 e6bce74220
			
		
	
	
		e6bce74220
		
	
	
	
	
		
			
			#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time. This PR fixes lints in the `examples` folder.
		
			
				
	
	
		
			121 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			121 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{
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|     prelude::*,
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|     tasks::{AsyncComputeTaskPool, Task},
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| };
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| use futures_lite::future;
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| use rand::Rng;
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| use std::time::{Duration, Instant};
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| 
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| /// This example shows how to use the ECS and the [`AsyncComputeTaskPool`]
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| /// to spawn, poll, and complete tasks across systems and system ticks.
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| fn main() {
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|     App::new()
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|         .insert_resource(Msaa { samples: 4 })
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup_env)
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|         .add_startup_system(add_assets)
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|         .add_startup_system(spawn_tasks)
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|         .add_system(handle_tasks)
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|         .run();
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| }
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| 
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| // Number of cubes to spawn across the x, y, and z axis
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| const NUM_CUBES: u32 = 6;
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| 
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| struct BoxMeshHandle(Handle<Mesh>);
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| struct BoxMaterialHandle(Handle<StandardMaterial>);
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| 
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| /// Startup system which runs only once and generates our Box Mesh
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| /// and Box Material assets, adds them to their respective Asset
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| /// Resources, and stores their handles as resources so we can access
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| /// them later when we're ready to render our Boxes
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| fn add_assets(
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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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|     let box_mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 0.25 }));
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|     commands.insert_resource(BoxMeshHandle(box_mesh_handle));
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| 
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|     let box_material_handle = materials.add(Color::rgb(1.0, 0.2, 0.3).into());
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|     commands.insert_resource(BoxMaterialHandle(box_material_handle));
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| }
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| 
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| /// This system generates tasks simulating computationally intensive
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| /// work that potentially spans multiple frames/ticks. A separate
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| /// system, `handle_tasks`, will poll the spawned tasks on subsequent
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| /// frames/ticks, and use the results to spawn cubes
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| fn spawn_tasks(mut commands: Commands, thread_pool: Res<AsyncComputeTaskPool>) {
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|     for x in 0..NUM_CUBES {
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|         for y in 0..NUM_CUBES {
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|             for z in 0..NUM_CUBES {
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|                 // Spawn new task on the AsyncComputeTaskPool
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|                 let task = thread_pool.spawn(async move {
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|                     let mut rng = rand::thread_rng();
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|                     let start_time = Instant::now();
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|                     let duration = Duration::from_secs_f32(rng.gen_range(0.05..0.2));
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|                     while Instant::now() - start_time < duration {
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|                         // Spinning for 'duration', simulating doing hard
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|                         // compute work generating translation coords!
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|                     }
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| 
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|                     // Such hard work, all done!
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|                     Transform::from_translation(Vec3::new(x as f32, y as f32, z as f32))
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|                 });
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| 
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|                 // Spawn new entity and add our new task as a component
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|                 commands.spawn().insert(task);
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|             }
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|         }
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|     }
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| }
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| 
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| /// This system queries for entities that have our Task<Transform> component. It polls the
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| /// tasks to see if they're complete. If the task is complete it takes the result, adds a
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| /// new [`PbrBundle`] of components to the entity using the result from the task's work, and
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| /// removes the task component from the entity.
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| fn handle_tasks(
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|     mut commands: Commands,
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|     mut transform_tasks: Query<(Entity, &mut Task<Transform>)>,
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|     box_mesh_handle: Res<BoxMeshHandle>,
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|     box_material_handle: Res<BoxMaterialHandle>,
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| ) {
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|     for (entity, mut task) in transform_tasks.iter_mut() {
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|         if let Some(transform) = future::block_on(future::poll_once(&mut *task)) {
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|             // Add our new PbrBundle of components to our tagged entity
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|             commands.entity(entity).insert_bundle(PbrBundle {
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|                 mesh: box_mesh_handle.0.clone(),
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|                 material: box_material_handle.0.clone(),
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|                 transform,
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|                 ..Default::default()
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|             });
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| 
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|             // Task is complete, so remove task component from entity
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|             commands.entity(entity).remove::<Task<Transform>>();
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|         }
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|     }
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| }
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| 
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| /// This system is only used to setup light and camera for the environment
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| fn setup_env(mut commands: Commands) {
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|     // Used to center camera on spawned cubes
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|     let offset = if NUM_CUBES % 2 == 0 {
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|         (NUM_CUBES / 2) as f32 - 0.5
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|     } else {
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|         (NUM_CUBES / 2) as f32
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|     };
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| 
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|     // lights
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|     commands.spawn_bundle(PointLightBundle {
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|         transform: Transform::from_translation(Vec3::new(4.0, 12.0, 15.0)),
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|         ..Default::default()
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|     });
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| 
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|     // camera
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|     commands.spawn_bundle(PerspectiveCameraBundle {
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|         transform: Transform::from_translation(Vec3::new(offset, offset, 15.0))
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|             .looking_at(Vec3::new(offset, offset, 0.0), Vec3::Y),
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|         ..Default::default()
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|     });
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| }
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