
# Objective - No point in keeping Meshes/Images in RAM once they're going to be sent to the GPU, and kept in VRAM. This saves a _significant_ amount of memory (several GBs) on scenes like bistro. - References - https://github.com/bevyengine/bevy/pull/1782 - https://github.com/bevyengine/bevy/pull/8624 ## Solution - Augment RenderAsset with the capability to unload the underlying asset after extracting to the render world. - Mesh/Image now have a cpu_persistent_access field. If this field is RenderAssetPersistencePolicy::Unload, the asset will be unloaded from Assets<T>. - A new AssetEvent is sent upon dropping the last strong handle for the asset, which signals to the RenderAsset to remove the GPU version of the asset. --- ## Changelog - Added `AssetEvent::NoLongerUsed` and `AssetEvent::is_no_longer_used()`. This event is sent when the last strong handle of an asset is dropped. - Rewrote the API for `RenderAsset` to allow for unloading the asset data from the CPU. - Added `RenderAssetPersistencePolicy`. - Added `Mesh::cpu_persistent_access` for memory savings when the asset is not needed except for on the GPU. - Added `Image::cpu_persistent_access` for memory savings when the asset is not needed except for on the GPU. - Added `ImageLoaderSettings::cpu_persistent_access`. - Added `ExrTextureLoaderSettings`. - Added `HdrTextureLoaderSettings`. ## Migration Guide - Asset loaders (GLTF, etc) now load meshes and textures without `cpu_persistent_access`. These assets will be removed from `Assets<Mesh>` and `Assets<Image>` once `RenderAssets<Mesh>` and `RenderAssets<Image>` contain the GPU versions of these assets, in order to reduce memory usage. If you require access to the asset data from the CPU in future frames after the GLTF asset has been loaded, modify all dependent `Mesh` and `Image` assets and set `cpu_persistent_access` to `RenderAssetPersistencePolicy::Keep`. - `Mesh` now requires a new `cpu_persistent_access` field. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `Image` now requires a new `cpu_persistent_access` field. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `MorphTargetImage::new()` now requires a new `cpu_persistent_access` parameter. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `DynamicTextureAtlasBuilder::add_texture()` now requires that the `TextureAtlas` you pass has an `Image` with `cpu_persistent_access: RenderAssetPersistencePolicy::Keep`. Ensure you construct the image properly for the texture atlas. - The `RenderAsset` trait has significantly changed, and requires adapting your existing implementations. - The trait now requires `Clone`. - The `ExtractedAsset` associated type has been removed (the type itself is now extracted). - The signature of `prepare_asset()` is slightly different - A new `persistence_policy()` method is now required (return RenderAssetPersistencePolicy::Unload to match the previous behavior). - Match on the new `NoLongerUsed` variant for exhaustive matches of `AssetEvent`.
585 lines
18 KiB
Rust
585 lines
18 KiB
Rust
//! This example provides a 2D benchmark.
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//!
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//! Usage: spawn more entities by clicking on the screen.
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use std::str::FromStr;
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use argh::FromArgs;
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use bevy::{
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diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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prelude::*,
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render::{
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render_asset::RenderAssetPersistencePolicy,
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render_resource::{Extent3d, TextureDimension, TextureFormat},
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},
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sprite::{MaterialMesh2dBundle, Mesh2dHandle},
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utils::Duration,
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window::{PresentMode, WindowResolution},
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};
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use rand::{rngs::StdRng, seq::SliceRandom, Rng, SeedableRng};
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const BIRDS_PER_SECOND: u32 = 10000;
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const GRAVITY: f32 = -9.8 * 100.0;
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const MAX_VELOCITY: f32 = 750.;
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const BIRD_SCALE: f32 = 0.15;
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const BIRD_TEXTURE_SIZE: usize = 256;
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const HALF_BIRD_SIZE: f32 = BIRD_TEXTURE_SIZE as f32 * BIRD_SCALE * 0.5;
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#[derive(Resource)]
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struct BevyCounter {
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pub count: usize,
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pub color: Color,
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}
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#[derive(Component)]
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struct Bird {
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velocity: Vec3,
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}
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#[derive(FromArgs, Resource)]
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/// `bevymark` sprite / 2D mesh stress test
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struct Args {
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/// whether to use sprite or mesh2d
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#[argh(option, default = "Mode::Sprite")]
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mode: Mode,
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/// whether to step animations by a fixed amount such that each frame is the same across runs.
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/// If spawning waves, all are spawned up-front to immediately start rendering at the heaviest
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/// load.
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#[argh(switch)]
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benchmark: bool,
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/// how many birds to spawn per wave.
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#[argh(option, default = "0")]
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per_wave: usize,
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/// the number of waves to spawn.
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#[argh(option, default = "0")]
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waves: usize,
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/// whether to vary the material data in each instance.
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#[argh(switch)]
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vary_per_instance: bool,
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/// the number of different textures from which to randomly select the material color. 0 means no textures.
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#[argh(option, default = "1")]
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material_texture_count: usize,
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/// generate z values in increasing order rather than randomly
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#[argh(switch)]
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ordered_z: bool,
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}
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#[derive(Default, Clone)]
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enum Mode {
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#[default]
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Sprite,
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Mesh2d,
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}
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impl FromStr for Mode {
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type Err = String;
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fn from_str(s: &str) -> Result<Self, Self::Err> {
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match s {
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"sprite" => Ok(Self::Sprite),
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"mesh2d" => Ok(Self::Mesh2d),
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_ => Err(format!(
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"Unknown mode: '{s}', valid modes: 'sprite', 'mesh2d'"
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)),
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}
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}
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}
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const FIXED_TIMESTEP: f32 = 0.2;
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fn main() {
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let args: Args = argh::from_env();
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App::new()
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.add_plugins((
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DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "BevyMark".into(),
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resolution: WindowResolution::new(1920.0, 1080.0)
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.with_scale_factor_override(1.0),
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present_mode: PresentMode::AutoNoVsync,
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..default()
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}),
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..default()
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}),
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FrameTimeDiagnosticsPlugin,
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LogDiagnosticsPlugin::default(),
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))
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.insert_resource(args)
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.insert_resource(BevyCounter {
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count: 0,
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color: Color::WHITE,
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})
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.add_systems(Startup, setup)
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.add_systems(FixedUpdate, scheduled_spawner)
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.add_systems(
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Update,
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(
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mouse_handler,
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movement_system,
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collision_system,
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counter_system,
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),
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)
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.insert_resource(Time::<Fixed>::from_duration(Duration::from_secs_f32(
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FIXED_TIMESTEP,
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)))
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.run();
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}
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#[derive(Resource)]
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struct BirdScheduled {
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waves: usize,
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per_wave: usize,
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}
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fn scheduled_spawner(
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mut commands: Commands,
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args: Res<Args>,
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windows: Query<&Window>,
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mut scheduled: ResMut<BirdScheduled>,
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mut counter: ResMut<BevyCounter>,
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bird_resources: ResMut<BirdResources>,
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) {
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let window = windows.single();
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if scheduled.waves > 0 {
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let bird_resources = bird_resources.into_inner();
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spawn_birds(
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&mut commands,
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args.into_inner(),
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&window.resolution,
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&mut counter,
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scheduled.per_wave,
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bird_resources,
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None,
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scheduled.waves - 1,
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);
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scheduled.waves -= 1;
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}
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}
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#[derive(Resource)]
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struct BirdResources {
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textures: Vec<Handle<Image>>,
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materials: Vec<Handle<ColorMaterial>>,
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quad: Mesh2dHandle,
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color_rng: StdRng,
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material_rng: StdRng,
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velocity_rng: StdRng,
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transform_rng: StdRng,
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}
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#[derive(Component)]
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struct StatsText;
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#[allow(clippy::too_many_arguments)]
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fn setup(
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mut commands: Commands,
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args: Res<Args>,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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material_assets: ResMut<Assets<ColorMaterial>>,
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images: ResMut<Assets<Image>>,
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windows: Query<&Window>,
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counter: ResMut<BevyCounter>,
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) {
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warn!(include_str!("warning_string.txt"));
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let args = args.into_inner();
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let images = images.into_inner();
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let mut textures = Vec::with_capacity(args.material_texture_count.max(1));
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if matches!(args.mode, Mode::Sprite) || args.material_texture_count > 0 {
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textures.push(asset_server.load("branding/icon.png"));
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}
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init_textures(&mut textures, args, images);
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let material_assets = material_assets.into_inner();
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let materials = init_materials(args, &textures, material_assets);
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let mut bird_resources = BirdResources {
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textures,
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materials,
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quad: meshes
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.add(Mesh::from(shape::Quad::new(Vec2::splat(
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BIRD_TEXTURE_SIZE as f32,
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))))
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.into(),
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color_rng: StdRng::seed_from_u64(42),
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material_rng: StdRng::seed_from_u64(42),
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velocity_rng: StdRng::seed_from_u64(42),
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transform_rng: StdRng::seed_from_u64(42),
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};
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let text_section = move |color, value: &str| {
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TextSection::new(
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value,
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TextStyle {
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font_size: 40.0,
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color,
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..default()
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},
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)
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};
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commands.spawn(Camera2dBundle::default());
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commands
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.spawn(NodeBundle {
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style: Style {
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position_type: PositionType::Absolute,
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padding: UiRect::all(Val::Px(5.0)),
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..default()
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},
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z_index: ZIndex::Global(i32::MAX),
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background_color: Color::BLACK.with_a(0.75).into(),
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..default()
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})
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.with_children(|c| {
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c.spawn((
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TextBundle::from_sections([
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text_section(Color::GREEN, "Bird Count: "),
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text_section(Color::CYAN, ""),
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text_section(Color::GREEN, "\nFPS (raw): "),
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text_section(Color::CYAN, ""),
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text_section(Color::GREEN, "\nFPS (SMA): "),
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text_section(Color::CYAN, ""),
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text_section(Color::GREEN, "\nFPS (EMA): "),
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text_section(Color::CYAN, ""),
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]),
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StatsText,
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));
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});
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let mut scheduled = BirdScheduled {
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per_wave: args.per_wave,
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waves: args.waves,
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};
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if args.benchmark {
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let counter = counter.into_inner();
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for wave in (0..scheduled.waves).rev() {
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spawn_birds(
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&mut commands,
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args,
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&windows.single().resolution,
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counter,
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scheduled.per_wave,
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&mut bird_resources,
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Some(wave),
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wave,
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);
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}
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scheduled.waves = 0;
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}
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commands.insert_resource(bird_resources);
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commands.insert_resource(scheduled);
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}
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#[allow(clippy::too_many_arguments)]
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fn mouse_handler(
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mut commands: Commands,
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args: Res<Args>,
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time: Res<Time>,
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mouse_button_input: Res<ButtonInput<MouseButton>>,
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windows: Query<&Window>,
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bird_resources: ResMut<BirdResources>,
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mut counter: ResMut<BevyCounter>,
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mut rng: Local<Option<StdRng>>,
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mut wave: Local<usize>,
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) {
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if rng.is_none() {
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*rng = Some(StdRng::seed_from_u64(42));
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}
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let rng = rng.as_mut().unwrap();
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let window = windows.single();
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if mouse_button_input.just_released(MouseButton::Left) {
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counter.color = Color::rgb_linear(rng.gen(), rng.gen(), rng.gen());
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}
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if mouse_button_input.pressed(MouseButton::Left) {
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let spawn_count = (BIRDS_PER_SECOND as f64 * time.delta_seconds_f64()) as usize;
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spawn_birds(
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&mut commands,
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args.into_inner(),
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&window.resolution,
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&mut counter,
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spawn_count,
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bird_resources.into_inner(),
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None,
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*wave,
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);
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*wave += 1;
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}
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}
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fn bird_velocity_transform(
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half_extents: Vec2,
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mut translation: Vec3,
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velocity_rng: &mut StdRng,
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waves: Option<usize>,
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dt: f32,
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) -> (Transform, Vec3) {
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let mut velocity = Vec3::new(MAX_VELOCITY * (velocity_rng.gen::<f32>() - 0.5), 0., 0.);
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if let Some(waves) = waves {
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// Step the movement and handle collisions as if the wave had been spawned at fixed time intervals
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// and with dt-spaced frames of simulation
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for _ in 0..(waves * (FIXED_TIMESTEP / dt).round() as usize) {
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step_movement(&mut translation, &mut velocity, dt);
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handle_collision(half_extents, &translation, &mut velocity);
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}
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}
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(
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Transform::from_translation(translation).with_scale(Vec3::splat(BIRD_SCALE)),
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velocity,
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)
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}
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const FIXED_DELTA_TIME: f32 = 1.0 / 60.0;
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#[allow(clippy::too_many_arguments)]
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fn spawn_birds(
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commands: &mut Commands,
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args: &Args,
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primary_window_resolution: &WindowResolution,
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counter: &mut BevyCounter,
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spawn_count: usize,
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bird_resources: &mut BirdResources,
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waves_to_simulate: Option<usize>,
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wave: usize,
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) {
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let bird_x = (primary_window_resolution.width() / -2.) + HALF_BIRD_SIZE;
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let bird_y = (primary_window_resolution.height() / 2.) - HALF_BIRD_SIZE;
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let half_extents = 0.5
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* Vec2::new(
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primary_window_resolution.width(),
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primary_window_resolution.height(),
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);
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let color = counter.color;
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let current_count = counter.count;
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match args.mode {
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Mode::Sprite => {
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let batch = (0..spawn_count)
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.map(|count| {
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let bird_z = if args.ordered_z {
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(current_count + count) as f32 * 0.00001
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} else {
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bird_resources.transform_rng.gen::<f32>()
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};
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let (transform, velocity) = bird_velocity_transform(
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half_extents,
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Vec3::new(bird_x, bird_y, bird_z),
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&mut bird_resources.velocity_rng,
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waves_to_simulate,
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FIXED_DELTA_TIME,
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);
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let color = if args.vary_per_instance {
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Color::rgb_linear(
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bird_resources.color_rng.gen(),
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bird_resources.color_rng.gen(),
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bird_resources.color_rng.gen(),
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)
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} else {
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color
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};
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(
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SpriteBundle {
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texture: bird_resources
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.textures
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.choose(&mut bird_resources.material_rng)
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.unwrap()
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.clone(),
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transform,
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sprite: Sprite { color, ..default() },
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..default()
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},
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Bird { velocity },
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)
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})
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.collect::<Vec<_>>();
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commands.spawn_batch(batch);
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}
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Mode::Mesh2d => {
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let batch = (0..spawn_count)
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.map(|count| {
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let bird_z = if args.ordered_z {
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(current_count + count) as f32 * 0.00001
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} else {
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bird_resources.transform_rng.gen::<f32>()
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};
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let (transform, velocity) = bird_velocity_transform(
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half_extents,
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Vec3::new(bird_x, bird_y, bird_z),
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&mut bird_resources.velocity_rng,
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waves_to_simulate,
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FIXED_DELTA_TIME,
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);
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let material =
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if args.vary_per_instance || args.material_texture_count > args.waves {
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bird_resources
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.materials
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.choose(&mut bird_resources.material_rng)
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.unwrap()
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.clone()
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} else {
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bird_resources.materials[wave % bird_resources.materials.len()].clone()
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};
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(
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MaterialMesh2dBundle {
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mesh: bird_resources.quad.clone(),
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material,
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transform,
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..default()
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},
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Bird { velocity },
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)
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})
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.collect::<Vec<_>>();
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commands.spawn_batch(batch);
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}
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}
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counter.count += spawn_count;
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counter.color = Color::rgb_linear(
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bird_resources.color_rng.gen(),
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bird_resources.color_rng.gen(),
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bird_resources.color_rng.gen(),
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);
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}
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fn step_movement(translation: &mut Vec3, velocity: &mut Vec3, dt: f32) {
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translation.x += velocity.x * dt;
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translation.y += velocity.y * dt;
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velocity.y += GRAVITY * dt;
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}
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|
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fn movement_system(
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args: Res<Args>,
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time: Res<Time>,
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mut bird_query: Query<(&mut Bird, &mut Transform)>,
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) {
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let dt = if args.benchmark {
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FIXED_DELTA_TIME
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} else {
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time.delta_seconds()
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};
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for (mut bird, mut transform) in &mut bird_query {
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step_movement(&mut transform.translation, &mut bird.velocity, dt);
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}
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}
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|
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fn handle_collision(half_extents: Vec2, translation: &Vec3, velocity: &mut Vec3) {
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if (velocity.x > 0. && translation.x + HALF_BIRD_SIZE > half_extents.x)
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|| (velocity.x <= 0. && translation.x - HALF_BIRD_SIZE < -half_extents.x)
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{
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velocity.x = -velocity.x;
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}
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let velocity_y = velocity.y;
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if velocity_y < 0. && translation.y - HALF_BIRD_SIZE < -half_extents.y {
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velocity.y = -velocity_y;
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}
|
|
if translation.y + HALF_BIRD_SIZE > half_extents.y && velocity_y > 0.0 {
|
|
velocity.y = 0.0;
|
|
}
|
|
}
|
|
fn collision_system(windows: Query<&Window>, mut bird_query: Query<(&mut Bird, &Transform)>) {
|
|
let window = windows.single();
|
|
|
|
let half_extents = 0.5 * Vec2::new(window.width(), window.height());
|
|
|
|
for (mut bird, transform) in &mut bird_query {
|
|
handle_collision(half_extents, &transform.translation, &mut bird.velocity);
|
|
}
|
|
}
|
|
|
|
fn counter_system(
|
|
diagnostics: Res<DiagnosticsStore>,
|
|
counter: Res<BevyCounter>,
|
|
mut query: Query<&mut Text, With<StatsText>>,
|
|
) {
|
|
let mut text = query.single_mut();
|
|
|
|
if counter.is_changed() {
|
|
text.sections[1].value = counter.count.to_string();
|
|
}
|
|
|
|
if let Some(fps) = diagnostics.get(FrameTimeDiagnosticsPlugin::FPS) {
|
|
if let Some(raw) = fps.value() {
|
|
text.sections[3].value = format!("{raw:.2}");
|
|
}
|
|
if let Some(sma) = fps.average() {
|
|
text.sections[5].value = format!("{sma:.2}");
|
|
}
|
|
if let Some(ema) = fps.smoothed() {
|
|
text.sections[7].value = format!("{ema:.2}");
|
|
}
|
|
};
|
|
}
|
|
|
|
fn init_textures(textures: &mut Vec<Handle<Image>>, args: &Args, images: &mut Assets<Image>) {
|
|
let mut color_rng = StdRng::seed_from_u64(42);
|
|
while textures.len() < args.material_texture_count {
|
|
let pixel = [color_rng.gen(), color_rng.gen(), color_rng.gen(), 255];
|
|
textures.push(images.add(Image::new_fill(
|
|
Extent3d {
|
|
width: BIRD_TEXTURE_SIZE as u32,
|
|
height: BIRD_TEXTURE_SIZE as u32,
|
|
depth_or_array_layers: 1,
|
|
},
|
|
TextureDimension::D2,
|
|
&pixel,
|
|
TextureFormat::Rgba8UnormSrgb,
|
|
RenderAssetPersistencePolicy::Unload,
|
|
)));
|
|
}
|
|
}
|
|
|
|
fn init_materials(
|
|
args: &Args,
|
|
textures: &[Handle<Image>],
|
|
assets: &mut Assets<ColorMaterial>,
|
|
) -> Vec<Handle<ColorMaterial>> {
|
|
let capacity = if args.vary_per_instance {
|
|
args.per_wave * args.waves
|
|
} else {
|
|
args.material_texture_count.max(args.waves)
|
|
}
|
|
.max(1);
|
|
|
|
let mut materials = Vec::with_capacity(capacity);
|
|
materials.push(assets.add(ColorMaterial {
|
|
color: Color::WHITE,
|
|
texture: textures.first().cloned(),
|
|
}));
|
|
|
|
let mut color_rng = StdRng::seed_from_u64(42);
|
|
let mut texture_rng = StdRng::seed_from_u64(42);
|
|
materials.extend(
|
|
std::iter::repeat_with(|| {
|
|
assets.add(ColorMaterial {
|
|
color: Color::rgb_u8(color_rng.gen(), color_rng.gen(), color_rng.gen()),
|
|
texture: textures.choose(&mut texture_rng).cloned(),
|
|
})
|
|
})
|
|
.take(capacity - materials.len()),
|
|
);
|
|
|
|
materials
|
|
}
|