mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 15:14:50 +00:00
73605f43b6
As mentioned in #2926, it's better to have an explicit type that clearly communicates the intent of the timer mode rather than an opaque boolean, which can be only understood when knowing the signature or having to look up the documentation. This also opens up a way to merge different timers, such as `Stopwatch`, and possibly future ones, such as `DiscreteStopwatch` and `DiscreteTimer` from #2683, into one struct. Signed-off-by: Lena Milizé <me@lvmn.org> # Objective Fixes #2926. ## Solution Introduce `TimerMode` which replaces the `bool` argument of `Timer` constructors. A `Default` value for `TimerMode` is `Once`. --- ## Changelog ### Added - `TimerMode` enum, along with variants `TimerMode::Once` and `TimerMode::Repeating` ### Changed - Replace `bool` argument of `Timer::new` and `Timer::from_seconds` with `TimerMode` - Change `repeating: bool` field of `Timer` with `mode: TimerMode` ## Migration Guide - Replace `Timer::new(duration, false)` with `Timer::new(duration, TimerMode::Once)`. - Replace `Timer::new(duration, true)` with `Timer::new(duration, TimerMode::Repeating)`. - Replace `Timer::from_seconds(seconds, false)` with `Timer::from_seconds(seconds, TimerMode::Once)`. - Replace `Timer::from_seconds(seconds, true)` with `Timer::from_seconds(seconds, TimerMode::Repeating)`. - Change `timer.repeating()` to `timer.mode() == TimerMode::Repeating`.
190 lines
6.8 KiB
Rust
190 lines
6.8 KiB
Rust
//! Simple benchmark to test per-entity draw overhead.
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//!
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//! To measure performance realistically, be sure to run this in release mode.
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//! `cargo run --example many_cubes --release`
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//!
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//! By default, this arranges the meshes in a cubical pattern, where the number of visible meshes
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//! varies with the viewing angle. You can choose to run the demo with a spherical pattern that
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//! distributes the meshes evenly.
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//!
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//! To start the demo using the spherical layout run
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//! `cargo run --example many_cubes --release sphere`
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use std::f64::consts::PI;
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use bevy::{
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diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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math::{DVec2, DVec3},
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prelude::*,
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window::PresentMode,
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};
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fn main() {
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App::new()
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.insert_resource(WindowDescriptor {
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present_mode: PresentMode::AutoNoVsync,
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..default()
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})
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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)
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.add_system(move_camera)
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.add_system(print_mesh_count)
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.run();
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}
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fn setup(
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mut commands: 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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warn!(include_str!("warning_string.txt"));
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const WIDTH: usize = 200;
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const HEIGHT: usize = 200;
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let mesh = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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let material = materials.add(StandardMaterial {
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base_color: Color::PINK,
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..default()
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});
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match std::env::args().nth(1).as_deref() {
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Some("sphere") => {
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// NOTE: This pattern is good for testing performance of culling as it provides roughly
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// the same number of visible meshes regardless of the viewing angle.
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const N_POINTS: usize = WIDTH * HEIGHT * 4;
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// NOTE: f64 is used to avoid precision issues that produce visual artifacts in the distribution
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let radius = WIDTH as f64 * 2.5;
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let golden_ratio = 0.5f64 * (1.0f64 + 5.0f64.sqrt());
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for i in 0..N_POINTS {
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let spherical_polar_theta_phi =
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fibonacci_spiral_on_sphere(golden_ratio, i, N_POINTS);
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let unit_sphere_p = spherical_polar_to_cartesian(spherical_polar_theta_phi);
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commands.spawn(PbrBundle {
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mesh: mesh.clone_weak(),
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material: material.clone_weak(),
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transform: Transform::from_translation((radius * unit_sphere_p).as_vec3()),
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..default()
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});
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}
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// camera
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commands.spawn(Camera3dBundle::default());
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}
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_ => {
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// NOTE: This pattern is good for demonstrating that frustum culling is working correctly
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// as the number of visible meshes rises and falls depending on the viewing angle.
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for x in 0..WIDTH {
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for y in 0..HEIGHT {
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// introduce spaces to break any kind of moiré pattern
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if x % 10 == 0 || y % 10 == 0 {
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continue;
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}
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// cube
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commands.spawn(PbrBundle {
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mesh: mesh.clone_weak(),
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material: material.clone_weak(),
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transform: Transform::from_xyz((x as f32) * 2.5, (y as f32) * 2.5, 0.0),
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..default()
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});
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commands.spawn(PbrBundle {
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mesh: mesh.clone_weak(),
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material: material.clone_weak(),
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transform: Transform::from_xyz(
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(x as f32) * 2.5,
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HEIGHT as f32 * 2.5,
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(y as f32) * 2.5,
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),
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..default()
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});
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commands.spawn(PbrBundle {
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mesh: mesh.clone_weak(),
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material: material.clone_weak(),
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transform: Transform::from_xyz((x as f32) * 2.5, 0.0, (y as f32) * 2.5),
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..default()
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});
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commands.spawn(PbrBundle {
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mesh: mesh.clone_weak(),
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material: material.clone_weak(),
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transform: Transform::from_xyz(0.0, (x as f32) * 2.5, (y as f32) * 2.5),
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..default()
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});
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}
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}
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(WIDTH as f32, HEIGHT as f32, WIDTH as f32),
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..default()
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});
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}
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}
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// add one cube, the only one with strong handles
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// also serves as a reference point during rotation
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commands.spawn(PbrBundle {
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mesh,
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material,
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transform: Transform {
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translation: Vec3::new(0.0, HEIGHT as f32 * 2.5, 0.0),
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scale: Vec3::splat(5.0),
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..default()
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},
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..default()
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});
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commands.spawn(DirectionalLightBundle { ..default() });
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}
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// NOTE: This epsilon value is apparently optimal for optimizing for the average
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// nearest-neighbor distance. See:
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// http://extremelearning.com.au/how-to-evenly-distribute-points-on-a-sphere-more-effectively-than-the-canonical-fibonacci-lattice/
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// for details.
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const EPSILON: f64 = 0.36;
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fn fibonacci_spiral_on_sphere(golden_ratio: f64, i: usize, n: usize) -> DVec2 {
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DVec2::new(
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PI * 2. * (i as f64 / golden_ratio),
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(1.0 - 2.0 * (i as f64 + EPSILON) / (n as f64 - 1.0 + 2.0 * EPSILON)).acos(),
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)
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}
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fn spherical_polar_to_cartesian(p: DVec2) -> DVec3 {
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let (sin_theta, cos_theta) = p.x.sin_cos();
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let (sin_phi, cos_phi) = p.y.sin_cos();
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DVec3::new(cos_theta * sin_phi, sin_theta * sin_phi, cos_phi)
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}
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// System for rotating the camera
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fn move_camera(time: Res<Time>, mut camera_query: Query<&mut Transform, With<Camera>>) {
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let mut camera_transform = camera_query.single_mut();
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let delta = time.delta_seconds() * 0.15;
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camera_transform.rotate_z(delta);
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camera_transform.rotate_x(delta);
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}
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// System for printing the number of meshes on every tick of the timer
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fn print_mesh_count(
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time: Res<Time>,
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mut timer: Local<PrintingTimer>,
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sprites: Query<(&Handle<Mesh>, &ComputedVisibility)>,
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) {
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timer.tick(time.delta());
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if timer.just_finished() {
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info!(
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"Meshes: {} - Visible Meshes {}",
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sprites.iter().len(),
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sprites.iter().filter(|(_, cv)| cv.is_visible()).count(),
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);
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}
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}
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#[derive(Deref, DerefMut)]
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struct PrintingTimer(Timer);
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impl Default for PrintingTimer {
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fn default() -> Self {
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Self(Timer::from_seconds(1.0, TimerMode::Repeating))
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}
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}
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