use bevy::*; use bevy::{render::*, asset::{Asset, AssetStorage, Handle}, math::{Mat4, Vec3}, Schedulable}; use rand::{rngs::StdRng, Rng, SeedableRng, random}; 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() .add_defaults() .setup(&setup) .run(); } fn setup(world: &mut World, scheduler: &mut SystemScheduler) { let cube = Mesh::load(MeshType::Cube); let cube_handle = { let mut mesh_storage = world.resources.get_mut::>().unwrap(); mesh_storage.add(cube, "cube") }; let transform_system_bundle = transform_system_bundle::build(world); scheduler.add_systems(AppStage::Update, transform_system_bundle); scheduler.add_system(AppStage::Update, build_wander_system()); scheduler.add_system(AppStage::Update, build_navigate_system()); scheduler.add_system(AppStage::Update, build_move_system()); scheduler.add_system(AppStage::Update, build_print_status_system()); 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)), 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.clone(), Translation::new(rng.gen_range(-50.0, 50.0), 0.0, rng.gen_range(-50.0, 50.0))); } } fn build_wander_system() -> Box { let mut rng = StdRng::from_entropy(); SystemBuilder::new("Wander") .read_resource::