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		54006b107b
		
			
		
	
	
	
	
		
			
			# 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>
		
			
				
	
	
		
			139 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			139 lines
		
	
	
		
			5.4 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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|     ecs::{system::SystemState, 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::time::Duration;
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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_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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| 
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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(Cuboid::new(0.25, 0.25, 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::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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| 
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| #[derive(Component)]
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| struct ComputeTransform(Task<CommandQueue>);
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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; 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 duration = Duration::from_secs_f32(rand::thread_rng().gen_range(0.05..5.0));
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| 
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|                     // Pretend this is a time-intensive function. :)
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|                     async_std::task::sleep(duration).await;
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| 
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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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| 
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|                     // we use a raw command queue to pass a FnOnce(&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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| 
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|                             (box_mesh_handle.clone(), box_material_handle.clone())
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|                         };
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| 
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|                         world
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|                             .entity_mut(entity)
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|                             // Add our new `Mesh3d` and `MeshMaterial3d` to our tagged entity
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|                             .insert((
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|                                 Mesh3d(box_mesh_handle),
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|                                 MeshMaterial3d(box_material_handle),
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|                                 transform,
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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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| 
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|                     command_queue
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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.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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| 
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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 [`Mesh3d`] and [`MeshMaterial3d`] 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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| 
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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((PointLight::default(), Transform::from_xyz(4.0, 12.0, 15.0)));
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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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