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[Merged by Bors] - Example showing how to use AsyncComputeTaskPool and Tasks #2180

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example for async compute
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7 changes: 7 additions & 0 deletions Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -87,6 +87,8 @@ anyhow = "1.0"
rand = "0.8.0"
ron = "0.6.2"
serde = {version = "1", features = ["derive"]}
# Needed to poll Task examples
futures-lite = "1.11.3"

[[example]]
name = "hello_world"
Expand Down Expand Up @@ -400,6 +402,11 @@ path = "examples/shader/shader_custom_material.rs"
name = "shader_defs"
path = "examples/shader/shader_defs.rs"

# Tasks
[[example]]
name = "async_compute"
path = "examples/tasks/async_compute.rs"

# Tools
[[example]]
name = "bevymark"
Expand Down
8 changes: 8 additions & 0 deletions examples/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -49,6 +49,7 @@ git checkout v0.4.0
- [Reflection](#reflection)
- [Scene](#scene)
- [Shaders](#shaders)
- [Tasks](#tasks)
- [Tests](#tests)
- [Tools](#tools)
- [UI (User Interface)](#ui-user-interface)
Expand Down Expand Up @@ -211,6 +212,13 @@ Example | File | Description
`shader_custom_material` | [`shader/shader_custom_material.rs`](./shader/shader_custom_material.rs) | Illustrates creating a custom material and a shader that uses it
`shader_defs` | [`shader/shader_defs.rs`](./shader/shader_defs.rs) | Demonstrates creating a custom material that uses "shaders defs" (a tool to selectively toggle parts of a shader)

## Tasks
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Example | File | Description
--- | --- | ---
`async_compute` | [`tasks/async_compute.rs`](./tasks/async_compute.rs) | How to use `AsyncComputeTaskPool` to complete longer running tasks


## Tests

Example | File | Description
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126 changes: 126 additions & 0 deletions examples/tasks/async_compute.rs
Original file line number Diff line number Diff line change
@@ -0,0 +1,126 @@
use bevy::{prelude::*, tasks::{AsyncComputeTaskPool, Task}};
use std::time::{Instant, Duration};
use rand::Rng;
use futures_lite::future;

/// This example shows how to use the ECS and the AsyncComputeTaskPool
/// to spawn, poll, and complete tasks across systems and system ticks.

// Number of cubes to spawn across the x, y, and z axis
const NUM_CUBES: u32 = 6;

struct BoxMeshHandle(Handle<Mesh>);
struct BoxMaterialHandle(Handle<StandardMaterial>);

/// Startup system which runs only once and generates our Box Mesh
/// and Box Material assets, adds them to their respective Asset
/// Resources, and stores their handles as resources so we can access
/// them later when we're ready to render our Boxes
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));
}

/// This system generates tasks simulating computationally intensive
/// work that potentially spans multiple frames/ticks. A separate
/// system, handle_tasks, will poll the spawned tasks on subsequent
/// frames/ticks, and use the results to spawn cubes
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 {

// Spawn new task on the AsyncComputeTaskPool
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));
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while Instant::now() - start_time < duration {
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// Spinning for 'duration', simulating doing hard
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// compute work generating translation coords!
}

// Such hard work, all done!
Transform::from_translation(Vec3::new(x as f32, y as f32, z as f32))
});

// Spawn new entity and add our new task as a component
commands.spawn().insert(task);
}
}
}
}

/// This system queries for entities that have our Task<Transform> component. It polls the
/// tasks to see if they're complete. If the task is complete it takes the result, adds a
/// new PbrBundle of components to the entity using the result from the task's work, and
/// removes the task component from the entity.
fn handle_tasks(
mut commands: Commands,
mut our_entity_tasks: Query<(Entity, &mut Task<Transform>)>,
box_mesh_handle: Res<BoxMeshHandle>,
box_material_handle: Res<BoxMaterialHandle>,
) {
our_entity_tasks.for_each_mut(|(entity, mut task)| {

if let Some(transform) = future::block_on(future::poll_once(&mut *task)) {

// Add our new PbrBundle of components to our tagged entity
commands.entity(entity).insert_bundle(PbrBundle {
mesh: box_mesh_handle.0.clone(),
material: box_material_handle.0.clone(),
transform,
..Default::default()
});

// Task is complete, so remove task component from entity
commands.entity(entity).remove::<Task<Transform>>();
}
});
}

fn main() {
App::build()
.insert_resource(Msaa { samples: 4 })
.add_plugins(DefaultPlugins)
.add_startup_system(setup_env.system())
.add_startup_system(add_assets.system())
.add_startup_system(spawn_tasks.system())
.add_system(handle_tasks.system())
.run();
}

/// This system is only used to setup light and camera for the environment
fn setup_env(mut commands: Commands) {

// Used to center camera on spawned cubes
let offset = if NUM_CUBES % 2 == 0 {
(NUM_CUBES / 2) as f32 - 0.5
} else {
(NUM_CUBES / 2) as f32
};

// lights
commands.spawn_bundle(PointLightBundle {
transform: Transform::from_translation(Vec3::new(4.0, 12.0, 15.0)),
..Default::default()
});

// camera
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()
});
}