use bevy::prelude::*; use rand::{random, rngs::StdRng, Rng, SeedableRng}; 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() { App::build() .setup_world(setup) .add_system(build_wander_system()) .add_system(build_navigate_system()) .add_system(build_move_system()) .add_system(bevy::diagnostics::build_fps_printer_system()) .run(); } fn setup(world: &mut World, resources: &mut Resources) { let mut mesh_storage = resources.get_mut::>().unwrap(); let cube_handle = mesh_storage.add(Mesh::load(MeshType::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::default(), 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 { let mut rng = StdRng::from_entropy(); SystemBuilder::new("Wander") .read_resource::