bevy/examples/stress_tests/many_foxes.rs
Joona Aalto a795de30b4
Use impl Into<A> for Assets::add (#10878)
# Motivation

When spawning entities into a scene, it is very common to create assets
like meshes and materials and to add them via asset handles. A common
setup might look like this:

```rust
fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    commands.spawn(PbrBundle {
        mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
        material: materials.add(StandardMaterial::from(Color::RED)),
        ..default()
    });
}
```

Let's take a closer look at the part that adds the assets using `add`.

```rust
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(StandardMaterial::from(Color::RED)),
```

Here, "mesh" and "material" are both repeated three times. It's very
explicit, but I find it to be a bit verbose. In addition to being more
code to read and write, the extra characters can sometimes also lead to
the code being formatted to span multiple lines even though the core
task, adding e.g. a primitive mesh, is extremely simple.

A way to address this is by using `.into()`:

```rust
mesh: meshes.add(shape::Cube { size: 1.0 }.into()),
material: materials.add(Color::RED.into()),
```

This is fine, but from the names and the type of `meshes`, we already
know what the type should be. It's very clear that `Cube` should be
turned into a `Mesh` because of the context it's used in. `.into()` is
just seven characters, but it's so common that it quickly adds up and
gets annoying.

It would be nice if you could skip all of the conversion and let Bevy
handle it for you:

```rust
mesh: meshes.add(shape::Cube { size: 1.0 }),
material: materials.add(Color::RED),
```

# Objective

Make adding assets more ergonomic by making `Assets::add` take an `impl
Into<A>` instead of `A`.

## Solution

`Assets::add` now takes an `impl Into<A>` instead of `A`, so e.g. this
works:

```rust
    commands.spawn(PbrBundle {
        mesh: meshes.add(shape::Cube { size: 1.0 }),
        material: materials.add(Color::RED),
        ..default()
    });
```

I also changed all examples to use this API, which increases consistency
as well because `Mesh::from` and `into` were being used arbitrarily even
in the same file. This also gets rid of some lines of code because
formatting is nicer.

---

## Changelog

- `Assets::add` now takes an `impl Into<A>` instead of `A`
- Examples don't use `T::from(K)` or `K.into()` when adding assets

## Migration Guide

Some `into` calls that worked previously might now be broken because of
the new trait bounds. You need to either remove `into` or perform the
conversion explicitly with `from`:

```rust
// Doesn't compile
let mesh_handle = meshes.add(shape::Cube { size: 1.0 }.into()),

// These compile
let mesh_handle = meshes.add(shape::Cube { size: 1.0 }),
let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
```

## Concerns

I believe the primary concerns might be:

1. Is this too implicit?
2. Does this increase codegen bloat?

Previously, the two APIs were using `into` or `from`, and now it's
"nothing" or `from`. You could argue that `into` is slightly more
explicit than "nothing" in cases like the earlier examples where a
`Color` gets converted to e.g. a `StandardMaterial`, but I personally
don't think `into` adds much value even in this case, and you could
still see the actual type from the asset type.

As for codegen bloat, I doubt it adds that much, but I'm not very
familiar with the details of codegen. I personally value the user-facing
code reduction and ergonomics improvements that these changes would
provide, but it might be worth checking the other effects in more
detail.

Another slight concern is migration pain; apps might have a ton of
`into` calls that would need to be removed, and it did take me a while
to do so for Bevy itself (maybe around 20-40 minutes). However, I think
the fact that there *are* so many `into` calls just highlights that the
API could be made nicer, and I'd gladly migrate my own projects for it.
2024-01-08 22:14:43 +00:00

311 lines
8.9 KiB
Rust

//! Loads animations from a skinned glTF, spawns many of them, and plays the
//! animation to stress test skinned meshes.
use std::f32::consts::PI;
use std::time::Duration;
use argh::FromArgs;
use bevy::{
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
pbr::CascadeShadowConfigBuilder,
prelude::*,
window::{PresentMode, WindowPlugin, WindowResolution},
};
#[derive(FromArgs, Resource)]
/// `many_foxes` stress test
struct Args {
/// wether all foxes run in sync.
#[argh(switch)]
sync: bool,
/// total number of foxes.
#[argh(option, default = "1000")]
count: usize,
}
#[derive(Resource)]
struct Foxes {
count: usize,
speed: f32,
moving: bool,
sync: bool,
}
fn main() {
let args: Args = argh::from_env();
App::new()
.add_plugins((
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "🦊🦊🦊 Many Foxes! 🦊🦊🦊".into(),
present_mode: PresentMode::AutoNoVsync,
resolution: WindowResolution::new(1920.0, 1080.0)
.with_scale_factor_override(1.0),
..default()
}),
..default()
}),
FrameTimeDiagnosticsPlugin,
LogDiagnosticsPlugin::default(),
))
.insert_resource(Foxes {
count: args.count,
speed: 2.0,
moving: true,
sync: args.sync,
})
.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 1.0,
})
.add_systems(Startup, setup)
.add_systems(
Update,
(
setup_scene_once_loaded,
keyboard_animation_control,
update_fox_rings.after(keyboard_animation_control),
),
)
.run();
}
#[derive(Resource)]
struct Animations(Vec<Handle<AnimationClip>>);
const RING_SPACING: f32 = 2.0;
const FOX_SPACING: f32 = 2.0;
#[derive(Component, Clone, Copy)]
enum RotationDirection {
CounterClockwise,
Clockwise,
}
impl RotationDirection {
fn sign(&self) -> f32 {
match self {
RotationDirection::CounterClockwise => 1.0,
RotationDirection::Clockwise => -1.0,
}
}
}
#[derive(Component)]
struct Ring {
radius: f32,
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
foxes: Res<Foxes>,
) {
warn!(include_str!("warning_string.txt"));
// Insert a resource with the current scene information
commands.insert_resource(Animations(vec![
asset_server.load("models/animated/Fox.glb#Animation2"),
asset_server.load("models/animated/Fox.glb#Animation1"),
asset_server.load("models/animated/Fox.glb#Animation0"),
]));
// Foxes
// Concentric rings of foxes, running in opposite directions. The rings are spaced at 2m radius intervals.
// The foxes in each ring are spaced at least 2m apart around its circumference.'
// NOTE: This fox model faces +z
let fox_handle = asset_server.load("models/animated/Fox.glb#Scene0");
let ring_directions = [
(
Quat::from_rotation_y(PI),
RotationDirection::CounterClockwise,
),
(Quat::IDENTITY, RotationDirection::Clockwise),
];
let mut ring_index = 0;
let mut radius = RING_SPACING;
let mut foxes_remaining = foxes.count;
info!("Spawning {} foxes...", foxes.count);
while foxes_remaining > 0 {
let (base_rotation, ring_direction) = ring_directions[ring_index % 2];
let ring_parent = commands
.spawn((
SpatialBundle::INHERITED_IDENTITY,
ring_direction,
Ring { radius },
))
.id();
let circumference = PI * 2. * radius;
let foxes_in_ring = ((circumference / FOX_SPACING) as usize).min(foxes_remaining);
let fox_spacing_angle = circumference / (foxes_in_ring as f32 * radius);
for fox_i in 0..foxes_in_ring {
let fox_angle = fox_i as f32 * fox_spacing_angle;
let (s, c) = fox_angle.sin_cos();
let (x, z) = (radius * c, radius * s);
commands.entity(ring_parent).with_children(|builder| {
builder.spawn(SceneBundle {
scene: fox_handle.clone(),
transform: Transform::from_xyz(x, 0.0, z)
.with_scale(Vec3::splat(0.01))
.with_rotation(base_rotation * Quat::from_rotation_y(-fox_angle)),
..default()
});
});
}
foxes_remaining -= foxes_in_ring;
radius += RING_SPACING;
ring_index += 1;
}
// Camera
let zoom = 0.8;
let translation = Vec3::new(
radius * 1.25 * zoom,
radius * 0.5 * zoom,
radius * 1.5 * zoom,
);
commands.spawn(Camera3dBundle {
transform: Transform::from_translation(translation)
.looking_at(0.2 * Vec3::new(translation.x, 0.0, translation.z), Vec3::Y),
..default()
});
// Plane
commands.spawn(PbrBundle {
mesh: meshes.add(shape::Plane::from_size(5000.0)),
material: materials.add(Color::rgb(0.3, 0.5, 0.3)),
..default()
});
// Light
commands.spawn(DirectionalLightBundle {
transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
directional_light: DirectionalLight {
shadows_enabled: true,
..default()
},
cascade_shadow_config: CascadeShadowConfigBuilder {
first_cascade_far_bound: 0.9 * radius,
maximum_distance: 2.8 * radius,
..default()
}
.into(),
..default()
});
println!("Animation controls:");
println!(" - spacebar: play / pause");
println!(" - arrow up / down: speed up / slow down animation playback");
println!(" - arrow left / right: seek backward / forward");
println!(" - return: change animation");
}
// Once the scene is loaded, start the animation
fn setup_scene_once_loaded(
animations: Res<Animations>,
foxes: Res<Foxes>,
mut player: Query<(Entity, &mut AnimationPlayer)>,
mut done: Local<bool>,
) {
if !*done && player.iter().len() == foxes.count {
for (entity, mut player) in &mut player {
player.play(animations.0[0].clone_weak()).repeat();
if !foxes.sync {
player.seek_to(entity.index() as f32 / 10.0);
}
}
*done = true;
}
}
fn update_fox_rings(
time: Res<Time>,
foxes: Res<Foxes>,
mut rings: Query<(&Ring, &RotationDirection, &mut Transform)>,
) {
if !foxes.moving {
return;
}
let dt = time.delta_seconds();
for (ring, rotation_direction, mut transform) in &mut rings {
let angular_velocity = foxes.speed / ring.radius;
transform.rotate_y(rotation_direction.sign() * angular_velocity * dt);
}
}
fn keyboard_animation_control(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut animation_player: Query<&mut AnimationPlayer>,
animations: Res<Animations>,
mut current_animation: Local<usize>,
mut foxes: ResMut<Foxes>,
) {
if keyboard_input.just_pressed(KeyCode::Space) {
foxes.moving = !foxes.moving;
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
foxes.speed *= 1.25;
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
foxes.speed *= 0.8;
}
if keyboard_input.just_pressed(KeyCode::Enter) {
*current_animation = (*current_animation + 1) % animations.0.len();
}
for mut player in &mut animation_player {
if keyboard_input.just_pressed(KeyCode::Space) {
if player.is_paused() {
player.resume();
} else {
player.pause();
}
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
let speed = player.speed();
player.set_speed(speed * 1.25);
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
let speed = player.speed();
player.set_speed(speed * 0.8);
}
if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
let elapsed = player.seek_time();
player.seek_to(elapsed - 0.1);
}
if keyboard_input.just_pressed(KeyCode::ArrowRight) {
let elapsed = player.seek_time();
player.seek_to(elapsed + 0.1);
}
if keyboard_input.just_pressed(KeyCode::Enter) {
player
.play_with_transition(
animations.0[*current_animation].clone_weak(),
Duration::from_millis(250),
)
.repeat();
}
}
}