mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 15:14:50 +00:00
b28365f966
* move print diagnostics to log * entity count diagnostic * asset count diagnostic * remove useless `pub`s * use `BTreeMap` instead of `HashMap` * get entity count from world * keep ordered list of diagnostics
73 lines
2.6 KiB
Rust
73 lines
2.6 KiB
Rust
use bevy::{
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diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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prelude::*,
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};
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use rand::{rngs::StdRng, Rng, SeedableRng};
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/// This example spawns a large number of cubes, each with its own changing position and material
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/// This is intended to be a stress test of bevy's ability to render many objects with different properties
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/// For the best results, run it in release mode: ```cargo run --example spawner --release
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/// NOTE: Bevy still has a number of optimizations to do in this area. Expect the performance here to go way up in the future
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fn main() {
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App::build()
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.add_plugins(DefaultPlugins)
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.add_plugin(FrameTimeDiagnosticsPlugin::default())
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.add_plugin(LogDiagnosticsPlugin::default())
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.add_startup_system(setup.system())
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.add_system(move_cubes.system())
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.run();
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}
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fn move_cubes(
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time: Res<Time>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut query: Query<(&mut Transform, &Handle<StandardMaterial>)>,
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) {
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for (mut transform, material_handle) in query.iter_mut() {
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let material = materials.get_mut(material_handle).unwrap();
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transform.translation += Vec3::new(1.0, 0.0, 0.0) * time.delta_seconds();
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material.albedo =
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Color::BLUE * Vec3::splat((3.0 * time.seconds_since_startup() as f32).sin());
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}
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}
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fn setup(
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commands: &mut Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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commands
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// light
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.spawn(LightBundle {
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transform: Transform::from_translation(Vec3::new(4.0, -4.0, 5.0)),
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..Default::default()
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})
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// camera
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.spawn(Camera3dBundle {
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transform: Transform::from_translation(Vec3::new(0.0, 15.0, 150.0))
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.looking_at(Vec3::default(), Vec3::unit_y()),
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..Default::default()
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});
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let mut rng = StdRng::from_entropy();
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let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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for _ in 0..10000 {
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commands.spawn(PbrBundle {
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mesh: cube_handle.clone(),
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material: materials.add(StandardMaterial {
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albedo: Color::rgb(
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rng.gen_range(0.0, 1.0),
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rng.gen_range(0.0, 1.0),
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rng.gen_range(0.0, 1.0),
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),
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..Default::default()
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}),
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transform: Transform::from_translation(Vec3::new(
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rng.gen_range(-50.0, 50.0),
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rng.gen_range(-50.0, 50.0),
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0.0,
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)),
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..Default::default()
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});
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}
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}
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