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https://github.com/bevyengine/bevy
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cd15f0f5be
# Objective Take advantage of the "impl Bundle for Component" changes in #2975 / add the follow up changes discussed there. ## Solution - Change `insert` and `remove` to accept a Bundle instead of a Component (for both Commands and World) - Deprecate `insert_bundle`, `remove_bundle`, and `remove_bundle_intersection` - Add `remove_intersection` --- ## Changelog - Change `insert` and `remove` now accept a Bundle instead of a Component (for both Commands and World) - `insert_bundle` and `remove_bundle` are deprecated ## Migration Guide Replace `insert_bundle` with `insert`: ```rust // Old (0.8) commands.spawn().insert_bundle(SomeBundle::default()); // New (0.9) commands.spawn().insert(SomeBundle::default()); ``` Replace `remove_bundle` with `remove`: ```rust // Old (0.8) commands.entity(some_entity).remove_bundle::<SomeBundle>(); // New (0.9) commands.entity(some_entity).remove::<SomeBundle>(); ``` Replace `remove_bundle_intersection` with `remove_intersection`: ```rust // Old (0.8) world.entity_mut(some_entity).remove_bundle_intersection::<SomeBundle>(); // New (0.9) world.entity_mut(some_entity).remove_intersection::<SomeBundle>(); ``` Consider consolidating as many operations as possible to improve ergonomics and cut down on archetype moves: ```rust // Old (0.8) commands.spawn() .insert_bundle(SomeBundle::default()) .insert(SomeComponent); // New (0.9) - Option 1 commands.spawn().insert(( SomeBundle::default(), SomeComponent, )) // New (0.9) - Option 2 commands.spawn_bundle(( SomeBundle::default(), SomeComponent, )) ``` ## Next Steps Consider changing `spawn` to accept a bundle and deprecate `spawn_bundle`.
119 lines
3.8 KiB
Rust
119 lines
3.8 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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//!
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//! Add the `--colored` arg to run with color tinted sprites. This will cause the sprites to be rendered
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//! in multiple batches, reducing performance but useful for testing.
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use bevy::{
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diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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prelude::*,
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window::PresentMode,
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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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const COLORS: [Color; 3] = [Color::BLUE, Color::WHITE, Color::RED];
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#[derive(Resource)]
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struct ColorTint(bool);
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fn main() {
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App::new()
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.insert_resource(WindowDescriptor {
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present_mode: PresentMode::AutoNoVsync,
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..default()
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})
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.insert_resource(ColorTint(
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std::env::args().nth(1).unwrap_or_default() == "--colored",
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))
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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>, color_tint: Res<ColorTint>) {
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warn!(include_str!("warning_string.txt"));
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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.spawn_bundle((
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Camera2dBundle::default(),
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Transform::from_xyz(0.0, 0.0, 1000.0),
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));
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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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color: if color_tint.0 {
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COLORS[rng.gen_range(0..3)]
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} else {
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Color::WHITE
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},
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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_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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