use bevy::{
ecs::{system::SystemState, world::CommandQueue},
prelude::*,
tasks::{block_on, futures_lite::future, AsyncComputeTaskPool, Task},
};
use futures_timer::Delay;
use rand::Rng;
use std::time::Duration;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, (setup_env, add_assets, spawn_tasks))
.add_systems(Update, handle_tasks)
.run();
}
const NUM_CUBES: u32 = 6;
#[derive(Resource, Deref)]
struct BoxMeshHandle(Handle<Mesh>);
#[derive(Resource, Deref)]
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(Cuboid::new(0.25, 0.25, 0.25));
commands.insert_resource(BoxMeshHandle(box_mesh_handle));
let box_material_handle = materials.add(Color::srgb(1.0, 0.2, 0.3));
commands.insert_resource(BoxMaterialHandle(box_material_handle));
}
#[derive(Component)]
struct ComputeTransform(Task<CommandQueue>);
fn spawn_tasks(mut commands: Commands) {
let thread_pool = AsyncComputeTaskPool::get();
for x in 0..NUM_CUBES {
for y in 0..NUM_CUBES {
for z in 0..NUM_CUBES {
let entity = commands.spawn_empty().id();
let task = thread_pool.spawn(async move {
let duration = Duration::from_secs_f32(rand::rng().random_range(0.05..5.0));
Delay::new(duration).await;
let transform = Transform::from_xyz(x as f32, y as f32, z as f32);
let mut command_queue = CommandQueue::default();
command_queue.push(move |world: &mut World| {
let (box_mesh_handle, box_material_handle) = {
let mut system_state = SystemState::<(
Res<BoxMeshHandle>,
Res<BoxMaterialHandle>,
)>::new(world);
let (box_mesh_handle, box_material_handle) =
system_state.get_mut(world);
(box_mesh_handle.clone(), box_material_handle.clone())
};
world
.entity_mut(entity)
.insert((
Mesh3d(box_mesh_handle),
MeshMaterial3d(box_material_handle),
transform,
));
});
command_queue
});
commands.entity(entity).insert(ComputeTransform(task));
}
}
}
}
fn handle_tasks(
mut commands: Commands,
mut transform_tasks: Query<(Entity, &mut ComputeTransform)>,
) {
for (entity, mut task) in &mut transform_tasks {
if let Some(mut commands_queue) = block_on(future::poll_once(&mut task.0)) {
commands.append(&mut commands_queue);
commands.entity(entity).remove::<ComputeTransform>();
}
}
}
fn setup_env(mut commands: Commands) {
let offset = if NUM_CUBES.is_multiple_of(2) {
(NUM_CUBES / 2) as f32 - 0.5
} else {
(NUM_CUBES / 2) as f32
};
commands.spawn((PointLight::default(), Transform::from_xyz(4.0, 12.0, 15.0)));
commands.spawn((
Camera3d::default(),
Transform::from_xyz(offset, offset, 15.0)
.looking_at(Vec3::new(offset, offset, 0.0), Vec3::Y),
));
}