mirror of
https://github.com/bevyengine/bevy
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c747cc526b
# Objective - Several examples are useful for qualitative tests of Bevy's performance - By contrast, these are less useful for learning material: they are often relatively complex and have large amounts of setup and are performance optimized. ## Solution - Move bevymark, many_sprites and many_cubes into the new stress_tests example folder - Move contributors into the games folder: unlike the remaining examples in the 2d folder, it is not focused on demonstrating a clear feature.
166 lines
6.2 KiB
Rust
166 lines
6.2 KiB
Rust
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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};
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fn main() {
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App::new()
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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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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_bundle(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_bundle(PerspectiveCameraBundle::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_bundle(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_bundle(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_bundle(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_bundle(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_bundle(PerspectiveCameraBundle {
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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_bundle(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_bundle(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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2.0 * std::f64::consts::PI * (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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camera_transform.rotate(Quat::from_rotation_z(time.delta_seconds() * 0.15));
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camera_transform.rotate(Quat::from_rotation_x(time.delta_seconds() * 0.15));
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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, true))
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}
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}
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