use bevy::prelude::*; fn main() { AppBuilder::new().add_defaults().setup_world(setup).run(); } #[allow(dead_code)] fn create_entities_insert_vec( world: &mut World, plane_handle: Handle, cube_handle: Handle, ) { // plane world.insert( (), vec![( plane_handle, StandardMaterial { albedo: math::vec4(0.1, 0.2, 0.1, 1.0).into(), }, LocalToWorld::identity(), Translation::new(0.0, 0.0, 0.0), )], ); // cube world.insert( (), vec![( cube_handle, StandardMaterial { albedo: math::vec4(0.5, 0.3, 0.3, 1.0).into(), }, LocalToWorld::identity(), Translation::new(0.0, 0.0, 1.0), )], ); // light world.insert( (), vec![( Light::default(), LocalToWorld::identity(), Translation::new(4.0, -4.0, 5.0), Rotation::from_euler_angles(0.0, 0.0, 0.0), )], ); // camera world.insert( (), vec![( Camera::new(CameraType::Projection { fov: std::f32::consts::PI / 4.0, near: 1.0, far: 1000.0, aspect_ratio: 1.0, }), ActiveCamera, 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), )), )], ); } #[allow(dead_code)] fn create_entities_builder_add_component( world: &mut World, plane_handle: Handle, cube_handle: Handle, ) { world .build() // plane .build_entity() .add(plane_handle) .add(StandardMaterial { albedo: math::vec4(0.1, 0.2, 0.1, 1.0).into(), }) .add(LocalToWorld::identity()) .add(Translation::new(0.0, 0.0, 0.0)) // cube .build_entity() .add(cube_handle) .add(StandardMaterial { albedo: math::vec4(0.5, 0.3, 0.3, 1.0).into(), }) .add(LocalToWorld::identity()) .add(Translation::new(0.0, 0.0, 1.0)) // light .build_entity() .add(Light::default()) .add(LocalToWorld::identity()) .add(Translation::new(4.0, -4.0, 5.0)) .add(Rotation::from_euler_angles(0.0, 0.0, 0.0)) // camera .build_entity() .add(Camera::new(CameraType::Projection { fov: std::f32::consts::PI / 4.0, near: 1.0, far: 1000.0, aspect_ratio: 1.0, })) .add(ActiveCamera) .add(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), ))) .build(); } fn create_entities_builder_archetype( world: &mut World, plane_handle: Handle, cube_handle: Handle, ) { world .build() // plane .add_archetype(MeshEntity { mesh: plane_handle, material: StandardMaterial { albedo: math::vec4(0.1, 0.2, 0.1, 1.0).into(), }, ..Default::default() }) // cube .add_archetype(MeshEntity { mesh: cube_handle, material: StandardMaterial { albedo: math::vec4(0.5, 0.3, 0.3, 1.0).into(), }, ..Default::default() }) // light .add_archetype(LightEntity { translation: Translation::new(4.0, -4.0, 5.0), ..Default::default() }) // camera .add_archetype(CameraEntity { 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), )), }) .build(); } fn setup(world: &mut World) { let cube = Mesh::load(MeshType::Cube); let plane = Mesh::load(MeshType::Plane { size: 10.0 }); let (cube_handle, plane_handle) = { let mut mesh_storage = world.resources.get_mut::>().unwrap(); (mesh_storage.add(cube), mesh_storage.add(plane)) }; // no-archetype precompile: 1.24 sec // archetype precompile: 1.07 sec // create_entities_insert_vec(world, plane_handle, cube_handle); // no-archetype precompile: .93 // noarchetype precompile: .93 // create_entities_builder_add_component(world, plane_handle, cube_handle); // archetype precompile: 0.65 create_entities_builder_archetype(world, plane_handle, cube_handle); }