
# Objective - Alternative to and builds on top of #16284. - Fixes #15849. ## Solution - Rename component `StateScoped` to `DespawnOnExitState`. - Rename system `clear_state_scoped_entities` to `despawn_entities_on_exit_state`. - Add `DespawnOnEnterState` and `despawn_entities_on_enter_state` which is the `OnEnter` equivalent. > [!NOTE] > Compared to #16284, the main change is that I did the rename in such a way as to keep the terms `OnExit` and `OnEnter` together. In my own game, I was adding `VisibleOnEnterState` and `HiddenOnExitState` and when naming those, I kept the `OnExit` and `OnEnter` together. When I checked #16284 it stood out to me that the naming was a bit awkward. Putting the `State` in the middle and breaking up `OnEnter` and `OnExit` also breaks searching for those terms. ## Open questions 1. Should we split `enable_state_scoped_entities` into two functions, one for the `OnEnter` and one for the `OnExit`? I personally have zero need thus far for the `OnEnter` version, so I'd be interested in not having this enabled unless I ask for it. 2. If yes to 1., should we follow my lead in my `Visibility` state components (see below) and name these `app.enable_despawn_entities_on_enter_state()` and `app.enable_despawn_entities_on_exit_state()`, which IMO says what it does on the tin? ## Testing Ran all changed examples. ## Side note: `VisibleOnEnterState` and `HiddenOnExitState` For reference to anyone else and to help with the open questions, I'm including the code I wrote for controlling entity visibility when a state is entered/exited. <details> <summary>visibility.rs</summary> ```rust use bevy_app::prelude::*; use bevy_ecs::prelude::*; use bevy_reflect::prelude::*; use bevy_render::prelude::*; use bevy_state::{prelude::*, state::StateTransitionSteps}; use tracing::*; pub trait AppExtStates { fn enable_visible_entities_on_enter_state<S: States>(&mut self) -> &mut Self; fn enable_hidden_entities_on_exit_state<S: States>(&mut self) -> &mut Self; } impl AppExtStates for App { fn enable_visible_entities_on_enter_state<S: States>(&mut self) -> &mut Self { self.main_mut() .enable_visible_entities_on_enter_state::<S>(); self } fn enable_hidden_entities_on_exit_state<S: States>(&mut self) -> &mut Self { self.main_mut().enable_hidden_entities_on_exit_state::<S>(); self } } impl AppExtStates for SubApp { fn enable_visible_entities_on_enter_state<S: States>(&mut self) -> &mut Self { if !self .world() .contains_resource::<Events<StateTransitionEvent<S>>>() { let name = core::any::type_name::<S>(); warn!("Visible entities on enter state are enabled for state `{}`, but the state isn't installed in the app!", name); } // We work with [`StateTransition`] in set // [`StateTransitionSteps::ExitSchedules`] as opposed to [`OnExit`], // because [`OnExit`] only runs for one specific variant of the state. self.add_systems( StateTransition, update_to_visible_on_enter_state::<S>.in_set(StateTransitionSteps::ExitSchedules), ) } fn enable_hidden_entities_on_exit_state<S: States>(&mut self) -> &mut Self { if !self .world() .contains_resource::<Events<StateTransitionEvent<S>>>() { let name = core::any::type_name::<S>(); warn!("Hidden entities on exit state are enabled for state `{}`, but the state isn't installed in the app!", name); } // We work with [`StateTransition`] in set // [`StateTransitionSteps::ExitSchedules`] as opposed to [`OnExit`], // because [`OnExit`] only runs for one specific variant of the state. self.add_systems( StateTransition, update_to_hidden_on_exit_state::<S>.in_set(StateTransitionSteps::ExitSchedules), ) } } #[derive(Clone, Component, Debug, Reflect)] #[reflect(Component, Debug)] pub struct VisibleOnEnterState<S: States>(pub S); #[derive(Clone, Component, Debug, Reflect)] #[reflect(Component, Debug)] pub struct HiddenOnExitState<S: States>(pub S); /// Makes entities marked with [`VisibleOnEnterState<S>`] visible when the state /// `S` is entered. pub fn update_to_visible_on_enter_state<S: States>( mut transitions: EventReader<StateTransitionEvent<S>>, mut query: Query<(&VisibleOnEnterState<S>, &mut Visibility)>, ) { // We use the latest event, because state machine internals generate at most // 1 transition event (per type) each frame. No event means no change // happened and we skip iterating all entities. let Some(transition) = transitions.read().last() else { return; }; if transition.entered == transition.exited { return; } let Some(entered) = &transition.entered else { return; }; for (binding, mut visibility) in query.iter_mut() { if binding.0 == *entered { visibility.set_if_neq(Visibility::Visible); } } } /// Makes entities marked with [`HiddenOnExitState<S>`] invisible when the state /// `S` is exited. pub fn update_to_hidden_on_exit_state<S: States>( mut transitions: EventReader<StateTransitionEvent<S>>, mut query: Query<(&HiddenOnExitState<S>, &mut Visibility)>, ) { // We use the latest event, because state machine internals generate at most // 1 transition event (per type) each frame. No event means no change // happened and we skip iterating all entities. let Some(transition) = transitions.read().last() else { return; }; if transition.entered == transition.exited { return; } let Some(exited) = &transition.exited else { return; }; for (binding, mut visibility) in query.iter_mut() { if binding.0 == *exited { visibility.set_if_neq(Visibility::Hidden); } } } ``` </details> --------- Co-authored-by: Benjamin Brienen <Benjamin.Brienen@outlook.com> Co-authored-by: Ben Frankel <ben.frankel7@gmail.com>
327 lines
9.5 KiB
Rust
327 lines
9.5 KiB
Rust
//! 3d testbed
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//!
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//! You can switch scene by pressing the spacebar
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mod helpers;
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use bevy::prelude::*;
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use helpers::Next;
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fn main() {
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let mut app = App::new();
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app.add_plugins((DefaultPlugins,))
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.init_state::<Scene>()
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.add_systems(OnEnter(Scene::Light), light::setup)
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.add_systems(OnEnter(Scene::Bloom), bloom::setup)
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.add_systems(OnEnter(Scene::Gltf), gltf::setup)
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.add_systems(OnEnter(Scene::Animation), animation::setup)
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.add_systems(OnEnter(Scene::Gizmos), gizmos::setup)
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.add_systems(Update, switch_scene)
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.add_systems(Update, gizmos::draw_gizmos.run_if(in_state(Scene::Gizmos)));
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#[cfg(feature = "bevy_ci_testing")]
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app.add_systems(Update, helpers::switch_scene_in_ci::<Scene>);
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app.run();
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}
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#[derive(Debug, Clone, Eq, PartialEq, Hash, States, Default)]
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#[states(scoped_entities)]
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enum Scene {
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#[default]
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Light,
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Bloom,
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Gltf,
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Animation,
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Gizmos,
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}
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impl Next for Scene {
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fn next(&self) -> Self {
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match self {
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Scene::Light => Scene::Bloom,
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Scene::Bloom => Scene::Gltf,
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Scene::Gltf => Scene::Animation,
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Scene::Animation => Scene::Gizmos,
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Scene::Gizmos => Scene::Light,
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}
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}
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}
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fn switch_scene(
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keyboard: Res<ButtonInput<KeyCode>>,
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scene: Res<State<Scene>>,
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mut next_scene: ResMut<NextState<Scene>>,
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) {
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if keyboard.just_pressed(KeyCode::Space) {
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info!("Switching scene");
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next_scene.set(scene.get().next());
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}
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}
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mod light {
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use std::f32::consts::PI;
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use bevy::{
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color::palettes::css::{DEEP_PINK, LIME, RED},
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prelude::*,
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};
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const CURRENT_SCENE: super::Scene = super::Scene::Light;
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pub 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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) {
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(10.0, 10.0))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Color::WHITE,
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perceptual_roughness: 1.0,
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..default()
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})),
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DespawnOnExitState(CURRENT_SCENE),
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));
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::default())),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: DEEP_PINK.into(),
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..default()
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})),
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Transform::from_xyz(0.0, 1.0, 0.0),
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DespawnOnExitState(CURRENT_SCENE),
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));
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commands.spawn((
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PointLight {
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intensity: 100_000.0,
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color: RED.into(),
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(1.0, 2.0, 0.0),
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DespawnOnExitState(CURRENT_SCENE),
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));
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commands.spawn((
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SpotLight {
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intensity: 100_000.0,
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color: LIME.into(),
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shadows_enabled: true,
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inner_angle: 0.6,
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outer_angle: 0.8,
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..default()
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},
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Transform::from_xyz(-1.0, 2.0, 0.0).looking_at(Vec3::new(-1.0, 0.0, 0.0), Vec3::Z),
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DespawnOnExitState(CURRENT_SCENE),
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));
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commands.spawn((
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DirectionalLight {
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illuminance: light_consts::lux::OVERCAST_DAY,
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shadows_enabled: true,
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..default()
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},
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Transform {
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translation: Vec3::new(0.0, 2.0, 0.0),
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rotation: Quat::from_rotation_x(-PI / 4.),
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..default()
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},
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DespawnOnExitState(CURRENT_SCENE),
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));
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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DespawnOnExitState(CURRENT_SCENE),
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));
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}
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}
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mod bloom {
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use bevy::{
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core_pipeline::{bloom::Bloom, tonemapping::Tonemapping},
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prelude::*,
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};
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const CURRENT_SCENE: super::Scene = super::Scene::Bloom;
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pub 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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) {
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commands.spawn((
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Camera3d::default(),
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Camera {
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hdr: true,
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..default()
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},
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Tonemapping::TonyMcMapface,
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Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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Bloom::NATURAL,
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DespawnOnExitState(CURRENT_SCENE),
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));
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let material_emissive1 = materials.add(StandardMaterial {
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emissive: LinearRgba::rgb(13.99, 5.32, 2.0),
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..default()
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});
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let material_emissive2 = materials.add(StandardMaterial {
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emissive: LinearRgba::rgb(2.0, 13.99, 5.32),
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..default()
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});
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let mesh = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap());
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for z in -2..3_i32 {
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let material = match (z % 2).abs() {
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0 => material_emissive1.clone(),
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1 => material_emissive2.clone(),
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_ => unreachable!(),
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};
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commands.spawn((
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Mesh3d(mesh.clone()),
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MeshMaterial3d(material),
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Transform::from_xyz(z as f32 * 2.0, 0.0, 0.0),
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DespawnOnExitState(CURRENT_SCENE),
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));
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}
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}
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}
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mod gltf {
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use bevy::prelude::*;
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const CURRENT_SCENE: super::Scene = super::Scene::Gltf;
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pub fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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EnvironmentMapLight {
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diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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intensity: 250.0,
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..default()
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},
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DespawnOnExitState(CURRENT_SCENE),
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));
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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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DespawnOnExitState(CURRENT_SCENE),
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));
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commands.spawn((
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SceneRoot(asset_server.load(
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GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"),
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)),
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DespawnOnExitState(CURRENT_SCENE),
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));
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}
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}
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mod animation {
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use std::{f32::consts::PI, time::Duration};
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use bevy::{prelude::*, scene::SceneInstanceReady};
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const CURRENT_SCENE: super::Scene = super::Scene::Animation;
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const FOX_PATH: &str = "models/animated/Fox.glb";
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#[derive(Resource)]
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struct Animation {
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animation: AnimationNodeIndex,
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graph: Handle<AnimationGraph>,
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}
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pub fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut graphs: ResMut<Assets<AnimationGraph>>,
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) {
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let (graph, node) = AnimationGraph::from_clip(
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asset_server.load(GltfAssetLabel::Animation(2).from_asset(FOX_PATH)),
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);
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let graph_handle = graphs.add(graph);
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commands.insert_resource(Animation {
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animation: node,
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graph: graph_handle,
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});
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(100.0, 100.0, 150.0).looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
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DespawnOnExitState(CURRENT_SCENE),
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));
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commands.spawn((
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Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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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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DespawnOnExitState(CURRENT_SCENE),
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));
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commands
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.spawn((
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SceneRoot(asset_server.load(GltfAssetLabel::Scene(0).from_asset(FOX_PATH))),
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DespawnOnExitState(CURRENT_SCENE),
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))
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.observe(pause_animation_frame);
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}
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fn pause_animation_frame(
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trigger: Trigger<SceneInstanceReady>,
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children: Query<&Children>,
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mut commands: Commands,
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animation: Res<Animation>,
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mut players: Query<(Entity, &mut AnimationPlayer)>,
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) {
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for child in children.iter_descendants(trigger.target()) {
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if let Ok((entity, mut player)) = players.get_mut(child) {
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let mut transitions = AnimationTransitions::new();
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transitions
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.play(&mut player, animation.animation, Duration::ZERO)
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.seek_to(0.5)
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.pause();
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commands
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.entity(entity)
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.insert(AnimationGraphHandle(animation.graph.clone()))
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.insert(transitions);
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}
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}
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}
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}
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mod gizmos {
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use bevy::{color::palettes::css::*, prelude::*};
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pub fn setup(mut commands: Commands) {
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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DespawnOnExitState(super::Scene::Gizmos),
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));
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}
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pub fn draw_gizmos(mut gizmos: Gizmos) {
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gizmos.cuboid(
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Transform::from_translation(Vec3::X * 2.0).with_scale(Vec3::splat(2.0)),
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RED,
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);
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gizmos
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.sphere(Isometry3d::from_translation(Vec3::X * -2.0), 1.0, GREEN)
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.resolution(30_000 / 3);
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}
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}
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