# 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
		
			
				
	
	
		
			146 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			146 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Renders a lot of animated sprites to allow performance testing.
 | 
						|
//!
 | 
						|
//! It sets up many animated sprites in different sizes and rotations,
 | 
						|
//! and at different scales in the world, and moves the camera over them.
 | 
						|
//!
 | 
						|
//! Having sprites out of the camera's field of view should also help stress
 | 
						|
//! test any future potential 2d frustum culling implementation.
 | 
						|
 | 
						|
use std::time::Duration;
 | 
						|
 | 
						|
use bevy::{
 | 
						|
    diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
 | 
						|
    math::Quat,
 | 
						|
    prelude::*,
 | 
						|
    render::camera::Camera,
 | 
						|
    window::PresentMode,
 | 
						|
};
 | 
						|
 | 
						|
use rand::Rng;
 | 
						|
 | 
						|
const CAMERA_SPEED: f32 = 1000.0;
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        // Since this is also used as a benchmark, we want it to display performance data.
 | 
						|
        .add_plugin(LogDiagnosticsPlugin::default())
 | 
						|
        .add_plugin(FrameTimeDiagnosticsPlugin::default())
 | 
						|
        .add_plugins(DefaultPlugins.set(WindowPlugin {
 | 
						|
            primary_window: Some(Window {
 | 
						|
                present_mode: PresentMode::AutoNoVsync,
 | 
						|
                ..default()
 | 
						|
            }),
 | 
						|
            ..default()
 | 
						|
        }))
 | 
						|
        .add_startup_system(setup)
 | 
						|
        .add_system(animate_sprite)
 | 
						|
        .add_system(print_sprite_count)
 | 
						|
        .add_system(move_camera.after(print_sprite_count))
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
fn setup(
 | 
						|
    mut commands: Commands,
 | 
						|
    assets: Res<AssetServer>,
 | 
						|
    mut texture_atlases: ResMut<Assets<TextureAtlas>>,
 | 
						|
) {
 | 
						|
    warn!(include_str!("warning_string.txt"));
 | 
						|
 | 
						|
    let mut rng = rand::thread_rng();
 | 
						|
 | 
						|
    let tile_size = Vec2::splat(64.0);
 | 
						|
    let map_size = Vec2::splat(320.0);
 | 
						|
 | 
						|
    let half_x = (map_size.x / 2.0) as i32;
 | 
						|
    let half_y = (map_size.y / 2.0) as i32;
 | 
						|
 | 
						|
    let texture_handle = assets.load("textures/rpg/chars/gabe/gabe-idle-run.png");
 | 
						|
    let texture_atlas =
 | 
						|
        TextureAtlas::from_grid(texture_handle, Vec2::new(24.0, 24.0), 7, 1, None, None);
 | 
						|
    let texture_atlas_handle = texture_atlases.add(texture_atlas);
 | 
						|
 | 
						|
    // Spawns the camera
 | 
						|
 | 
						|
    commands.spawn(Camera2dBundle::default());
 | 
						|
 | 
						|
    // Builds and spawns the sprites
 | 
						|
    for y in -half_y..half_y {
 | 
						|
        for x in -half_x..half_x {
 | 
						|
            let position = Vec2::new(x as f32, y as f32);
 | 
						|
            let translation = (position * tile_size).extend(rng.gen::<f32>());
 | 
						|
            let rotation = Quat::from_rotation_z(rng.gen::<f32>());
 | 
						|
            let scale = Vec3::splat(rng.gen::<f32>() * 2.0);
 | 
						|
            let mut timer = Timer::from_seconds(0.1, TimerMode::Repeating);
 | 
						|
            timer.set_elapsed(Duration::from_secs_f32(rng.gen::<f32>()));
 | 
						|
 | 
						|
            commands.spawn((
 | 
						|
                SpriteSheetBundle {
 | 
						|
                    texture_atlas: texture_atlas_handle.clone(),
 | 
						|
                    transform: Transform {
 | 
						|
                        translation,
 | 
						|
                        rotation,
 | 
						|
                        scale,
 | 
						|
                    },
 | 
						|
                    sprite: TextureAtlasSprite {
 | 
						|
                        custom_size: Some(tile_size),
 | 
						|
                        ..default()
 | 
						|
                    },
 | 
						|
                    ..default()
 | 
						|
                },
 | 
						|
                AnimationTimer(timer),
 | 
						|
            ));
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
// System for rotating and translating the camera
 | 
						|
fn move_camera(time: Res<Time>, mut camera_query: Query<&mut Transform, With<Camera>>) {
 | 
						|
    let mut camera_transform = camera_query.single_mut();
 | 
						|
    camera_transform.rotate(Quat::from_rotation_z(time.delta_seconds() * 0.5));
 | 
						|
    *camera_transform = *camera_transform
 | 
						|
        * Transform::from_translation(Vec3::X * CAMERA_SPEED * time.delta_seconds());
 | 
						|
}
 | 
						|
 | 
						|
#[derive(Component, Deref, DerefMut)]
 | 
						|
struct AnimationTimer(Timer);
 | 
						|
 | 
						|
fn animate_sprite(
 | 
						|
    time: Res<Time>,
 | 
						|
    texture_atlases: Res<Assets<TextureAtlas>>,
 | 
						|
    mut query: Query<(
 | 
						|
        &mut AnimationTimer,
 | 
						|
        &mut TextureAtlasSprite,
 | 
						|
        &Handle<TextureAtlas>,
 | 
						|
    )>,
 | 
						|
) {
 | 
						|
    for (mut timer, mut sprite, texture_atlas_handle) in query.iter_mut() {
 | 
						|
        timer.tick(time.delta());
 | 
						|
        if timer.just_finished() {
 | 
						|
            let texture_atlas = texture_atlases.get(texture_atlas_handle).unwrap();
 | 
						|
            sprite.index = (sprite.index + 1) % texture_atlas.textures.len();
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
#[derive(Deref, DerefMut)]
 | 
						|
struct PrintingTimer(Timer);
 | 
						|
 | 
						|
impl Default for PrintingTimer {
 | 
						|
    fn default() -> Self {
 | 
						|
        Self(Timer::from_seconds(1.0, TimerMode::Repeating))
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
// System for printing the number of sprites on every tick of the timer
 | 
						|
fn print_sprite_count(
 | 
						|
    time: Res<Time>,
 | 
						|
    mut timer: Local<PrintingTimer>,
 | 
						|
    sprites: Query<&TextureAtlasSprite>,
 | 
						|
) {
 | 
						|
    timer.tick(time.delta());
 | 
						|
 | 
						|
    if timer.just_finished() {
 | 
						|
        info!("Sprites: {}", sprites.iter().count(),);
 | 
						|
    }
 | 
						|
}
 |