# Objective
Support the following syntax for adding systems:
```rust
App::new()
    .add_system(setup.on_startup())
    .add_systems((
        show_menu.in_schedule(OnEnter(GameState::Paused)),
        menu_ssytem.in_set(OnUpdate(GameState::Paused)),
        hide_menu.in_schedule(OnExit(GameState::Paused)),
    ))
```
## Solution
Add the traits `IntoSystemAppConfig{s}`, which provide the extension methods necessary for configuring which schedule a system belongs to. These extension methods return `IntoSystemAppConfig{s}`, which `App::add_system{s}` uses to choose which schedule to add systems to.
---
## Changelog
+ Added the extension methods `in_schedule(label)` and  `on_startup()` for configuring the schedule a system belongs to.
## Future Work
* Replace all uses of `add_startup_system` in the engine.
* Deprecate this method
		
	
			
		
			
				
	
	
		
			188 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			188 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows how to iterate over combinations of query results.
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use bevy::{pbr::AmbientLight, prelude::*};
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use rand::{thread_rng, Rng};
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const DELTA_TIME: f32 = 0.01;
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .insert_resource(AmbientLight {
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            brightness: 0.03,
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            ..default()
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        })
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        .add_startup_system(generate_bodies)
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        .insert_resource(FixedTime::new_from_secs(DELTA_TIME))
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        .add_systems((interact_bodies, integrate).in_schedule(CoreSchedule::FixedUpdate))
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        .add_system(look_at_star)
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        .insert_resource(ClearColor(Color::BLACK))
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        .run();
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}
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const GRAVITY_CONSTANT: f32 = 0.001;
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const NUM_BODIES: usize = 100;
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#[derive(Component, Default)]
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struct Mass(f32);
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#[derive(Component, Default)]
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struct Acceleration(Vec3);
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#[derive(Component, Default)]
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struct LastPos(Vec3);
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#[derive(Component)]
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struct Star;
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#[derive(Bundle, Default)]
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struct BodyBundle {
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    pbr: PbrBundle,
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    mass: Mass,
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    last_pos: LastPos,
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    acceleration: Acceleration,
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}
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fn generate_bodies(
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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 mesh = meshes.add(
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        Mesh::try_from(shape::Icosphere {
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            radius: 1.0,
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            subdivisions: 3,
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        })
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        .unwrap(),
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    );
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    let color_range = 0.5..1.0;
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    let vel_range = -0.5..0.5;
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    let mut rng = thread_rng();
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    for _ in 0..NUM_BODIES {
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        let radius: f32 = rng.gen_range(0.1..0.7);
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        let mass_value = radius.powi(3) * 10.;
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        let position = Vec3::new(
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            rng.gen_range(-1.0..1.0),
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            rng.gen_range(-1.0..1.0),
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            rng.gen_range(-1.0..1.0),
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        )
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        .normalize()
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            * rng.gen_range(0.2f32..1.0).cbrt()
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            * 15.;
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        commands.spawn(BodyBundle {
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            pbr: PbrBundle {
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                transform: Transform {
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                    translation: position,
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                    scale: Vec3::splat(radius),
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                    ..default()
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                },
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                mesh: mesh.clone(),
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                material: materials.add(
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                    Color::rgb(
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                        rng.gen_range(color_range.clone()),
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                        rng.gen_range(color_range.clone()),
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                        rng.gen_range(color_range.clone()),
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                    )
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                    .into(),
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                ),
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                ..default()
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            },
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            mass: Mass(mass_value),
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            acceleration: Acceleration(Vec3::ZERO),
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            last_pos: LastPos(
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                position
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                    - Vec3::new(
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                        rng.gen_range(vel_range.clone()),
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                        rng.gen_range(vel_range.clone()),
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                        rng.gen_range(vel_range.clone()),
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                    ) * DELTA_TIME,
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            ),
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        });
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    }
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    // add bigger "star" body in the center
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    let star_radius = 1.;
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    commands
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        .spawn((
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            BodyBundle {
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                pbr: PbrBundle {
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                    transform: Transform::from_scale(Vec3::splat(star_radius)),
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                    mesh: meshes.add(
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                        Mesh::try_from(shape::Icosphere {
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                            radius: 1.0,
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                            subdivisions: 5,
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                        })
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                        .unwrap(),
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                    ),
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                    material: materials.add(StandardMaterial {
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                        base_color: Color::ORANGE_RED,
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                        emissive: (Color::ORANGE_RED * 2.),
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                        ..default()
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                    }),
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                    ..default()
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                },
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                mass: Mass(500.0),
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                ..default()
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            },
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            Star,
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        ))
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        .with_children(|p| {
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            p.spawn(PointLightBundle {
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                point_light: PointLight {
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                    color: Color::WHITE,
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                    intensity: 400.0,
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                    range: 100.0,
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                    radius: star_radius,
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                    ..default()
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                },
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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, 10.5, -30.0).looking_at(Vec3::ZERO, Vec3::Y),
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        ..default()
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    });
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}
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fn interact_bodies(mut query: Query<(&Mass, &GlobalTransform, &mut Acceleration)>) {
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    let mut iter = query.iter_combinations_mut();
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    while let Some([(Mass(m1), transform1, mut acc1), (Mass(m2), transform2, mut acc2)]) =
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        iter.fetch_next()
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    {
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        let delta = transform2.translation() - transform1.translation();
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        let distance_sq: f32 = delta.length_squared();
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        let f = GRAVITY_CONSTANT / distance_sq;
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        let force_unit_mass = delta * f;
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        acc1.0 += force_unit_mass * *m2;
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        acc2.0 -= force_unit_mass * *m1;
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    }
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}
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fn integrate(mut query: Query<(&mut Acceleration, &mut Transform, &mut LastPos)>) {
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    let dt_sq = DELTA_TIME * DELTA_TIME;
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    for (mut acceleration, mut transform, mut last_pos) in &mut query {
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        // verlet integration
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        // x(t+dt) = 2x(t) - x(t-dt) + a(t)dt^2 + O(dt^4)
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        let new_pos = transform.translation * 2.0 - last_pos.0 + acceleration.0 * dt_sq;
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        acceleration.0 = Vec3::ZERO;
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        last_pos.0 = transform.translation;
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        transform.translation = new_pos;
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    }
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}
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fn look_at_star(
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    mut camera: Query<&mut Transform, (With<Camera>, Without<Star>)>,
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    star: Query<&Transform, With<Star>>,
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) {
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    let mut camera = camera.single_mut();
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    let star = star.single();
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    let new_rotation = camera
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        .looking_at(star.translation, Vec3::Y)
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        .rotation
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        .lerp(camera.rotation, 0.1);
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    camera.rotation = new_rotation;
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}
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