bevy/examples/ecs/parallel_query.rs
Mark Schmale 1ba7429371 Doc/module style doc blocks for examples (#4438)
# 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.
2022-05-16 13:53:20 +00:00

75 lines
2.6 KiB
Rust

//! Illustrates parallel queries with `ParallelIterator`.
use bevy::{prelude::*, tasks::prelude::*};
use rand::random;
#[derive(Component, Deref)]
struct Velocity(Vec2);
fn spawn_system(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn_bundle(OrthographicCameraBundle::new_2d());
let texture = asset_server.load("branding/icon.png");
for _ in 0..128 {
commands
.spawn_bundle(SpriteBundle {
texture: texture.clone(),
transform: Transform::from_scale(Vec3::splat(0.1)),
..default()
})
.insert(Velocity(
20.0 * Vec2::new(random::<f32>() - 0.5, random::<f32>() - 0.5),
));
}
}
// Move sprites according to their velocity
fn move_system(pool: Res<ComputeTaskPool>, mut sprites: Query<(&mut Transform, &Velocity)>) {
// Compute the new location of each sprite in parallel on the
// ComputeTaskPool using batches of 32 sprites
//
// 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_for_each_mut(&pool, 32, |(mut transform, velocity)| {
transform.translation += velocity.extend(0.0);
});
}
// Bounce sprites outside the window
fn bounce_system(
pool: Res<ComputeTaskPool>,
windows: Res<Windows>,
mut sprites: Query<(&Transform, &mut Velocity)>,
) {
let window = windows.primary();
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;
sprites
// Batch size of 32 is chosen to limit the overhead of
// ParallelIterator, since negating a vector is very inexpensive.
.par_for_each_mut(&pool, 32, |(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_startup_system(spawn_system)
.add_system(move_system)
.add_system(bounce_system)
.run();
}