bevy/crates/bevy_scene/src/lib.rs
Carter Anderson dcc03724a5 Base Sets (#7466)
# 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
2023-02-06 03:10:08 +00:00

49 lines
1.1 KiB
Rust

mod bundle;
mod dynamic_scene;
mod dynamic_scene_builder;
mod scene;
mod scene_loader;
mod scene_spawner;
#[cfg(feature = "serialize")]
pub mod serde;
pub use bundle::*;
pub use dynamic_scene::*;
pub use dynamic_scene_builder::*;
pub use scene::*;
pub use scene_loader::*;
pub use scene_spawner::*;
pub mod prelude {
#[doc(hidden)]
pub use crate::{
DynamicScene, DynamicSceneBuilder, DynamicSceneBundle, Scene, SceneBundle, SceneSpawner,
};
}
use bevy_app::prelude::*;
use bevy_asset::AddAsset;
use bevy_ecs::prelude::*;
#[derive(Default)]
pub struct ScenePlugin;
#[cfg(feature = "serialize")]
impl Plugin for ScenePlugin {
fn build(&self, app: &mut App) {
app.add_asset::<DynamicScene>()
.add_asset::<Scene>()
.init_asset_loader::<SceneLoader>()
.init_resource::<SceneSpawner>()
.add_system(scene_spawner_system)
// Systems `*_bundle_spawner` must run before `scene_spawner_system`
.add_system(scene_spawner.in_base_set(CoreSet::PreUpdate));
}
}
#[cfg(not(feature = "serialize"))]
impl Plugin for ScenePlugin {
fn build(&self, _: &mut App) {}
}