners if count reaches 0.
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self.notify.notify(usize::MAX);
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}
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}
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}
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fn setup_assets(mut commands: Commands, asset_server: Res<AssetServer>) {
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let (barrier, guard) = AssetBarrier::new();
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commands.insert_resource(OneHundredThings(std::array::from_fn(|i| match i % 5 {
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0 => asset_server.load_acquire("models/GolfBall/GolfBall.glb", guard.clone()),
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1 => asset_server.load_acquire("models/AlienCake/alien.glb", guard.clone()),
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2 => asset_server.load_acquire("models/AlienCake/cakeBirthday.glb", guard.clone()),
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3 => asset_server.load_acquire("models/FlightHelmet/FlightHelmet.gltf", guard.clone()),
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4 => asset_server.load_acquire("models/torus/torus.gltf", guard.clone()),
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_ => unreachable!(),
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})));
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let future = barrier.wait_async();
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commands.insert_resource(barrier);
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let loading_state = Arc::new(AtomicBool::new(false));
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commands.insert_resource(AsyncLoadingState(loading_state.clone()));
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// await the `AssetBarrierFuture`.
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AsyncComputeTaskPool::get()
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.spawn(async move {
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future.await;
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// Notify via `AsyncLoadingState`
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loading_state.store(true, Ordering::Release);
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})
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.detach();
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}
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fn setup_ui(mut commands: Commands) {
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// Display the result of async loading.
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commands
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.spawn(NodeBundle {
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style: Style {
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width: Val::Percent(100.),
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height: Val::Percent(100.),
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justify_content: JustifyContent::End,
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..default()
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},
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..default()
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})
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.with_children(|b| {
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b.spawn((
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TextBundle {
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text: Text {
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sections: vec![TextSection {
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value: "Loading...".to_owned(),
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style: TextStyle {
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font_size: 53.0,
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color: Color::BLACK,
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..Default::default()
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},
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}],
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justify: JustifyText::Right,
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..Default::default()
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},
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..Default::default()
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},
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LoadingText,
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));
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});
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}
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fn setup_scene(
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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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// Camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(10.0, 10.0, 15.0)
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.looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
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..default()
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});
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// Light
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commands.spawn((
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DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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));
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// Plane
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(50000.0, 50000.0))),
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MeshMaterial3d(materials.add(Color::srgb(0.7, 0.2, 0.2))),
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Loading,
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));
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}
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// A run condition for all assets being loaded.
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fn assets_loaded(barrier: Option<Res<AssetBarrier>>) -> bool {
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// If our barrier isn't ready, return early and wait another cycle
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barrier.map(|b| b.is_ready()) == Some(true)
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}
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// This showcases how to wait for assets using sync code and systems.
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//
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// This function only runs if `assets_loaded` returns true.
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fn wait_on_load(
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mut commands: Commands,
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foxes: Res<OneHundredThings>,
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gltfs: Res<Assets<Gltf>>,
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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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// Change color of plane to green
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(50000.0, 50000.0))),
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MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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Transform::from_translation(Vec3::Z * -0.01),
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));
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// Spawn our scenes.
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for i in 0..10 {
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for j in 0..10 {
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let index = i * 10 + j;
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let position = Vec3::new(i as f32 - 5.0, 0.0, j as f32 - 5.0);
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// All gltfs must exist because this is guarded by the `AssetBarrier`.
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let gltf = gltfs.get(&foxes.0[index]).unwrap();
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let scene = gltf.scenes.first().unwrap().clone();
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commands.spawn(SceneBundle {
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scene,
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transform: Transform::from_translation(position),
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..Default::default()
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});
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}
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}
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}
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// This showcases how to wait for assets using async.
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fn get_async_loading_state(
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state: Res<AsyncLoadingState>,
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mut next_loading_state: ResMut<NextState<LoadingState>>,
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mut text: Query<&mut Text, With<LoadingText>>,
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) {
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// Load the value written by the `Future`.
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let is_loaded = state.0.load(Ordering::Acquire);
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// If loaded, change the state.
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if is_loaded {
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next_loading_state.set(LoadingState::Loaded);
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if let Ok(mut text) = text.get_single_mut() {
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"Loaded!".clone_into(&mut text.sections[0].value);
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}
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}
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}
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// This showcases how to react to asynchronous world mutations synchronously.
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fn despawn_loading_state_entities(mut commands: Commands, loading: Query<Entity, With<Loading>>) {
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// Despawn entities in the loading phase.
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for entity in loading.iter() {
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commands.entity(entity).despawn_recursive();
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}
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// Despawn resources used in the loading phase.
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commands.remove_resource::<AssetBarrier>();
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commands.remove_resource::<AsyncLoadingState>();
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}
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