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many_animated_sprite_meshes/
many_animated_sprite_meshes.rs

1//! Renders a lot of animated sprites to allow performance testing.
2//!
3//! This example sets up many animated sprites in different sizes, rotations, and scales in the world.
4//! It also moves the camera over them to see how well frustum culling works.
5//!
6//! This is a modified version of `many_animated_sprites` but based on [`SpriteMesh`]
7
8use std::time::Duration;
9
10use bevy::{
11    diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
12    prelude::*,
13    window::{PresentMode, WindowResolution},
14    winit::WinitSettings,
15};
16
17use rand::RngExt;
18
19const CAMERA_SPEED: f32 = 1000.0;
20
21fn main() {
22    App::new()
23        // Since this is also used as a benchmark, we want it to display performance data.
24        .add_plugins((
25            LogDiagnosticsPlugin::default(),
26            FrameTimeDiagnosticsPlugin::default(),
27            DefaultPlugins.set(WindowPlugin {
28                primary_window: Some(Window {
29                    present_mode: PresentMode::AutoNoVsync,
30                    resolution: WindowResolution::new(1920, 1080).with_scale_factor_override(1.0),
31                    ..default()
32                }),
33                ..default()
34            }),
35        ))
36        .insert_resource(WinitSettings::continuous())
37        .add_systems(Startup, setup)
38        .add_systems(
39            Update,
40            (
41                animate_sprite,
42                print_sprite_count,
43                move_camera.after(print_sprite_count),
44            ),
45        )
46        .run();
47}
48
49fn setup(
50    mut commands: Commands,
51    assets: Res<AssetServer>,
52    mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
53) {
54    warn!(include_str!("warning_string.txt"));
55
56    let mut rng = rand::rng();
57
58    let tile_size = Vec2::splat(64.0);
59    let map_size = Vec2::splat(320.0);
60
61    let half_x = (map_size.x / 2.0) as i32;
62    let half_y = (map_size.y / 2.0) as i32;
63
64    let texture_handle = assets.load("textures/rpg/chars/gabe/gabe-idle-run.png");
65    let texture_atlas = TextureAtlasLayout::from_grid(UVec2::splat(24), 7, 1, None, None);
66    let texture_atlas_handle = texture_atlases.add(texture_atlas);
67
68    // Spawns the camera
69
70    commands.spawn(Camera2d);
71
72    // Builds and spawns the sprites
73    for y in -half_y..half_y {
74        for x in -half_x..half_x {
75            let position = Vec2::new(x as f32, y as f32);
76            let translation = (position * tile_size).extend(rng.random::<f32>());
77            let rotation = Quat::from_rotation_z(rng.random::<f32>());
78            let scale = Vec3::splat(rng.random::<f32>() * 2.0);
79            let mut timer = Timer::from_seconds(0.1, TimerMode::Repeating);
80            timer.set_elapsed(Duration::from_secs_f32(rng.random::<f32>()));
81
82            commands.spawn((
83                SpriteMesh {
84                    image: texture_handle.clone(),
85                    texture_atlas: Some(TextureAtlas::from(texture_atlas_handle.clone())),
86                    custom_size: Some(tile_size),
87                    ..default()
88                },
89                Transform {
90                    translation,
91                    rotation,
92                    scale,
93                },
94                AnimationTimer(timer),
95            ));
96        }
97    }
98}
99
100// System for rotating and translating the camera
101fn move_camera(time: Res<Time>, mut camera_transform: Single<&mut Transform, With<Camera>>) {
102    camera_transform.rotate(Quat::from_rotation_z(time.delta_secs() * 0.5));
103    **camera_transform = **camera_transform
104        * Transform::from_translation(Vec3::X * CAMERA_SPEED * time.delta_secs());
105}
106
107#[derive(Component, Deref, DerefMut)]
108struct AnimationTimer(Timer);
109
110fn animate_sprite(
111    time: Res<Time>,
112    texture_atlases: Res<Assets<TextureAtlasLayout>>,
113    mut query: Query<(&mut AnimationTimer, &mut SpriteMesh)>,
114) {
115    for (mut timer, mut sprite) in query.iter_mut() {
116        timer.tick(time.delta());
117        if timer.just_finished() {
118            let Some(atlas) = &mut sprite.texture_atlas else {
119                continue;
120            };
121            let texture_atlas = texture_atlases.get(&atlas.layout).unwrap();
122            atlas.index = (atlas.index + 1) % texture_atlas.textures.len();
123        }
124    }
125}
126
127#[derive(Deref, DerefMut)]
128struct PrintingTimer(Timer);
129
130impl Default for PrintingTimer {
131    fn default() -> Self {
132        Self(Timer::from_seconds(1.0, TimerMode::Repeating))
133    }
134}
135
136// System for printing the number of sprites on every tick of the timer
137fn print_sprite_count(
138    time: Res<Time>,
139    mut timer: Local<PrintingTimer>,
140    sprites: Query<&SpriteMesh>,
141) {
142    timer.tick(time.delta());
143
144    if timer.just_finished() {
145        info!("Sprites: {}", sprites.iter().count());
146    }
147}