bevy/examples/instancing.rs
2020-01-11 01:46:51 -08:00

212 lines
No EOL
6.9 KiB
Rust

use bevy::*;
use bevy::{render::*, asset::{Asset, AssetStorage, Handle}, math::{Mat4, Vec3}, Schedulable};
use rand::{rngs::StdRng, Rng, SeedableRng, random};
use std::collections::VecDeque;
struct Person;
struct Velocity {
pub value: math::Vec3,
}
struct NavigationPoint {
pub target: math::Vec3,
}
struct Wander {
pub duration_bounds: math::Vec2,
pub distance_bounds: math::Vec2,
pub duration: f32,
pub elapsed: f32,
}
fn main() {
AppBuilder::new()
.add_defaults()
.setup(&setup)
.run();
}
fn setup(world: &mut World, scheduler: &mut SystemScheduler<AppStage>) {
let cube = Mesh::load(MeshType::Cube);
let cube_handle = {
let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh, MeshType>>().unwrap();
mesh_storage.add(cube, "cube")
};
let transform_system_bundle = transform_system_bundle::build(world);
scheduler.add_systems(AppStage::Update, transform_system_bundle);
scheduler.add_system(AppStage::Update, build_wander_system());
scheduler.add_system(AppStage::Update, build_navigate_system());
scheduler.add_system(AppStage::Update, build_move_system());
scheduler.add_system(AppStage::Update, build_print_status_system());
world.insert((), vec![
// lights
(
Light {
color: wgpu::Color {
r: 0.8,
g: 0.8,
b: 0.5,
a: 1.0,
},
fov: f32::to_radians(60.0),
depth: 0.1 .. 50.0,
target_view: None,
},
Material::new(math::vec4(0.5, 0.3, 0.3, 1.0)),
LocalToWorld::identity(),
Translation::new(4.0, -4.0, 5.0),
Rotation::from_euler_angles(0.0, 0.0, 0.0)
),
]);
world.insert((), vec![
// camera
(
Camera::new(CameraType::Projection {
fov: std::f32::consts::PI / 4.0,
near: 1.0,
far: 1000.0,
aspect_ratio: 1.0,
}),
ActiveCamera,
LocalToWorld(Mat4::look_at_rh(
Vec3::new(6.0, -40.0, 20.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 0.0, 1.0),)),
)
]);
let mut rng = StdRng::from_entropy();
for _ in 0 .. 70000 {
create_person(world, cube_handle.clone(),
Translation::new(rng.gen_range(-50.0, 50.0), 0.0, rng.gen_range(-50.0, 50.0)));
}
}
fn build_wander_system() -> Box<dyn Schedulable> {
let mut rng = StdRng::from_entropy();
SystemBuilder::new("Wander")
.read_resource::<Time>()
.with_query(<(
Read<Person>,
Read<Translation>,
Write<Wander>,
Write<NavigationPoint>,
)>::query())
.build(move |
_, world,
time ,
person_query| {
for (_, translation, mut wander, mut navigation_point) in person_query.iter(world) {
wander.elapsed += time.delta_seconds;
if wander.elapsed >= wander.duration {
let direction = math::vec3(
rng.gen_range(-1.0, 1.0),
rng.gen_range(-1.0, 1.0),
rng.gen_range(0.0, 0.001),
).normalize();
let distance = rng.gen_range(wander.distance_bounds.x(), wander.distance_bounds.y());
navigation_point.target = translation.0 + direction * distance;
wander.elapsed = 0.0;
wander.duration = rng.gen_range(wander.duration_bounds.x(), wander.duration_bounds.y());
}
}
})
}
fn build_navigate_system() -> Box<dyn Schedulable> {
SystemBuilder::new("Navigate")
.with_query(<(
Read<Person>,
Write<Translation>,
Write<Velocity>,
Write<NavigationPoint>,
)>::query())
.build(move |
_, world,
_, person_query| {
for (_, translation, mut velocity, navigation_point) in person_query.iter(world) {
let distance = navigation_point.target - translation.0;
if distance.length() > 0.01 {
let direction = distance.normalize();
velocity.value = direction * 2.0;
} else {
velocity.value = math::vec3(0.0, 0.0, 0.0);
}
}
})
}
fn build_move_system() -> Box<dyn Schedulable> {
SystemBuilder::new("Move")
.read_resource::<Time>()
.with_query(<(
Write<Translation>,
Read<Velocity>,
)>::query())
.build(move |_, world, time , person_query| {
for (mut translation, velocity) in person_query.iter(world) {
translation.0 += velocity.value * time.delta_seconds;
}
})
}
fn build_print_status_system() -> Box<dyn Schedulable> {
let mut elapsed = 0.0;
let mut frame_time_total = 0.0;
let mut frame_time_count = 0;
let frame_time_max = 10;
let mut frame_time_values = VecDeque::new();
SystemBuilder::new("PrintStatus")
.read_resource::<Time>()
.with_query(<(
Read<Person>,
)>::query())
.build(move |_, world, time , person_query| {
elapsed += time.delta_seconds;
frame_time_values.push_front(time.delta_seconds);
frame_time_total += time.delta_seconds;
frame_time_count += 1;
if frame_time_count > frame_time_max {
frame_time_count = frame_time_max;
frame_time_total -= frame_time_values.pop_back().unwrap();
}
if elapsed > 1.0 {
// println!("fps: {}", if time.delta_seconds == 0.0 { 0.0 } else { 1.0 / time.delta_seconds });
if frame_time_count > 0 && frame_time_total > 0.0 {
println!("fps: {}", 1.0 / (frame_time_total / frame_time_count as f32))
}
println!("peeps: {}", person_query.iter(world).count());
elapsed = 0.0;
}
})
}
fn create_person(world: &mut World, mesh_handle: Handle<Mesh>, translation: Translation) {
world.insert((), vec![
(
Person{},
Wander {
duration_bounds: math::vec2(3.0, 10.0),
distance_bounds: math::vec2(-50.0, 50.0),
elapsed: 0.0,
duration: 0.0,
},
NavigationPoint {
target: math::vec3(0.0, 0.0, 0.0),
},
Velocity {
value: math::vec3(0.0, 0.0, 0.0),
},
Instanced,
Material::new(math::vec4(0.5, 0.3, 0.3, 1.0) * random::<f32>()),
mesh_handle,
LocalToWorld::identity(),
translation
),
]);
}