 cd15f0f5be
			
		
	
	
		cd15f0f5be
		
	
	
	
	
		
			
			# Objective Take advantage of the "impl Bundle for Component" changes in #2975 / add the follow up changes discussed there. ## Solution - Change `insert` and `remove` to accept a Bundle instead of a Component (for both Commands and World) - Deprecate `insert_bundle`, `remove_bundle`, and `remove_bundle_intersection` - Add `remove_intersection` --- ## Changelog - Change `insert` and `remove` now accept a Bundle instead of a Component (for both Commands and World) - `insert_bundle` and `remove_bundle` are deprecated ## Migration Guide Replace `insert_bundle` with `insert`: ```rust // Old (0.8) commands.spawn().insert_bundle(SomeBundle::default()); // New (0.9) commands.spawn().insert(SomeBundle::default()); ``` Replace `remove_bundle` with `remove`: ```rust // Old (0.8) commands.entity(some_entity).remove_bundle::<SomeBundle>(); // New (0.9) commands.entity(some_entity).remove::<SomeBundle>(); ``` Replace `remove_bundle_intersection` with `remove_intersection`: ```rust // Old (0.8) world.entity_mut(some_entity).remove_bundle_intersection::<SomeBundle>(); // New (0.9) world.entity_mut(some_entity).remove_intersection::<SomeBundle>(); ``` Consider consolidating as many operations as possible to improve ergonomics and cut down on archetype moves: ```rust // Old (0.8) commands.spawn() .insert_bundle(SomeBundle::default()) .insert(SomeComponent); // New (0.9) - Option 1 commands.spawn().insert(( SomeBundle::default(), SomeComponent, )) // New (0.9) - Option 2 commands.spawn_bundle(( SomeBundle::default(), SomeComponent, )) ``` ## Next Steps Consider changing `spawn` to accept a bundle and deprecate `spawn_bundle`.
		
			
				
	
	
		
			137 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			137 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Renders a lot of animated sprites to allow performance testing.
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| //!
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| //! It sets up many animated sprites in different sizes and rotations, and at different scales in the world,
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| //! and moves the camera over them to see how well frustum culling works.
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| //!
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| //! To measure performance realistically, be sure to run this in release mode.
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| //! `cargo run --example many_animated_sprites --release`
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| 
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| use std::time::Duration;
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| 
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| use bevy::{
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|     diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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|     math::Quat,
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|     prelude::*,
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|     render::camera::Camera,
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| };
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| 
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| use rand::Rng;
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| 
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| const CAMERA_SPEED: f32 = 1000.0;
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| 
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| fn main() {
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|     App::new()
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|         // Since this is also used as a benchmark, we want it to display performance data.
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|         .add_plugin(LogDiagnosticsPlugin::default())
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|         .add_plugin(FrameTimeDiagnosticsPlugin::default())
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup)
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|         .add_system(animate_sprite)
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|         .add_system(print_sprite_count)
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|         .add_system(move_camera.after(print_sprite_count))
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|         .run();
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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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|     assets: Res<AssetServer>,
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|     mut texture_atlases: ResMut<Assets<TextureAtlas>>,
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| ) {
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|     let mut rng = rand::thread_rng();
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| 
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|     let tile_size = Vec2::splat(64.0);
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|     let map_size = Vec2::splat(320.0);
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| 
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|     let half_x = (map_size.x / 2.0) as i32;
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|     let half_y = (map_size.y / 2.0) as i32;
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| 
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|     let texture_handle = assets.load("textures/rpg/chars/gabe/gabe-idle-run.png");
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|     let texture_atlas = TextureAtlas::from_grid(texture_handle, Vec2::new(24.0, 24.0), 7, 1);
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|     let texture_atlas_handle = texture_atlases.add(texture_atlas);
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| 
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|     // Spawns the camera
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|     commands.spawn_bundle((
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|         Camera2dBundle::default(),
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|         Transform::from_xyz(0.0, 0.0, 1000.0),
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|     ));
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| 
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|     // Builds and spawns the sprites
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|     for y in -half_y..half_y {
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|         for x in -half_x..half_x {
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|             let position = Vec2::new(x as f32, y as f32);
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|             let translation = (position * tile_size).extend(rng.gen::<f32>());
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|             let rotation = Quat::from_rotation_z(rng.gen::<f32>());
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|             let scale = Vec3::splat(rng.gen::<f32>() * 2.0);
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|             let mut timer = Timer::from_seconds(0.1, true);
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|             timer.set_elapsed(Duration::from_secs_f32(rng.gen::<f32>()));
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| 
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|             commands
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|                 .spawn_bundle(SpriteSheetBundle {
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|                     texture_atlas: texture_atlas_handle.clone(),
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|                     transform: Transform {
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|                         translation,
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|                         rotation,
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|                         scale,
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|                     },
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|                     sprite: TextureAtlasSprite {
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|                         custom_size: Some(tile_size),
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|                         ..default()
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|                     },
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|                     ..default()
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|                 })
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|                 .insert(AnimationTimer(timer));
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|         }
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|     }
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| }
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| 
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| // System for rotating and translating the camera
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| fn move_camera(time: Res<Time>, mut camera_query: Query<&mut Transform, With<Camera>>) {
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|     let mut camera_transform = camera_query.single_mut();
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|     camera_transform.rotate(Quat::from_rotation_z(time.delta_seconds() * 0.5));
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|     *camera_transform = *camera_transform
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|         * Transform::from_translation(Vec3::X * CAMERA_SPEED * time.delta_seconds());
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| }
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| 
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| #[derive(Component, Deref, DerefMut)]
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| struct AnimationTimer(Timer);
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| 
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| fn animate_sprite(
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|     time: Res<Time>,
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|     texture_atlases: Res<Assets<TextureAtlas>>,
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|     mut query: Query<(
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|         &mut AnimationTimer,
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|         &mut TextureAtlasSprite,
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|         &Handle<TextureAtlas>,
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|     )>,
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| ) {
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|     for (mut timer, mut sprite, texture_atlas_handle) in query.iter_mut() {
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|         timer.tick(time.delta());
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|         if timer.just_finished() {
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|             let texture_atlas = texture_atlases.get(texture_atlas_handle).unwrap();
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|             sprite.index = (sprite.index + 1) % texture_atlas.textures.len();
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|         }
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|     }
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| }
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| 
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| #[derive(Deref, DerefMut)]
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| struct PrintingTimer(Timer);
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| 
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| impl Default for PrintingTimer {
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|     fn default() -> Self {
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|         Self(Timer::from_seconds(1.0, true))
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|     }
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| }
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| 
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| // System for printing the number of sprites on every tick of the timer
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| fn print_sprite_count(
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|     time: Res<Time>,
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|     mut timer: Local<PrintingTimer>,
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|     sprites: Query<&TextureAtlasSprite>,
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| ) {
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|     timer.tick(time.delta());
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| 
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|     if timer.just_finished() {
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|         info!("Sprites: {}", sprites.iter().count(),);
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|     }
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| }
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