use bevy::{
prelude::*,
tasks::{AsyncComputeTaskPool, Task},
};
use futures_lite::future;
use rand::Rng;
use std::time::{Duration, Instant};
fn main() {
App::new()
.insert_resource(Msaa { samples: 4 })
.add_plugins(DefaultPlugins)
.add_startup_system(setup_env)
.add_startup_system(add_assets)
.add_startup_system(spawn_tasks)
.add_system(handle_tasks)
.run();
}
const NUM_CUBES: u32 = 6;
struct BoxMeshHandle(Handle<Mesh>);
struct BoxMaterialHandle(Handle<StandardMaterial>);
fn add_assets(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let box_mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 0.25 }));
commands.insert_resource(BoxMeshHandle(box_mesh_handle));
let box_material_handle = materials.add(Color::rgb(1.0, 0.2, 0.3).into());
commands.insert_resource(BoxMaterialHandle(box_material_handle));
}
fn spawn_tasks(mut commands: Commands, thread_pool: Res<AsyncComputeTaskPool>) {
for x in 0..NUM_CUBES {
for y in 0..NUM_CUBES {
for z in 0..NUM_CUBES {
let task = thread_pool.spawn(async move {
let mut rng = rand::thread_rng();
let start_time = Instant::now();
let duration = Duration::from_secs_f32(rng.gen_range(0.05..0.2));
while Instant::now() - start_time < duration {
}
Transform::from_translation(Vec3::new(x as f32, y as f32, z as f32))
});
commands.spawn().insert(task);
}
}
}
}
fn handle_tasks(
mut commands: Commands,
mut transform_tasks: Query<(Entity, &mut Task<Transform>)>,
box_mesh_handle: Res<BoxMeshHandle>,
box_material_handle: Res<BoxMaterialHandle>,
) {
for (entity, mut task) in transform_tasks.iter_mut() {
if let Some(transform) = future::block_on(future::poll_once(&mut *task)) {
commands.entity(entity).insert_bundle(PbrBundle {
mesh: box_mesh_handle.0.clone(),
material: box_material_handle.0.clone(),
transform,
..Default::default()
});
commands.entity(entity).remove::<Task<Transform>>();
}
}
}
fn setup_env(mut commands: Commands) {
let offset = if NUM_CUBES % 2 == 0 {
(NUM_CUBES / 2) as f32 - 0.5
} else {
(NUM_CUBES / 2) as f32
};
commands.spawn_bundle(PointLightBundle {
transform: Transform::from_translation(Vec3::new(4.0, 12.0, 15.0)),
..Default::default()
});
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_translation(Vec3::new(offset, offset, 15.0))
.looking_at(Vec3::new(offset, offset, 0.0), Vec3::Y),
..Default::default()
});
}