 81b53d15d4
			
		
	
	
		81b53d15d4
		
	
	
	
	
		
			
			Resolves #1253 #1562 This makes the Commands apis consistent with World apis. This moves to a "type state" pattern (like World) where the "current entity" is stored in an `EntityCommands` builder. In general this tends to cuts down on indentation and line count. It comes at the cost of needing to type `commands` more and adding more semicolons to terminate expressions. I also added `spawn_bundle` to Commands because this is a common enough operation that I think its worth providing a shorthand.
		
			
				
	
	
		
			76 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			76 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{
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|     diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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|     prelude::*,
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| };
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| use rand::{rngs::StdRng, Rng, SeedableRng};
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| 
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| /// This example spawns a large number of cubes, each with its own changing position and material
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| /// This is intended to be a stress test of bevy's ability to render many objects with different
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| /// properties For the best results, run it in release mode:
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| /// ```
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| /// cargo run --example spawner --release
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| /// ```
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| /// NOTE: Bevy still has a number of optimizations to do in this area. Expect the
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| /// performance here to go way up in the future
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| fn main() {
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|     App::build()
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|         .add_plugins(DefaultPlugins)
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|         .add_plugin(FrameTimeDiagnosticsPlugin::default())
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|         .add_plugin(LogDiagnosticsPlugin::default())
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|         .add_startup_system(setup.system())
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|         .add_system(move_cubes.system())
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|         .run();
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| }
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| 
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| fn move_cubes(
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|     time: Res<Time>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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|     mut query: Query<(&mut Transform, &Handle<StandardMaterial>)>,
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| ) {
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|     for (mut transform, material_handle) in query.iter_mut() {
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|         let material = materials.get_mut(material_handle).unwrap();
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|         transform.translation += Vec3::new(1.0, 0.0, 0.0) * time.delta_seconds();
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|         material.base_color =
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|             Color::BLUE * Vec3::splat((3.0 * time.seconds_since_startup() as f32).sin());
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|     }
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| }
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| 
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| fn setup(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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| ) {
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|     // light
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|     commands.spawn_bundle(LightBundle {
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|         transform: Transform::from_xyz(4.0, -4.0, 5.0),
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|         ..Default::default()
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|     });
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|     // camera
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|     commands.spawn_bundle(PerspectiveCameraBundle {
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|         transform: Transform::from_xyz(0.0, 15.0, 150.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..Default::default()
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|     });
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| 
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|     let mut rng = StdRng::from_entropy();
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|     let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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|     for _ in 0..10000 {
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|         commands.spawn_bundle(PbrBundle {
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|             mesh: cube_handle.clone(),
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|             material: materials.add(StandardMaterial {
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|                 base_color: Color::rgb(
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|                     rng.gen_range(0.0..1.0),
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|                     rng.gen_range(0.0..1.0),
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|                     rng.gen_range(0.0..1.0),
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|                 ),
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|                 ..Default::default()
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|             }),
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|             transform: Transform::from_xyz(
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|                 rng.gen_range(-50.0..50.0),
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|                 rng.gen_range(-50.0..50.0),
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|                 0.0,
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|             ),
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|             ..Default::default()
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|         });
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|     }
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| }
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