bevy/examples/3d/spawner.rs
Carter Anderson 81b53d15d4 Make Commands and World apis consistent (#1703)
Resolves #1253 #1562

This makes the Commands apis consistent with World apis. This moves to a "type state" pattern (like World) where the "current entity" is stored in an `EntityCommands` builder.

In general this tends to cuts down on indentation and line count. It comes at the cost of needing to type `commands` more and adding more semicolons to terminate expressions.

I also added `spawn_bundle` to Commands because this is a common enough operation that I think its worth providing a shorthand.
2021-03-23 00:23:40 +00:00

75 lines
2.5 KiB
Rust

use bevy::{
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
prelude::*,
};
use rand::{rngs::StdRng, Rng, SeedableRng};
/// This example spawns a large number of cubes, each with its own changing position and material
/// This is intended to be a stress test of bevy's ability to render many objects with different
/// properties For the best results, run it in release mode:
/// ```
/// cargo run --example spawner --release
/// ```
/// NOTE: Bevy still has a number of optimizations to do in this area. Expect the
/// performance here to go way up in the future
fn main() {
App::build()
.add_plugins(DefaultPlugins)
.add_plugin(FrameTimeDiagnosticsPlugin::default())
.add_plugin(LogDiagnosticsPlugin::default())
.add_startup_system(setup.system())
.add_system(move_cubes.system())
.run();
}
fn move_cubes(
time: Res<Time>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut query: Query<(&mut Transform, &Handle<StandardMaterial>)>,
) {
for (mut transform, material_handle) in query.iter_mut() {
let material = materials.get_mut(material_handle).unwrap();
transform.translation += Vec3::new(1.0, 0.0, 0.0) * time.delta_seconds();
material.base_color =
Color::BLUE * Vec3::splat((3.0 * time.seconds_since_startup() as f32).sin());
}
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// light
commands.spawn_bundle(LightBundle {
transform: Transform::from_xyz(4.0, -4.0, 5.0),
..Default::default()
});
// camera
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(0.0, 15.0, 150.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default()
});
let mut rng = StdRng::from_entropy();
let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
for _ in 0..10000 {
commands.spawn_bundle(PbrBundle {
mesh: cube_handle.clone(),
material: materials.add(StandardMaterial {
base_color: Color::rgb(
rng.gen_range(0.0..1.0),
rng.gen_range(0.0..1.0),
rng.gen_range(0.0..1.0),
),
..Default::default()
}),
transform: Transform::from_xyz(
rng.gen_range(-50.0..50.0),
rng.gen_range(-50.0..50.0),
0.0,
),
..Default::default()
});
}
}