extraction/extraction.rs
1//! Demonstrates different ways of extracting components from the main world to the render world.
2//!
3//! This is usually done as an intermediary step for transferring data to the GPU, making
4//! it accessible inside shaders.
5//!
6//! In this example, multiple entities are spawned, each with a different marker component: A, B, C.
7//! Each component contains the current elapsed time, updated each frame on the Main World, and is
8//! extracted to the render world in a different way.
9
10use bevy::prelude::*;
11use bevy::render::{
12 extract_component::{ExtractComponent, ExtractComponentPlugin},
13 sync_world::{RenderEntity, SyncToRenderWorld},
14 Extract, Render, RenderApp,
15};
16
17// The A component is extracted automatically through `ExtractComponentPlugin`. For this,
18// it is required to implement `ExtractComponent`. You can do a custom implementation if you wish to
19// do a custom extraction instead of just cloning the entire component.
20//
21// To be noted that the `SyncToRenderWorld` component, which spawns the corresponding entity on the Render World,
22// is automatically added as a requirement through the `ExtractComponentPlugin`.
23#[derive(Component, Clone, ExtractComponent, Debug)]
24struct A(pub f32);
25
26// The B component is extracted manually inside the `extract_components` system.
27// `SyncToRenderWorld` ensures that an equivalent entity will be spawned in the Render World
28// and the two will be associated in the Extract schedule through the `RenderEntity` component.
29#[derive(Component, Clone, Debug)]
30#[require(SyncToRenderWorld)]
31struct B(pub f32);
32
33// The C component is the same B, but it only extracts when the `Space` key is pressed.
34#[derive(Component, Clone, Debug)]
35#[require(SyncToRenderWorld)]
36struct C(pub f32);
37
38// Message sent when the `Space` key is pressed, causing the extraction of C.
39#[derive(Message)]
40struct ExtractMessage;
41
42// Resource inserted in each World, used to display its name.
43#[derive(Resource)]
44struct WorldName(pub String);
45
46fn main() {
47 let mut app = App::new();
48
49 // Main World
50 app.insert_resource(WorldName("Main World".into()))
51 .add_plugins((
52 DefaultPlugins,
53 // Plugin for automatically extracting A.
54 ExtractComponentPlugin::<A>::default(),
55 ))
56 .add_message::<ExtractMessage>()
57 .add_systems(Startup, setup)
58 .add_systems(Update, (set_time, trigger_extraction, display_state));
59
60 let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
61 return;
62 };
63
64 // Render World
65 render_app
66 .insert_resource(WorldName("Render World".into()))
67 .add_systems(ExtractSchedule, extract_components)
68 .add_systems(Render, display_state);
69
70 app.run();
71}
72
73// Spawns the components on the Main World. Runs on Startup.
74fn setup(mut commands: Commands, time: Res<Time>) {
75 commands.spawn(A(time.elapsed_secs()));
76 commands.spawn(B(time.elapsed_secs()));
77 commands.spawn(C(time.elapsed_secs()));
78}
79
80// Sets the elapsed time on each of the components on the Main World. Runs each frame.
81fn set_time(mut a: Single<&mut A>, mut b: Single<&mut B>, mut c: Single<&mut C>, time: Res<Time>) {
82 a.0 = time.elapsed_secs();
83 b.0 = time.elapsed_secs();
84 c.0 = time.elapsed_secs();
85}
86
87// Displays the values from each of the components. The same system is used for both Worlds.
88fn display_state(
89 a: Option<Single<(Entity, &A)>>,
90 b: Option<Single<(Entity, &B)>>,
91 c: Option<Single<(Entity, &C)>>,
92
93 // Resource used to debug the name of the World.
94 world_name: Res<WorldName>,
95) {
96 let (a, b, c) = (
97 a.map(Single::into_inner),
98 b.map(Single::into_inner),
99 c.map(Single::into_inner),
100 );
101 info!(?a, ?b, ?c, "{: >12}", world_name.0);
102}
103
104// Writes a message when the `Space` key is pressed, which is later read by the `extract_components` system.
105fn trigger_extraction(mut writer: MessageWriter<ExtractMessage>, keys: Res<ButtonInput<KeyCode>>) {
106 if keys.pressed(KeyCode::Space) {
107 writer.write(ExtractMessage);
108 }
109}
110
111// System that Extracts B each frame, and C only when the `Space` key was just pressed (see the `trigger_extraction` system).
112// Extraction is done by inserting a clone of the component on the corresponding Render World entity.
113fn extract_components(
114 b: Extract<Query<(RenderEntity, &B)>>,
115 c: Extract<Query<(RenderEntity, &C)>>,
116 mut reader: Extract<MessageReader<ExtractMessage>>,
117 mut commands: Commands,
118) {
119 for (entity, b) in &b {
120 commands.entity(entity).insert(b.clone());
121 }
122
123 if !reader.is_empty() {
124 for (entity, c) in &c {
125 commands.entity(entity).insert(c.clone());
126 }
127 reader.clear();
128 }
129}