bevy/examples/simple.rs
2020-01-05 21:38:43 -06:00

322 lines
No EOL
10 KiB
Rust

use bevy::*;
use bevy::{render::*, asset::{Asset, AssetStorage, Handle}, math::{Mat4, Quat, Vec3}, Schedulable, Parent};
use rand::{rngs::StdRng, Rng, SeedableRng, random};
use std::collections::VecDeque;
fn build_wander_system() -> Box<dyn Schedulable> {
let mut rng = StdRng::from_entropy();
SystemBuilder::new("Wander")
.read_resource::<Time>()
.with_query(<(
Read<Person>,
Read<Translation>,
Write<Wander>,
Write<NavigationPoint>,
)>::query())
.build(move |
_, world,
time ,
person_query| {
for (_, translation, mut wander, mut navigation_point) in person_query.iter(world) {
wander.elapsed += time.delta_seconds;
if wander.elapsed >= wander.duration {
let direction = math::vec3(
rng.gen_range(-1.0, 1.0),
rng.gen_range(-1.0, 1.0),
rng.gen_range(0.0, 0.001),
).normalize();
let distance = rng.gen_range(wander.distance_bounds.x(), wander.distance_bounds.y());
navigation_point.target = translation.0 + direction * distance;
wander.elapsed = 0.0;
wander.duration = rng.gen_range(wander.duration_bounds.x(), wander.duration_bounds.y());
}
}
})
}
fn build_navigate_system() -> Box<dyn Schedulable> {
SystemBuilder::new("Navigate")
.with_query(<(
Read<Person>,
Write<Translation>,
Write<Velocity>,
Write<NavigationPoint>,
)>::query())
.build(move |
_, world,
_, person_query| {
for (_, translation, mut velocity, navigation_point) in person_query.iter(world) {
let distance = navigation_point.target - translation.0;
if distance.length() > 0.01 {
let direction = distance.normalize();
velocity.value = direction * 2.0;
} else {
velocity.value = math::vec3(0.0, 0.0, 0.0);
}
}
})
}
fn build_move_system() -> Box<dyn Schedulable> {
SystemBuilder::new("Move")
.read_resource::<Time>()
.with_query(<(
Write<Translation>,
Read<Velocity>,
)>::query())
.build(move |_, world, time , person_query| {
for (mut translation, velocity) in person_query.iter(world) {
translation.0 += velocity.value * time.delta_seconds;
}
})
}
fn build_print_status_system() -> Box<dyn Schedulable> {
let mut elapsed = 0.0;
let mut frame_time_total = 0.0;
let mut frame_time_count = 0;
let frame_time_max = 10;
let mut frame_time_values = VecDeque::new();
SystemBuilder::new("PrintStatus")
.read_resource::<Time>()
.with_query(<(
Read<Person>,
)>::query())
.build(move |_, world, time , person_query| {
elapsed += time.delta_seconds;
frame_time_values.push_front(time.delta_seconds);
frame_time_total += time.delta_seconds;
frame_time_count += 1;
if frame_time_count > frame_time_max {
frame_time_count = frame_time_max;
frame_time_total -= frame_time_values.pop_back().unwrap();
}
if elapsed > 1.0 {
// println!("fps: {}", if time.delta_seconds == 0.0 { 0.0 } else { 1.0 / time.delta_seconds });
if frame_time_count > 0 && frame_time_total > 0.0 {
println!("fps: {}", 1.0 / (frame_time_total / frame_time_count as f32))
}
println!("peeps: {}", person_query.iter(world).count());
elapsed = 0.0;
}
})
}
fn build_spawner_system(world: &mut World) -> Box<dyn Schedulable> {
let mesh_handle = {
let mesh_storage = world.resources.get_mut::<AssetStorage<Mesh, MeshType>>().unwrap();
mesh_storage.get_named("cube").unwrap()
};
let duration = 0.5;
let mut elapsed = duration;
let batch_size = 100;
SystemBuilder::new("Spawner")
.read_resource::<Time>()
.with_query(<(
Read<Person>,
)>::query())
.build(move |command_buffer, _, time , _| {
elapsed += time.delta_seconds;
if elapsed > duration {
for _ in 0..batch_size {
spawn_person(command_buffer, mesh_handle.clone());
}
elapsed = 0.0;
}
})
}
fn build_light_rotator_system() -> Box<dyn Schedulable> {
SystemBuilder::new("LightRotator")
.read_resource::<Time>()
.with_query(<(
Write<Light>,
Write<Rotation>,
)>::query())
.build(move |_, world, time , light_query| {
for (_, mut rotation) in light_query.iter(world) {
rotation.0 = rotation.0 * Quat::from_rotation_x(3.0 * time.delta_seconds);
}
})
}
struct Person {
}
struct Velocity {
pub value: math::Vec3,
}
struct NavigationPoint {
pub target: math::Vec3,
}
struct Wander {
pub duration_bounds: math::Vec2,
pub distance_bounds: math::Vec2,
pub duration: f32,
pub elapsed: f32,
}
fn main() {
let universe = Universe::new();
let mut world = universe.create_world();
let mut scheduler = SystemScheduler::<ApplicationStage>::new();
let cube = Mesh::load(MeshType::Cube);
let plane = Mesh::load(MeshType::Plane{ size: 24.5 });
let mut mesh_storage = AssetStorage::<Mesh, MeshType>::new();
let _cube_handle = mesh_storage.add(cube, "cube");
let plane_handle = mesh_storage.add(plane, "plane");
world.resources.insert(mesh_storage);
let transform_system_bundle = transform_system_bundle::build(&mut world);
scheduler.add_systems(ApplicationStage::Update, transform_system_bundle);
scheduler.add_system(ApplicationStage::Update, build_wander_system());
scheduler.add_system(ApplicationStage::Update, build_navigate_system());
scheduler.add_system(ApplicationStage::Update, build_move_system());
// scheduler.add_system(ApplicationStage::Update, build_light_rotator_system());
// scheduler.add_system(ApplicationStage::Update, build_spawner_system(&mut world));
scheduler.add_system(ApplicationStage::Update, build_print_status_system());
// world.insert((), vec![
// // plane
// (
// Material::new(math::vec4(0.1, 0.2, 0.1, 1.0)),
// plane_handle.clone(),
// LocalToWorld::identity(),
// Translation::new(0.0, 0.0, 0.0)
// ),
// ]);
let x = *world.insert((), vec![
// lights
(
Light {
color: wgpu::Color {
r: 0.8,
g: 0.8,
b: 0.5,
a: 1.0,
},
fov: f32::to_radians(60.0),
depth: 0.1 .. 50.0,
target_view: None,
},
Material::new(math::vec4(0.5, 0.3, 0.3, 1.0)),
// _cube_handle.clone(),
LocalToWorld::identity(),
Translation::new(4.0, -4.0, 5.0),
Rotation::from_euler_angles(0.0, 0.0, 0.0)
),
// (
// Light {
// color: wgpu::Color {
// r: 1.0,
// g: 0.5,
// b: 0.5,
// a: 1.0,
// },
// fov: f32::to_radians(45.0),
// depth: 1.0 .. 20.0,
// target_view: None,
// },
// // Material::new(math::vec4(0.5, 0.3, 0.3, 1.0) * random::<f32>()),
// // cube_handle.clone(),
// LocalToWorld::identity(),
// Translation::new(-5.0, 7.0, 10.0)
// ),
]).first().unwrap();
// world.insert((), vec![
// (
// Material::new(math::vec4(1.0, 1.0, 1.0, 1.0)),
// _cube_handle.clone(),
// LocalToWorld::identity(),
// Translation::new(0.0, 0.0, 3.0),
// Scale(1.0),
// Parent(x),
// LocalToParent::identity(),
// )
// ]);
world.insert((), vec![
// camera
(
Camera::new(CameraType::Projection {
fov: std::f32::consts::PI / 4.0,
near: 1.0,
far: 1000.0,
aspect_ratio: 1.0,
}),
LocalToWorld(Mat4::look_at_rh(
Vec3::new(6.0, -40.0, 20.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 0.0, 1.0),)),
// Translation::new(0.0, 0.0, 0.0),
)
]);
let mut rng = StdRng::from_entropy();
for _ in 0 .. 70000 {
create_person(&mut world, _cube_handle.clone(),
Translation::new(rng.gen_range(-50.0, 50.0), 0.0, rng.gen_range(-50.0, 50.0)));
}
Application::run(universe, world, scheduler);
}
fn spawn_person(command_buffer: &mut CommandBuffer, mesh_handle: Handle<Mesh>) {
command_buffer.insert((), vec![
(
Person{},
Wander {
duration_bounds: math::vec2(3.0, 10.0),
distance_bounds: math::vec2(-50.0, 50.0),
elapsed: 0.0,
duration: 0.0,
},
NavigationPoint {
target: math::vec3(0.0, 0.0, 0.0),
},
Velocity {
value: math::vec3(0.0, 0.0, 0.0),
},
Instanced,
Material::new(math::vec4(0.5, 0.3, 0.3, 1.0) * random::<f32>()),
mesh_handle.clone(),
LocalToWorld::identity(),
Translation::new(0.0, 0.0, 1.0)
),
]);
}
fn create_person(world: &mut World, mesh_handle: Handle<Mesh>, translation: Translation) {
world.insert((), vec![
(
Person{},
Wander {
duration_bounds: math::vec2(3.0, 10.0),
distance_bounds: math::vec2(-50.0, 50.0),
elapsed: 0.0,
duration: 0.0,
},
NavigationPoint {
target: math::vec3(0.0, 0.0, 0.0),
},
Velocity {
value: math::vec3(0.0, 0.0, 0.0),
},
Instanced,
Material::new(math::vec4(0.5, 0.3, 0.3, 1.0) * random::<f32>()),
mesh_handle,
LocalToWorld::identity(),
translation
),
]);
}