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Example for 2D Frustum Culling (#1503)
This adds a new project for showing off Frustum Culling. (Master runs this at sub 1 FPS while with the frustum culling it runs at 144 FPS on my system) Short clip of the project running: https://streamable.com/vvzh2u
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@ -94,6 +94,10 @@ path = "examples/hello_world.rs"
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name = "contributors"
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path = "examples/2d/contributors.rs"
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[[example]]
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name = "many_sprites"
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path = "examples/2d/many_sprites.rs"
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[[example]]
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name = "sprite"
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path = "examples/2d/sprite.rs"
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95
examples/2d/many_sprites.rs
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95
examples/2d/many_sprites.rs
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@ -0,0 +1,95 @@
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use bevy::{
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diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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math::Quat,
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prelude::*,
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};
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use rand::Rng;
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const CAMERA_SPEED: f32 = 1000.0;
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pub struct PrintTimer(Timer);
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pub struct Position(Transform);
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///This example is for performance testing purposes.
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///See https://github.com/bevyengine/bevy/pull/1492
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fn main() {
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App::build()
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.add_plugin(LogDiagnosticsPlugin::default())
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.add_plugin(FrameTimeDiagnosticsPlugin::default())
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.insert_resource(bevy::log::LogSettings {
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level: bevy::log::Level::DEBUG,
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..Default::default()
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})
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup.system())
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.add_system(tick.system().label("Tick"))
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.add_system(move_camera.system().after("Tick"))
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.run()
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}
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fn setup(
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mut commands: Commands,
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assets: Res<AssetServer>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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let mut rng = rand::thread_rng();
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let tile_size = Vec2::splat(64.0);
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let map_size = Vec2::splat(320.0);
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let half_x = (map_size.x / 2.0) as i32;
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let half_y = (map_size.y / 2.0) as i32;
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let sprite_handle = materials.add(assets.load("branding/icon.png").into());
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commands
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.spawn()
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.insert_bundle(OrthographicCameraBundle::new_2d())
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.insert(PrintTimer(Timer::from_seconds(1.0, true)))
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.insert(Position(Transform::from_translation(Vec3::new(
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0.0, 0.0, 1000.0,
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))));
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for y in -half_y..half_y {
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for x in -half_x..half_x {
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let position = Vec2::new(x as f32, y as f32);
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let translation = (position * tile_size).extend(rng.gen::<f32>());
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let rotation = Quat::from_rotation_z(rng.gen::<f32>());
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let scale = Vec3::splat(rng.gen::<f32>() * 2.0);
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commands.spawn().insert_bundle(SpriteBundle {
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material: sprite_handle.clone(),
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transform: Transform {
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translation,
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rotation,
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scale,
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},
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sprite: Sprite::new(tile_size),
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..Default::default()
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});
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}
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}
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}
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fn move_camera(time: Res<Time>, mut query: Query<(&mut Transform, &mut Position)>) {
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for (mut transform, mut position) in query.iter_mut() {
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position
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.0
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.rotate(Quat::from_rotation_z(time.delta_seconds() * 0.5));
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position.0 =
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position.0 * Transform::from_translation(Vec3::X * CAMERA_SPEED * time.delta_seconds());
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transform.translation = position.0.translation;
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transform.rotation *= Quat::from_rotation_z(time.delta_seconds() / 2.0);
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}
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}
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fn tick(time: Res<Time>, sprites: Query<&Sprite>, mut query: Query<&mut PrintTimer>) {
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for mut timer in query.iter_mut() {
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timer.0.tick(time.delta());
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if timer.0.just_finished() {
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println!("Sprites: {}", sprites.iter().count(),);
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}
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}
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}
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@ -72,6 +72,7 @@ Example | Main | Description
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Example | Main | Description
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--- | --- | ---
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`contributors` | [`2d/contributors.rs`](./2d/contributors.rs) | Displays each contributor as a bouncy bevy-ball!
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`many_sprites` | [`2d/many_sprites.rs`](./2d/many_sprites.rs) | Displays many sprites in a grid arragement! Used for performance testing.
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`sprite` | [`2d/sprite.rs`](./2d/sprite.rs) | Renders a sprite
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`sprite_sheet` | [`2d/sprite_sheet.rs`](./2d/sprite_sheet.rs) | Renders an animated sprite
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`text2d` | [`2d/text2d.rs`](./2d/text2d.rs) | Generates text in 2d
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