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https://github.com/bevyengine/bevy
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1ba7429371
# Objective Provide a starting point for #3951, or a partial solution. Providing a few comment blocks to discuss, and hopefully find better one in the process. ## Solution Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. ## Changelog - Moved some existing comments from main() functions in the 2d examples to the file header level - Wrote some more comment blocks for most other 2d examples TODO: - [x] 2d/sprite_sheet, wasnt able to come up with something good yet - [x] all other example groups... Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
75 lines
2.6 KiB
Rust
75 lines
2.6 KiB
Rust
//! Illustrates parallel queries with `ParallelIterator`.
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use bevy::{prelude::*, tasks::prelude::*};
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use rand::random;
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#[derive(Component, Deref)]
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struct Velocity(Vec2);
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fn spawn_system(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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let texture = asset_server.load("branding/icon.png");
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for _ in 0..128 {
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commands
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.spawn_bundle(SpriteBundle {
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texture: texture.clone(),
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transform: Transform::from_scale(Vec3::splat(0.1)),
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..default()
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})
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.insert(Velocity(
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20.0 * Vec2::new(random::<f32>() - 0.5, random::<f32>() - 0.5),
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));
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}
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}
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// Move sprites according to their velocity
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fn move_system(pool: Res<ComputeTaskPool>, mut sprites: Query<(&mut Transform, &Velocity)>) {
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// Compute the new location of each sprite in parallel on the
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// ComputeTaskPool using batches of 32 sprites
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//
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// This example is only for demonstrative purposes. Using a
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// ParallelIterator for an inexpensive operation like addition on only 128
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// elements will not typically be faster than just using a normal Iterator.
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// See the ParallelIterator documentation for more information on when
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// to use or not use ParallelIterator over a normal Iterator.
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sprites.par_for_each_mut(&pool, 32, |(mut transform, velocity)| {
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transform.translation += velocity.extend(0.0);
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});
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}
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// Bounce sprites outside the window
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fn bounce_system(
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pool: Res<ComputeTaskPool>,
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windows: Res<Windows>,
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mut sprites: Query<(&Transform, &mut Velocity)>,
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) {
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let window = windows.primary();
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let width = window.width();
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let height = window.height();
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let left = width / -2.0;
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let right = width / 2.0;
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let bottom = height / -2.0;
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let top = height / 2.0;
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sprites
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// Batch size of 32 is chosen to limit the overhead of
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// ParallelIterator, since negating a vector is very inexpensive.
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.par_for_each_mut(&pool, 32, |(transform, mut v)| {
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if !(left < transform.translation.x
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&& transform.translation.x < right
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&& bottom < transform.translation.y
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&& transform.translation.y < top)
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{
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// For simplicity, just reverse the velocity; don't use realistic bounces
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v.0 = -v.0;
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}
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});
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_startup_system(spawn_system)
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.add_system(move_system)
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.add_system(bounce_system)
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.run();
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}
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