mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
b6a647cc01
Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`. ```rust use bevy::prelude::*; #[derive(Default)] struct Foo { bar: usize, baz: usize, } // Normally you would do this: let foo = Foo { bar: 10, ..Default::default() }; // But now you can do this: let foo = Foo { bar: 10, ..default() }; ``` The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
120 lines
4.4 KiB
Rust
120 lines
4.4 KiB
Rust
use bevy::{
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prelude::*,
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tasks::{AsyncComputeTaskPool, Task},
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};
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use futures_lite::future;
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use rand::Rng;
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use std::time::{Duration, Instant};
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/// This example shows how to use the ECS and the [`AsyncComputeTaskPool`]
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/// to spawn, poll, and complete tasks across systems and system ticks.
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fn main() {
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App::new()
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.insert_resource(Msaa { samples: 4 })
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup_env)
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.add_startup_system(add_assets)
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.add_startup_system(spawn_tasks)
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.add_system(handle_tasks)
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.run();
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}
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// Number of cubes to spawn across the x, y, and z axis
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const NUM_CUBES: u32 = 6;
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struct BoxMeshHandle(Handle<Mesh>);
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struct BoxMaterialHandle(Handle<StandardMaterial>);
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/// Startup system which runs only once and generates our Box Mesh
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/// and Box Material assets, adds them to their respective Asset
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/// Resources, and stores their handles as resources so we can access
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/// them later when we're ready to render our Boxes
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fn add_assets(
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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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let box_mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 0.25 }));
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commands.insert_resource(BoxMeshHandle(box_mesh_handle));
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let box_material_handle = materials.add(Color::rgb(1.0, 0.2, 0.3).into());
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commands.insert_resource(BoxMaterialHandle(box_material_handle));
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}
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/// This system generates tasks simulating computationally intensive
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/// work that potentially spans multiple frames/ticks. A separate
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/// system, `handle_tasks`, will poll the spawned tasks on subsequent
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/// frames/ticks, and use the results to spawn cubes
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fn spawn_tasks(mut commands: Commands, thread_pool: Res<AsyncComputeTaskPool>) {
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for x in 0..NUM_CUBES {
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for y in 0..NUM_CUBES {
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for z in 0..NUM_CUBES {
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// Spawn new task on the AsyncComputeTaskPool
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let task = thread_pool.spawn(async move {
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let mut rng = rand::thread_rng();
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let start_time = Instant::now();
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let duration = Duration::from_secs_f32(rng.gen_range(0.05..0.2));
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while Instant::now() - start_time < duration {
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// Spinning for 'duration', simulating doing hard
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// compute work generating translation coords!
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}
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// Such hard work, all done!
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Transform::from_xyz(x as f32, y as f32, z as f32)
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});
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// Spawn new entity and add our new task as a component
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commands.spawn().insert(task);
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}
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}
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}
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}
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/// This system queries for entities that have our Task<Transform> component. It polls the
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/// tasks to see if they're complete. If the task is complete it takes the result, adds a
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/// new [`PbrBundle`] of components to the entity using the result from the task's work, and
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/// removes the task component from the entity.
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fn handle_tasks(
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mut commands: Commands,
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mut transform_tasks: Query<(Entity, &mut Task<Transform>)>,
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box_mesh_handle: Res<BoxMeshHandle>,
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box_material_handle: Res<BoxMaterialHandle>,
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) {
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for (entity, mut task) in transform_tasks.iter_mut() {
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if let Some(transform) = future::block_on(future::poll_once(&mut *task)) {
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// Add our new PbrBundle of components to our tagged entity
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commands.entity(entity).insert_bundle(PbrBundle {
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mesh: box_mesh_handle.0.clone(),
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material: box_material_handle.0.clone(),
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transform,
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..default()
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});
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// Task is complete, so remove task component from entity
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commands.entity(entity).remove::<Task<Transform>>();
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}
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}
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}
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/// This system is only used to setup light and camera for the environment
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fn setup_env(mut commands: Commands) {
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// Used to center camera on spawned cubes
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let offset = if NUM_CUBES % 2 == 0 {
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(NUM_CUBES / 2) as f32 - 0.5
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} else {
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(NUM_CUBES / 2) as f32
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};
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// lights
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commands.spawn_bundle(PointLightBundle {
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transform: Transform::from_xyz(4.0, 12.0, 15.0),
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..default()
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});
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// camera
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(offset, offset, 15.0)
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.looking_at(Vec3::new(offset, offset, 0.0), Vec3::Y),
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..default()
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});
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}
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