bevy/examples/spawner.rs

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Rust
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use bevy::prelude::*;
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use rand::{rngs::StdRng, Rng, SeedableRng};
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use std::collections::VecDeque;
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fn main() {
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AppBuilder::new()
.add_defaults()
.add_system(build_move_system())
.add_system(build_print_status_system())
.setup_world(setup)
.run();
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}
fn build_move_system() -> Box<dyn Schedulable> {
SystemBuilder::new("Move")
.read_resource::<Time>()
.with_query(<(Write<Translation>, Write<StandardMaterial>)>::query())
.build(move |_, world, time, person_query| {
for (mut translation, mut material) in person_query.iter_mut(world) {
translation.0 += math::vec3(1.0, 0.0, 0.0) * time.delta_seconds;
if let ColorSource::Color(color) = material.albedo {
material.albedo = (color
+ math::vec4(
-time.delta_seconds,
-time.delta_seconds,
time.delta_seconds,
0.0,
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))
.into();
}
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}
})
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}
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fn build_print_status_system() -> Box<dyn Schedulable> {
let mut elapsed = 0.0;
let mut frame_time_total = 0.0;
let mut frame_time_count = 0;
let frame_time_max = 10;
let mut frame_time_values = VecDeque::new();
SystemBuilder::new("PrintStatus")
.read_resource::<Time>()
.build(move |_, _world, time, _queries| {
elapsed += time.delta_seconds;
frame_time_values.push_front(time.delta_seconds);
frame_time_total += time.delta_seconds;
frame_time_count += 1;
if frame_time_count > frame_time_max {
frame_time_count = frame_time_max;
frame_time_total -= frame_time_values.pop_back().unwrap();
}
if elapsed > 1.0 {
if frame_time_count > 0 && frame_time_total > 0.0 {
println!(
"fps: {}",
1.0 / (frame_time_total / frame_time_count as f32)
)
}
elapsed = 0.0;
}
})
}
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fn setup(world: &mut World, resources: &mut Resources) {
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let cube = Mesh::load(MeshType::Cube);
let plane = Mesh::load(MeshType::Plane { size: 10.0 });
let (cube_handle, plane_handle) = {
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let mut mesh_storage = resources.get_mut::<AssetStorage<Mesh>>().unwrap();
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(mesh_storage.add(cube), mesh_storage.add(plane))
};
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let mut builder = world
.build()
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// plane
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.add_archetype(MeshEntity {
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mesh: plane_handle,
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material: StandardMaterial {
albedo: math::vec4(0.1, 0.2, 0.1, 1.0).into(),
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},
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..Default::default()
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})
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// cube
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.add_archetype(MeshEntity {
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mesh: cube_handle,
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material: StandardMaterial {
albedo: math::vec4(1.0, 1.0, 1.0, 1.0).into(),
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},
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translation: Translation::new(0.0, 0.0, 1.0),
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..Default::default()
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})
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.add_archetype(MeshEntity {
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mesh: cube_handle,
material: StandardMaterial {
albedo: math::vec4(0.0, 1.0, 0.0, 1.0).into(),
},
translation: Translation::new(-2.0, 0.0, 1.0),
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..Default::default()
})
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// light
.add_archetype(LightEntity {
translation: Translation::new(4.0, -4.0, 5.0),
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..Default::default()
})
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// camera
.add_archetype(CameraEntity {
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camera: Camera::new(CameraType::Projection {
fov: std::f32::consts::PI / 4.0,
near: 1.0,
far: 1000.0,
aspect_ratio: 1.0,
}),
active_camera: ActiveCamera,
local_to_world: LocalToWorld(Mat4::look_at_rh(
Vec3::new(3.0, 8.0, 5.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 0.0, 1.0),
)),
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});
let mut rng = StdRng::from_entropy();
for _ in 0..10000 {
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builder = builder.add_archetype(MeshEntity {
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mesh: cube_handle,
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material: StandardMaterial {
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albedo: math::vec4(
rng.gen_range(0.0, 1.0),
rng.gen_range(0.0, 1.0),
rng.gen_range(0.0, 1.0),
1.0,
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)
.into(),
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},
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translation: Translation::new(
rng.gen_range(-50.0, 50.0),
rng.gen_range(-50.0, 50.0),
0.0,
),
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..Default::default()
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})
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}
builder.build();
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}