# Objective Fixes https://github.com/bevyengine/bevy/issues/11628 ## Migration Guide `Command` and `CommandQueue` have migrated from `bevy_ecs::system` to `bevy_ecs::world`, so `use bevy_ecs::world::{Command, CommandQueue};` when necessary.
		
			
				
	
	
		
			146 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			146 lines
		
	
	
		
			5.6 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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use bevy::{
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    ecs::system::SystemState,
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    ecs::world::CommandQueue,
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    prelude::*,
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    tasks::{block_on, futures_lite::future, AsyncComputeTaskPool, Task},
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};
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use rand::Rng;
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use std::{thread, time::Duration};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_systems(Startup, (setup_env, add_assets, spawn_tasks))
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        .add_systems(Update, handle_tasks)
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        .run();
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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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#[derive(Resource, Deref)]
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struct BoxMeshHandle(Handle<Mesh>);
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#[derive(Resource, Deref)]
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struct BoxMaterialHandle(Handle<StandardMaterial>);
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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(Cuboid::new(0.25, 0.25, 0.25));
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    commands.insert_resource(BoxMeshHandle(box_mesh_handle));
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    let box_material_handle = materials.add(Color::srgb(1.0, 0.2, 0.3));
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    commands.insert_resource(BoxMaterialHandle(box_material_handle));
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}
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#[derive(Component)]
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struct ComputeTransform(Task<CommandQueue>);
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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; the task will be
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                // executed in the background, and the Task future returned by
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                // spawn() can be used to poll for the result
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                let entity = commands.spawn_empty().id();
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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 duration = Duration::from_secs_f32(rng.gen_range(0.05..0.2));
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                    // Pretend this is a time-intensive function. :)
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                    thread::sleep(duration);
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                    // Such hard work, all done!
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                    let transform = Transform::from_xyz(x as f32, y as f32, z as f32);
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                    let mut command_queue = CommandQueue::default();
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                    // we use a raw command queue to pass a FnOne(&mut World) back to be
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                    // applied in a deferred manner.
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                    command_queue.push(move |world: &mut World| {
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                        let (box_mesh_handle, box_material_handle) = {
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                            let mut system_state = SystemState::<(
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                                Res<BoxMeshHandle>,
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                                Res<BoxMaterialHandle>,
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                            )>::new(world);
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                            let (box_mesh_handle, box_material_handle) =
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                                system_state.get_mut(world);
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                            (box_mesh_handle.clone(), box_material_handle.clone())
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                        };
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                        world
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                            .entity_mut(entity)
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                            // Add our new PbrBundle of components to our tagged entity
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                            .insert(PbrBundle {
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                                mesh: box_mesh_handle,
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                                material: box_material_handle,
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                                transform,
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                                ..default()
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                            })
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                            // Task is complete, so remove task component from entity
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                            .remove::<ComputeTransform>();
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                    });
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                    command_queue
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                });
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                // Spawn new entity and add our new task as a component
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                commands.entity(entity).insert(ComputeTransform(task));
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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(mut commands: Commands, mut transform_tasks: Query<&mut ComputeTransform>) {
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    for mut task in &mut transform_tasks {
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        if let Some(mut commands_queue) = block_on(future::poll_once(&mut task.0)) {
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            // append the returned command queue to have it execute later
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            commands.append(&mut commands_queue);
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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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    // lights
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    commands.spawn(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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    // camera
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    commands.spawn(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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