 ddbfa48711
			
		
	
	
		ddbfa48711
		
			
		
	
	
	
	
		
			
			# Objective
The `QueryParIter::for_each_mut` function is required when doing
parallel iteration with mutable queries.
This results in an unfortunate stutter:
`query.par_iter_mut().par_for_each_mut()` ('mut' is repeated).
## Solution
- Make `for_each` compatible with mutable queries, and deprecate
`for_each_mut`. In order to prevent `for_each` from being called
multiple times in parallel, we take ownership of the QueryParIter.
---
## Changelog
- `QueryParIter::for_each` is now compatible with mutable queries.
`for_each_mut` has been deprecated as it is now redundant.
## Migration Guide
The method `QueryParIter::for_each_mut` has been deprecated and is no
longer functional. Use `for_each` instead, which now supports mutable
queries.
```rust
// Before:
query.par_iter_mut().for_each_mut(|x| ...);
// After:
query.par_iter_mut().for_each(|x| ...);
```
The method `QueryParIter::for_each` now takes ownership of the
`QueryParIter`, rather than taking a shared reference.
```rust
// Before:
let par_iter = my_query.par_iter().batching_strategy(my_batching_strategy);
par_iter.for_each(|x| {
    // ...Do stuff with x...
    par_iter.for_each(|y| {
        // ...Do nested stuff with y...
    });
});
// After:
my_query.par_iter().batching_strategy(my_batching_strategy).for_each(|x| {
    // ...Do stuff with x...
    my_query.par_iter().batching_strategy(my_batching_strategy).for_each(|y| {
        // ...Do nested stuff with y...
    });
});
```
		
	
			
		
			
				
	
	
		
			76 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			76 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Illustrates parallel queries with `ParallelIterator`.
 | |
| 
 | |
| use bevy::ecs::query::BatchingStrategy;
 | |
| use bevy::prelude::*;
 | |
| use rand::random;
 | |
| 
 | |
| #[derive(Component, Deref)]
 | |
| struct Velocity(Vec2);
 | |
| 
 | |
| fn spawn_system(mut commands: Commands, asset_server: Res<AssetServer>) {
 | |
|     commands.spawn(Camera2dBundle::default());
 | |
|     let texture = asset_server.load("branding/icon.png");
 | |
|     for _ in 0..128 {
 | |
|         commands.spawn((
 | |
|             SpriteBundle {
 | |
|                 texture: texture.clone(),
 | |
|                 transform: Transform::from_scale(Vec3::splat(0.1)),
 | |
|                 ..default()
 | |
|             },
 | |
|             Velocity(20.0 * Vec2::new(random::<f32>() - 0.5, random::<f32>() - 0.5)),
 | |
|         ));
 | |
|     }
 | |
| }
 | |
| 
 | |
| // Move sprites according to their velocity
 | |
| fn move_system(mut sprites: Query<(&mut Transform, &Velocity)>) {
 | |
|     // Compute the new location of each sprite in parallel on the
 | |
|     // ComputeTaskPool
 | |
|     //
 | |
|     // This example is only for demonstrative purposes. Using a
 | |
|     // ParallelIterator for an inexpensive operation like addition on only 128
 | |
|     // elements will not typically be faster than just using a normal Iterator.
 | |
|     // See the ParallelIterator documentation for more information on when
 | |
|     // to use or not use ParallelIterator over a normal Iterator.
 | |
|     sprites
 | |
|         .par_iter_mut()
 | |
|         .for_each(|(mut transform, velocity)| {
 | |
|             transform.translation += velocity.extend(0.0);
 | |
|         });
 | |
| }
 | |
| 
 | |
| // Bounce sprites outside the window
 | |
| fn bounce_system(windows: Query<&Window>, mut sprites: Query<(&Transform, &mut Velocity)>) {
 | |
|     let window = windows.single();
 | |
|     let width = window.width();
 | |
|     let height = window.height();
 | |
|     let left = width / -2.0;
 | |
|     let right = width / 2.0;
 | |
|     let bottom = height / -2.0;
 | |
|     let top = height / 2.0;
 | |
|     // The default batch size can also be overridden.
 | |
|     // In this case a batch size of 32 is chosen to limit the overhead of
 | |
|     // ParallelIterator, since negating a vector is very inexpensive.
 | |
|     sprites
 | |
|         .par_iter_mut()
 | |
|         .batching_strategy(BatchingStrategy::fixed(32))
 | |
|         .for_each(|(transform, mut v)| {
 | |
|             if !(left < transform.translation.x
 | |
|                 && transform.translation.x < right
 | |
|                 && bottom < transform.translation.y
 | |
|                 && transform.translation.y < top)
 | |
|             {
 | |
|                 // For simplicity, just reverse the velocity; don't use realistic bounces
 | |
|                 v.0 = -v.0;
 | |
|             }
 | |
|         });
 | |
| }
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_systems(Startup, spawn_system)
 | |
|         .add_systems(Update, (move_system, bounce_system))
 | |
|         .run();
 | |
| }
 |