Vendor dependencies for 0.3.0 release

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2025-09-27 10:29:08 -05:00
parent 0c8d39d483
commit 82ab7f317b
26803 changed files with 16134934 additions and 0 deletions

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//! This example illustrates how to create a custom diagnostic.
use bevy::{
diagnostic::{
Diagnostic, DiagnosticPath, Diagnostics, LogDiagnosticsPlugin, RegisterDiagnostic,
},
prelude::*,
};
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
// The "print diagnostics" plugin is optional.
// It just visualizes our diagnostics in the console.
LogDiagnosticsPlugin::default(),
))
// Diagnostics must be initialized before measurements can be added.
.register_diagnostic(Diagnostic::new(SYSTEM_ITERATION_COUNT).with_suffix(" iterations"))
.add_systems(Update, my_system)
.run();
}
// All diagnostics should have a unique DiagnosticPath.
const SYSTEM_ITERATION_COUNT: DiagnosticPath = DiagnosticPath::const_new("system_iteration_count");
fn my_system(mut diagnostics: Diagnostics) {
// Add a measurement of 10.0 for our diagnostic each time this system runs.
diagnostics.add_measurement(&SYSTEM_ITERATION_COUNT, || 10.0);
}

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//! Shows how to disable/re-enable a Diagnostic during runtime
use std::time::Duration;
use bevy::{
diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
prelude::*,
time::common_conditions::on_timer,
};
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
FrameTimeDiagnosticsPlugin::default(),
LogDiagnosticsPlugin::default(),
))
.add_systems(
Update,
toggle.run_if(on_timer(Duration::from_secs_f32(10.0))),
)
.run();
}
fn toggle(mut store: ResMut<DiagnosticsStore>) {
for diag in store.iter_mut() {
info!("toggling diagnostic {}", diag.path());
diag.is_enabled = !diag.is_enabled;
}
}

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//! Shows different built-in plugins that logs diagnostics, like frames per second (FPS), to the console.
use bevy::{
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
prelude::*,
};
fn main() {
App::new()
.add_plugins((
// The diagnostics plugins need to be added after DefaultPlugins as they use e.g. the time plugin for timestamps.
DefaultPlugins,
// Adds a system that prints diagnostics to the console.
// The other diagnostics plugins can still be used without this if you want to use them in an ingame overlay for example.
LogDiagnosticsPlugin::default(),
// Adds frame time, FPS and frame count diagnostics.
FrameTimeDiagnosticsPlugin::default(),
// Adds an entity count diagnostic.
bevy::diagnostic::EntityCountDiagnosticsPlugin,
// Adds cpu and memory usage diagnostics for systems and the entire game process.
bevy::diagnostic::SystemInformationDiagnosticsPlugin,
// Forwards various diagnostics from the render app to the main app.
// These are pretty verbose but can be useful to pinpoint performance issues.
bevy_render::diagnostic::RenderDiagnosticsPlugin,
))
// No rendering diagnostics are emitted unless something is drawn to the screen,
// so we spawn a small scene.
.add_systems(Startup, setup)
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// circular base
commands.spawn((
Mesh3d(meshes.add(Circle::new(4.0))),
MeshMaterial3d(materials.add(Color::WHITE)),
Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
));
// cube
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
Transform::from_xyz(0.0, 0.5, 0.0),
));
// light
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
// camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}