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		dcc03724a5
		
	
	
	
	
		
			
			# 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
		
			
				
	
	
		
			122 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			122 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example demonstrates the built-in 3d shapes in Bevy.
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| //! The scene includes a patterned texture and a rotation for visualizing the normals and UVs.
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| 
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| use std::f32::consts::PI;
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| 
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| use bevy::{
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|     prelude::*,
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|     render::render_resource::{Extent3d, TextureDimension, TextureFormat},
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| };
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
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|         .add_startup_system(setup)
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|         .add_system(rotate)
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|         .run();
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| }
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| 
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| /// A marker component for our shapes so we can query them separately from the ground plane
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| #[derive(Component)]
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| struct Shape;
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| 
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| const X_EXTENT: f32 = 14.5;
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| 
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| fn setup(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut images: ResMut<Assets<Image>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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| ) {
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|     let debug_material = materials.add(StandardMaterial {
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|         base_color_texture: Some(images.add(uv_debug_texture())),
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|         ..default()
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|     });
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| 
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|     let shapes = [
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|         meshes.add(shape::Cube::default().into()),
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|         meshes.add(shape::Box::default().into()),
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|         meshes.add(shape::Capsule::default().into()),
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|         meshes.add(shape::Torus::default().into()),
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|         meshes.add(shape::Cylinder::default().into()),
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|         meshes.add(shape::Icosphere::default().try_into().unwrap()),
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|         meshes.add(shape::UVSphere::default().into()),
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|     ];
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| 
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|     let num_shapes = shapes.len();
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| 
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|     for (i, shape) in shapes.into_iter().enumerate() {
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|         commands.spawn((
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|             PbrBundle {
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|                 mesh: shape,
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|                 material: debug_material.clone(),
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|                 transform: Transform::from_xyz(
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|                     -X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT,
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|                     2.0,
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|                     0.0,
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|                 )
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|                 .with_rotation(Quat::from_rotation_x(-PI / 4.)),
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|                 ..default()
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|             },
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|             Shape,
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|         ));
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|     }
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| 
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|     commands.spawn(PointLightBundle {
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|         point_light: PointLight {
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|             intensity: 9000.0,
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|             range: 100.,
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         transform: Transform::from_xyz(8.0, 16.0, 8.0),
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|         ..default()
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|     });
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| 
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|     // ground plane
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(shape::Plane { size: 50. }.into()),
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|         material: materials.add(Color::SILVER.into()),
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|         ..default()
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|     });
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| 
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(0.0, 6., 12.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
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|         ..default()
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|     });
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| }
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| 
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| fn rotate(mut query: Query<&mut Transform, With<Shape>>, time: Res<Time>) {
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|     for mut transform in &mut query {
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|         transform.rotate_y(time.delta_seconds() / 2.);
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|     }
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| }
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| 
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| /// Creates a colorful test pattern
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| fn uv_debug_texture() -> Image {
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|     const TEXTURE_SIZE: usize = 8;
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| 
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|     let mut palette: [u8; 32] = [
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|         255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
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|         198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
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|     ];
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| 
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|     let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
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|     for y in 0..TEXTURE_SIZE {
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|         let offset = TEXTURE_SIZE * y * 4;
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|         texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
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|         palette.rotate_right(4);
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|     }
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| 
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|     Image::new_fill(
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|         Extent3d {
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|             width: TEXTURE_SIZE as u32,
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|             height: TEXTURE_SIZE as u32,
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|             depth_or_array_layers: 1,
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|         },
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|         TextureDimension::D2,
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|         &texture_data,
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|         TextureFormat::Rgba8UnormSrgb,
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|     )
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| }
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