bevy/examples/3d/spawner.rs
Jasen Borisov 57f9ac18d7
OrthographicProjection scaling mode + camera bundle refactoring (#400)
* add normalized orthographic projection

* custom scale for ScaledOrthographicProjection

* allow choosing base axis for ScaledOrthographicProjection

* cargo fmt

* add general (scaled) orthographic camera bundle

FIXME: does the same "far" trick from Camera2DBundle make any sense here?

* fixes

* camera bundles: rename and new ortho constructors

* unify orthographic projections

* give PerspectiveCameraBundle constructors like those of OrthographicCameraBundle

* update examples with new camera bundle syntax

* rename CameraUiBundle to UiCameraBundle

* update examples

* ScalingMode::None

* remove extra blank lines

* sane default bounds for orthographic projection

* fix alien_cake_addict example

* reorder ScalingMode enum variants

* ios example fix
2021-01-30 02:31:03 -08:00

74 lines
2.5 KiB
Rust

use bevy::{
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
prelude::*,
};
use rand::{rngs::StdRng, Rng, SeedableRng};
/// This example spawns a large number of cubes, each with its own changing position and material
/// This is intended to be a stress test of bevy's ability to render many objects with different properties
/// For the best results, run it in release mode: ```cargo run --example spawner --release
/// NOTE: Bevy still has a number of optimizations to do in this area. Expect the performance here to go way up in the future
fn main() {
App::build()
.add_plugins(DefaultPlugins)
.add_plugin(FrameTimeDiagnosticsPlugin::default())
.add_plugin(LogDiagnosticsPlugin::default())
.add_startup_system(setup.system())
.add_system(move_cubes.system())
.run();
}
fn move_cubes(
time: Res<Time>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut query: Query<(&mut Transform, &Handle<StandardMaterial>)>,
) {
for (mut transform, material_handle) in query.iter_mut() {
let material = materials.get_mut(material_handle).unwrap();
transform.translation += Vec3::new(1.0, 0.0, 0.0) * time.delta_seconds();
material.albedo =
Color::BLUE * Vec3::splat((3.0 * time.seconds_since_startup() as f32).sin());
}
}
fn setup(
commands: &mut Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands
// light
.spawn(LightBundle {
transform: Transform::from_xyz(4.0, -4.0, 5.0),
..Default::default()
})
// camera
.spawn(PerspectiveCameraBundle {
transform: Transform::from_xyz(0.0, 15.0, 150.0)
.looking_at(Vec3::default(), Vec3::unit_y()),
..Default::default()
});
let mut rng = StdRng::from_entropy();
let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
for _ in 0..10000 {
commands.spawn(PbrBundle {
mesh: cube_handle.clone(),
material: materials.add(StandardMaterial {
albedo: Color::rgb(
rng.gen_range(0.0..1.0),
rng.gen_range(0.0..1.0),
rng.gen_range(0.0..1.0),
),
..Default::default()
}),
transform: Transform::from_xyz(
rng.gen_range(-50.0..50.0),
rng.gen_range(-50.0..50.0),
0.0,
),
..Default::default()
});
}
}