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Make more practical parallel query example
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Original file line number | Diff line number | Diff line change |
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@@ -1,44 +1,64 @@ | ||
use bevy::{prelude::*, tasks::prelude::*}; | ||
use std::{ | ||
sync::{atomic, atomic::AtomicUsize}, | ||
thread, | ||
time::{Duration, Instant}, | ||
}; | ||
use rand::random; | ||
|
||
fn spawn_system(mut commands: Commands) { | ||
for i in 0..16usize { | ||
commands.spawn((i,)); | ||
struct Velocity(Vec2); | ||
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fn spawn_system( | ||
mut commands: Commands, | ||
asset_server: Res<AssetServer>, | ||
mut materials: ResMut<Assets<ColorMaterial>>, | ||
) { | ||
commands.spawn(Camera2dComponents::default()); | ||
let texture_handle = asset_server.load("assets/branding/icon.png").unwrap(); | ||
for _ in 0..128 { | ||
commands | ||
.spawn(SpriteComponents { | ||
material: materials.add(texture_handle.into()), | ||
translation: Translation::new(0.0, 0.0, 0.0), | ||
scale: Scale(0.1), | ||
..Default::default() | ||
}) | ||
.with(Velocity( | ||
20.0 * Vec2::new(random::<f32>() - 0.5, random::<f32>() - 0.5), | ||
)); | ||
} | ||
} | ||
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fn square_system(pool: Res<ComputeTaskPool>, mut nums: Query<&mut usize>) { | ||
let i = AtomicUsize::new(0); | ||
nums.iter().iter_batched(1).for_each(&pool, |mut n| { | ||
println!( | ||
"Processing entity {}", | ||
i.fetch_add(1, atomic::Ordering::Relaxed) | ||
); | ||
thread::sleep(Duration::from_secs(1)); | ||
*n = *n * *n; | ||
// Move sprties according to their velocity | ||
fn move_system(pool: Res<ComputeTaskPool>, mut sprites: Query<(&mut Translation, &Velocity)>) { | ||
// Compute the new location of each sprite in parallel on the ComputeTaskPool using batches of 32 sprties | ||
sprites.iter().par_iter(32).for_each(&pool, |(mut t, v)| { | ||
t.0 += v.0.extend(0.0); | ||
}); | ||
} | ||
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fn print_threads_system(pool: Res<ComputeTaskPool>) { | ||
println!("Using {} threads in compute pool", pool.thread_num()); | ||
} | ||
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fn print_system(num: &usize) { | ||
print!("{} ", num); | ||
// Bounce sprties outside the window | ||
fn bounce_system( | ||
pool: Res<ComputeTaskPool>, | ||
windows: Res<Windows>, | ||
mut sprites: Query<(&Translation, &mut Velocity)>, | ||
) { | ||
let Window { width, height, .. } = windows.get_primary().expect("No primary window"); | ||
let left = *width as f32 / -2.0; | ||
let right = *width as f32 / 2.0; | ||
let bottom = *height as f32 / -2.0; | ||
let top = *height as f32 / 2.0; | ||
sprites | ||
.iter() | ||
.par_iter(32) | ||
// Filter out sprites that don't need to be bounced | ||
.filter(|(t, _)| !(left < t.x() && t.x() < right && bottom < t.y() && t.y() < top)) | ||
// For simplicity, just reverse the velocity; don't use realistic bounces | ||
.for_each(&pool, |(t, mut v)| { | ||
v.0 = -v.0; | ||
}); | ||
} | ||
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fn main() { | ||
let t0 = Instant::now(); | ||
App::build() | ||
.add_default_plugins() | ||
.add_startup_system(spawn_system.system()) | ||
.add_startup_system(print_threads_system.system()) | ||
.add_system(square_system.system()) | ||
.add_system(print_system.system()) | ||
.add_system(move_system.system()) | ||
.add_system(bounce_system.system()) | ||
.run(); | ||
let t1 = Instant::now(); | ||
println!("\nTook {:.3}s", (t1 - t0).as_secs_f32()); | ||
} |