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https://github.com/bevyengine/bevy
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1ba7429371
# Objective Provide a starting point for #3951, or a partial solution. Providing a few comment blocks to discuss, and hopefully find better one in the process. ## Solution Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. ## Changelog - Moved some existing comments from main() functions in the 2d examples to the file header level - Wrote some more comment blocks for most other 2d examples TODO: - [x] 2d/sprite_sheet, wasnt able to come up with something good yet - [x] all other example groups... Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
98 lines
3.1 KiB
Rust
98 lines
3.1 KiB
Rust
//! Renders a lot of sprites to allow performance testing.
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//! See <https://github.com/bevyengine/bevy/pull/1492>
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//!
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//! It sets up many sprites in different sizes and rotations, and at different scales in the world,
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//! and moves the camera over them to see how well frustum culling works.
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use bevy::{
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diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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math::Quat,
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prelude::*,
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render::camera::Camera,
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};
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use rand::Rng;
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const CAMERA_SPEED: f32 = 1000.0;
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fn main() {
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App::new()
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// Since this is also used as a benchmark, we want it to display performance data.
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.add_plugin(LogDiagnosticsPlugin::default())
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.add_plugin(FrameTimeDiagnosticsPlugin::default())
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.add_system(print_sprite_count)
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.add_system(move_camera.after(print_sprite_count))
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.run();
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}
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fn setup(mut commands: Commands, assets: Res<AssetServer>) {
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let mut rng = rand::thread_rng();
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let tile_size = Vec2::splat(64.0);
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let map_size = Vec2::splat(320.0);
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let half_x = (map_size.x / 2.0) as i32;
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let half_y = (map_size.y / 2.0) as i32;
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let sprite_handle = assets.load("branding/icon.png");
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// Spawns the camera
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commands
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.spawn()
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.insert_bundle(OrthographicCameraBundle::new_2d())
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.insert(Transform::from_xyz(0.0, 0.0, 1000.0));
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// Builds and spawns the sprites
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let mut sprites = vec![];
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for y in -half_y..half_y {
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for x in -half_x..half_x {
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let position = Vec2::new(x as f32, y as f32);
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let translation = (position * tile_size).extend(rng.gen::<f32>());
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let rotation = Quat::from_rotation_z(rng.gen::<f32>());
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let scale = Vec3::splat(rng.gen::<f32>() * 2.0);
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sprites.push(SpriteBundle {
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texture: sprite_handle.clone(),
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transform: Transform {
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translation,
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rotation,
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scale,
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},
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sprite: Sprite {
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custom_size: Some(tile_size),
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..default()
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},
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..default()
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});
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}
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}
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commands.spawn_batch(sprites);
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}
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// System for rotating and translating 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() * 0.5));
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*camera_transform = *camera_transform
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* Transform::from_translation(Vec3::X * CAMERA_SPEED * time.delta_seconds());
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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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// System for printing the number of sprites on every tick of the timer
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fn print_sprite_count(time: Res<Time>, mut timer: Local<PrintingTimer>, sprites: Query<&Sprite>) {
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timer.tick(time.delta());
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if timer.just_finished() {
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info!("Sprites: {}", sprites.iter().count(),);
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}
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}
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