# 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
		
			
				
	
	
		
			158 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			158 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows multiple transformations of objects.
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use std::f32::consts::PI;
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use bevy::prelude::*;
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// A struct for additional data of for a moving cube.
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#[derive(Component)]
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struct CubeState {
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    start_pos: Vec3,
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    move_speed: f32,
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    turn_speed: f32,
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}
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// A struct adding information to a scalable entity,
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// that will be stationary at the center of the scene.
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#[derive(Component)]
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struct Center {
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    max_size: f32,
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    min_size: f32,
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    scale_factor: f32,
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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_startup_system(setup)
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        .add_system(move_cube)
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        .add_system(rotate_cube)
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        .add_system(scale_down_sphere_proportional_to_cube_travel_distance)
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        .run();
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}
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// Startup system to setup the scene and spawn all relevant entities.
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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 materials: ResMut<Assets<StandardMaterial>>,
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) {
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    // Add an object (sphere) for visualizing scaling.
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    commands.spawn((
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        PbrBundle {
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            mesh: meshes.add(
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                Mesh::try_from(shape::Icosphere {
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                    radius: 3.0,
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                    subdivisions: 32,
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                })
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                .unwrap(),
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            ),
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            material: materials.add(Color::YELLOW.into()),
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            transform: Transform::from_translation(Vec3::ZERO),
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            ..default()
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        },
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        Center {
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            max_size: 1.0,
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            min_size: 0.1,
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            scale_factor: 0.05,
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        },
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    ));
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    // Add the cube to visualize rotation and translation.
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    // This cube will circle around the center_sphere
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    // by changing its rotation each frame and moving forward.
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    // Define a start transform for an orbiting cube, that's away from our central object (sphere)
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    // and rotate it so it will be able to move around the sphere and not towards it.
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    let cube_spawn =
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        Transform::from_translation(Vec3::Z * -10.0).with_rotation(Quat::from_rotation_y(PI / 2.));
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    commands.spawn((
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        PbrBundle {
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            mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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            material: materials.add(Color::WHITE.into()),
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            transform: cube_spawn,
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            ..default()
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        },
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        CubeState {
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            start_pos: cube_spawn.translation,
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            move_speed: 2.0,
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            turn_speed: 0.2,
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        },
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    ));
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    // Spawn a camera looking at the entities to show what's happening in this example.
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    commands.spawn(Camera3dBundle {
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        transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
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        ..default()
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    });
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    // Add a light source for better 3d visibility.
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    commands.spawn(PointLightBundle {
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        transform: Transform::from_translation(Vec3::ONE * 3.0),
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        ..default()
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    });
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}
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// This system will move the cube forward.
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fn move_cube(mut cubes: Query<(&mut Transform, &mut CubeState)>, timer: Res<Time>) {
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    for (mut transform, cube) in &mut cubes {
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        // Move the cube forward smoothly at a given move_speed.
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        let forward = transform.forward();
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        transform.translation += forward * cube.move_speed * timer.delta_seconds();
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    }
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}
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// This system will rotate the cube slightly towards the center_sphere.
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// Due to the forward movement the resulting movement
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// will be a circular motion around the center_sphere.
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fn rotate_cube(
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    mut cubes: Query<(&mut Transform, &mut CubeState), Without<Center>>,
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    center_spheres: Query<&Transform, With<Center>>,
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    timer: Res<Time>,
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) {
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    // Calculate the point to circle around. (The position of the center_sphere)
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    let mut center: Vec3 = Vec3::ZERO;
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    for sphere in ¢er_spheres {
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        center += sphere.translation;
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    }
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    // Update the rotation of the cube(s).
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    for (mut transform, cube) in &mut cubes {
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        // Calculate the rotation of the cube if it would be looking at the sphere in the center.
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        let look_at_sphere = transform.looking_at(center, transform.local_y());
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        // Interpolate between the current rotation and the fully turned rotation
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        // when looking a the sphere,  with a given turn speed to get a smooth motion.
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        // With higher speed the curvature of the orbit would be smaller.
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        let incremental_turn_weight = cube.turn_speed * timer.delta_seconds();
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        let old_rotation = transform.rotation;
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        transform.rotation = old_rotation.lerp(look_at_sphere.rotation, incremental_turn_weight);
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    }
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}
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// This system will scale down the sphere in the center of the scene
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// according to the traveling distance of the orbiting cube(s) from their start position(s).
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fn scale_down_sphere_proportional_to_cube_travel_distance(
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    cubes: Query<(&Transform, &CubeState), Without<Center>>,
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    mut centers: Query<(&mut Transform, &Center)>,
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) {
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    // First we need to calculate the length of between
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    // the current position of the orbiting cube and the spawn position.
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    let mut distances = 0.0;
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    for (cube_transform, cube_state) in &cubes {
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        distances += (cube_state.start_pos - cube_transform.translation).length();
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    }
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    // Now we use the calculated value to scale the sphere in the center accordingly.
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    for (mut transform, center) in &mut centers {
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        // Calculate the new size from the calculated distances and the centers scale_factor.
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        // Since we want to have the sphere at its max_size at the cubes spawn location we start by
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        // using the max_size as start value and subtract the distances scaled by a scaling factor.
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        let mut new_size: f32 = center.max_size - center.scale_factor * distances;
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        // The new size should also not be smaller than the centers min_size.
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        // Therefore the max value out of (new_size, center.min_size) is used.
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        new_size = new_size.max(center.min_size);
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        // Now scale the sphere uniformly in all directions using new_size.
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        // Here Vec3:splat is used to create a vector with new_size in x, y and z direction.
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        transform.scale = Vec3::splat(new_size);
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    }
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}
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