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parallel_query.rs
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parallel_query.rs
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//! Illustrates parallel queries with `ParallelIterator`.
use bevy::prelude::*;
use rand::random;
#[derive(Component, Deref)]
struct Velocity(Vec2);
fn spawn_system(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
let texture = asset_server.load("branding/icon.png");
for _ in 0..128 {
commands.spawn((
SpriteBundle {
texture: texture.clone(),
transform: Transform::from_scale(Vec3::splat(0.1)),
..default()
},
Velocity(20.0 * Vec2::new(random::<f32>() - 0.5, random::<f32>() - 0.5)),
));
}
}
// Move sprites according to their velocity
fn move_system(mut sprites: Query<(&mut Transform, &Velocity)>) {
// Compute the new location of each sprite in parallel on the
// ComputeTaskPool using batches of 32 sprites
//
// This example is only for demonstrative purposes. Using a
// ParallelIterator for an inexpensive operation like addition on only 128
// elements will not typically be faster than just using a normal Iterator.
// See the ParallelIterator documentation for more information on when
// to use or not use ParallelIterator over a normal Iterator.
sprites.par_for_each_mut(32, |(mut transform, velocity)| {
transform.translation += velocity.extend(0.0);
});
}
// Bounce sprites outside the window
fn bounce_system(windows: Res<Windows>, mut sprites: Query<(&Transform, &mut Velocity)>) {
let window = windows.primary();
let width = window.width();
let height = window.height();
let left = width / -2.0;
let right = width / 2.0;
let bottom = height / -2.0;
let top = height / 2.0;
sprites
// Batch size of 32 is chosen to limit the overhead of
// ParallelIterator, since negating a vector is very inexpensive.
.par_for_each_mut(32, |(transform, mut v)| {
if !(left < transform.translation.x
&& transform.translation.x < right
&& bottom < transform.translation.y
&& transform.translation.y < top)
{
// For simplicity, just reverse the velocity; don't use realistic bounces
v.0 = -v.0;
}
});
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(spawn_system)
.add_system(move_system)
.add_system(bounce_system)
.run();
}