mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 06:30:19 +00:00
46f5411605
# Objective Intended to close #5073 ## Solution Adds a stress test that use TextureAtlas based on the existing many_sprites test using the animated sprite implementation from the sprite_sheet example. In order to satisfy the goals described in #5073 the animations are all slightly offset. Of note is that the original stress test was designed to test fullstrum culling. I kept this test similar as to facilitate easy comparisons between the use of TextureAtlas and without.
136 lines
4.3 KiB
Rust
136 lines
4.3 KiB
Rust
//! Renders a lot of animated sprites to allow performance testing.
|
|
//!
|
|
//! It sets up many animated sprites in different sizes and rotations, and at different scales in the world,
|
|
//! and moves the camera over them to see how well frustum culling works.
|
|
//!
|
|
//! To measure performance realistically, be sure to run this in release mode.
|
|
//! `cargo run --example many_animated_sprites --release`
|
|
|
|
use std::time::Duration;
|
|
|
|
use bevy::{
|
|
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
|
|
math::Quat,
|
|
prelude::*,
|
|
render::camera::Camera,
|
|
};
|
|
|
|
use rand::Rng;
|
|
|
|
const CAMERA_SPEED: f32 = 1000.0;
|
|
|
|
fn main() {
|
|
App::new()
|
|
// Since this is also used as a benchmark, we want it to display performance data.
|
|
.add_plugin(LogDiagnosticsPlugin::default())
|
|
.add_plugin(FrameTimeDiagnosticsPlugin::default())
|
|
.add_plugins(DefaultPlugins)
|
|
.add_startup_system(setup)
|
|
.add_system(animate_sprite)
|
|
.add_system(print_sprite_count)
|
|
.add_system(move_camera.after(print_sprite_count))
|
|
.run();
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
assets: Res<AssetServer>,
|
|
mut texture_atlases: ResMut<Assets<TextureAtlas>>,
|
|
) {
|
|
let mut rng = rand::thread_rng();
|
|
|
|
let tile_size = Vec2::splat(64.0);
|
|
let map_size = Vec2::splat(320.0);
|
|
|
|
let half_x = (map_size.x / 2.0) as i32;
|
|
let half_y = (map_size.y / 2.0) as i32;
|
|
|
|
let texture_handle = assets.load("textures/rpg/chars/gabe/gabe-idle-run.png");
|
|
let texture_atlas = TextureAtlas::from_grid(texture_handle, Vec2::new(24.0, 24.0), 7, 1);
|
|
let texture_atlas_handle = texture_atlases.add(texture_atlas);
|
|
|
|
// Spawns the camera
|
|
commands
|
|
.spawn()
|
|
.insert_bundle(Camera2dBundle::default())
|
|
.insert(Transform::from_xyz(0.0, 0.0, 1000.0));
|
|
|
|
// Builds and spawns the sprites
|
|
for y in -half_y..half_y {
|
|
for x in -half_x..half_x {
|
|
let position = Vec2::new(x as f32, y as f32);
|
|
let translation = (position * tile_size).extend(rng.gen::<f32>());
|
|
let rotation = Quat::from_rotation_z(rng.gen::<f32>());
|
|
let scale = Vec3::splat(rng.gen::<f32>() * 2.0);
|
|
let mut timer = Timer::from_seconds(0.1, true);
|
|
timer.set_elapsed(Duration::from_secs_f32(rng.gen::<f32>()));
|
|
|
|
commands
|
|
.spawn_bundle(SpriteSheetBundle {
|
|
texture_atlas: texture_atlas_handle.clone(),
|
|
transform: Transform {
|
|
translation,
|
|
rotation,
|
|
scale,
|
|
},
|
|
sprite: TextureAtlasSprite {
|
|
custom_size: Some(tile_size),
|
|
..default()
|
|
},
|
|
..default()
|
|
})
|
|
.insert(AnimationTimer(timer));
|
|
}
|
|
}
|
|
}
|
|
|
|
// System for rotating and translating the camera
|
|
fn move_camera(time: Res<Time>, mut camera_query: Query<&mut Transform, With<Camera>>) {
|
|
let mut camera_transform = camera_query.single_mut();
|
|
camera_transform.rotate(Quat::from_rotation_z(time.delta_seconds() * 0.5));
|
|
*camera_transform = *camera_transform
|
|
* Transform::from_translation(Vec3::X * CAMERA_SPEED * time.delta_seconds());
|
|
}
|
|
|
|
#[derive(Component, Deref, DerefMut)]
|
|
struct AnimationTimer(Timer);
|
|
|
|
fn animate_sprite(
|
|
time: Res<Time>,
|
|
texture_atlases: Res<Assets<TextureAtlas>>,
|
|
mut query: Query<(
|
|
&mut AnimationTimer,
|
|
&mut TextureAtlasSprite,
|
|
&Handle<TextureAtlas>,
|
|
)>,
|
|
) {
|
|
for (mut timer, mut sprite, texture_atlas_handle) in query.iter_mut() {
|
|
timer.tick(time.delta());
|
|
if timer.just_finished() {
|
|
let texture_atlas = texture_atlases.get(texture_atlas_handle).unwrap();
|
|
sprite.index = (sprite.index + 1) % texture_atlas.textures.len();
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Deref, DerefMut)]
|
|
struct PrintingTimer(Timer);
|
|
|
|
impl Default for PrintingTimer {
|
|
fn default() -> Self {
|
|
Self(Timer::from_seconds(1.0, true))
|
|
}
|
|
}
|
|
|
|
// System for printing the number of sprites on every tick of the timer
|
|
fn print_sprite_count(
|
|
time: Res<Time>,
|
|
mut timer: Local<PrintingTimer>,
|
|
sprites: Query<&TextureAtlasSprite>,
|
|
) {
|
|
timer.tick(time.delta());
|
|
|
|
if timer.just_finished() {
|
|
info!("Sprites: {}", sprites.iter().count(),);
|
|
}
|
|
}
|