bevy/examples/ecs/parallel_query.rs
Jonathan e9be54b0ea
Parallel event reader (#12554)
# Objective

Allow parallel iteration over events, resolve #10766

## Solution

- Add `EventParIter` which works similarly to `QueryParIter`,
implementing a `for_each{_with_id}` operator.
I chose to not mirror `EventIteratorWithId` and instead implement both
operations on a single struct.
- Reuse `BatchingStrategy` from `QueryParIter`

## Changelog

- `EventReader` now supports parallel event iteration using
`par_read().for_each(|event| ...)`.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
2024-04-22 16:37:42 +00:00

80 lines
2.9 KiB
Rust

//! Illustrates parallel queries with `ParallelIterator`.
use bevy::ecs::batching::BatchingStrategy;
use bevy::prelude::*;
use rand::{Rng, SeedableRng};
use rand_chacha::ChaCha8Rng;
#[derive(Component, Deref)]
struct Velocity(Vec2);
fn spawn_system(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
let texture = asset_server.load("branding/icon.png");
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
let mut rng = ChaCha8Rng::seed_from_u64(19878367467713);
for _ in 0..128 {
commands.spawn((
SpriteBundle {
texture: texture.clone(),
transform: Transform::from_scale(Vec3::splat(0.1)),
..default()
},
Velocity(20.0 * Vec2::new(rng.gen::<f32>() - 0.5, rng.gen::<f32>() - 0.5)),
));
}
}
// Move sprites according to their velocity
fn move_system(mut sprites: Query<(&mut Transform, &Velocity)>) {
// Compute the new location of each sprite in parallel on the
// ComputeTaskPool
//
// This example is only for demonstrative purposes. Using a
// ParallelIterator for an inexpensive operation like addition on only 128
// elements will not typically be faster than just using a normal Iterator.
// See the ParallelIterator documentation for more information on when
// to use or not use ParallelIterator over a normal Iterator.
sprites
.par_iter_mut()
.for_each(|(mut transform, velocity)| {
transform.translation += velocity.extend(0.0);
});
}
// Bounce sprites outside the window
fn bounce_system(windows: Query<&Window>, mut sprites: Query<(&Transform, &mut Velocity)>) {
let window = windows.single();
let width = window.width();
let height = window.height();
let left = width / -2.0;
let right = width / 2.0;
let bottom = height / -2.0;
let top = height / 2.0;
// The default batch size can also be overridden.
// In this case a batch size of 32 is chosen to limit the overhead of
// ParallelIterator, since negating a vector is very inexpensive.
sprites
.par_iter_mut()
.batching_strategy(BatchingStrategy::fixed(32))
.for_each(|(transform, mut v)| {
if !(left < transform.translation.x
&& transform.translation.x < right
&& bottom < transform.translation.y
&& transform.translation.y < top)
{
// For simplicity, just reverse the velocity; don't use realistic bounces
v.0 = -v.0;
}
});
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, spawn_system)
.add_systems(Update, (move_system, bounce_system))
.run();
}