bevy/examples/instancing.rs
2020-03-08 23:19:07 -07:00

204 lines
6.3 KiB
Rust

use bevy::prelude::*;
use rand::{random, rngs::StdRng, Rng, SeedableRng};
use std::collections::VecDeque;
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() {
AppBuilder::new()
.setup_world(setup)
.add_system(build_wander_system())
.add_system(build_navigate_system())
.add_system(build_move_system())
.add_system(build_print_status_system())
.run();
}
fn setup(world: &mut World, resources: &mut Resources) {
let cube = Mesh::load(MeshType::Cube);
let cube_handle = {
let mut mesh_storage = resources.get_mut::<AssetStorage<Mesh>>().unwrap();
mesh_storage.add(cube)
};
world.insert(
(),
vec![
// lights
(
Light::default(),
LocalToWorld::identity(),
Translation::new(4.0, -4.0, 5.0),
Rotation::from_euler_angles(0.0, 0.0, 0.0),
),
],
);
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,
}),
ActiveCamera,
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),
)),
),
],
);
let mut rng = StdRng::from_entropy();
for _ in 0..70000 {
create_person(
world,
cube_handle,
Translation::new(rng.gen_range(-50.0, 50.0), 0.0, rng.gen_range(-50.0, 50.0)),
);
}
}
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_mut(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_mut(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_mut(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 {
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 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,
StandardMaterial {
albedo: (math::vec4(0.5, 0.3, 0.3, 1.0) * random::<f32>()).into(),
},
mesh_handle,
LocalToWorld::identity(),
translation,
)],
);
}