bevy/examples/stress_tests/transform_hierarchy.rs

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//! Hierarchy and transform propagation stress test.
//!
//! Running this example:
//!
//! ```
//! cargo r --release --example transform_hierarchy <configuration name>
//! ```
//!
//! | Configuration | Description |
//! | -------------------- | ----------------------------------------------------------------- |
//! | `large_tree` | A fairly wide and deep tree. |
//! | `wide_tree` | A shallow but very wide tree. |
//! | `deep_tree` | A deep but not very wide tree. |
//! | `chain` | A chain. 2500 levels deep. |
//! | `update_leaves` | Same as `large_tree`, but only leaves are updated. |
//! | `update_shallow` | Same as `large_tree`, but only the first few levels are updated. |
//! | `humanoids_active` | 4000 active humanoid rigs. |
//! | `humanoids_inactive` | 4000 humanoid rigs. Only 10 are active. |
//! | `humanoids_mixed` | 2000 active and 2000 inactive humanoid rigs. |
use bevy::{
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
prelude::*,
window::ExitCondition,
};
use rand::Rng;
/// pre-defined test configurations with name
const CONFIGS: [(&str, Cfg); 9] = [
(
"large_tree",
Cfg {
test_case: TestCase::NonUniformTree {
depth: 18,
branch_width: 8,
},
update_filter: UpdateFilter {
probability: 0.5,
min_depth: 0,
max_depth: u32::MAX,
},
},
),
(
"wide_tree",
Cfg {
test_case: TestCase::Tree {
depth: 3,
branch_width: 500,
},
update_filter: UpdateFilter {
probability: 0.5,
min_depth: 0,
max_depth: u32::MAX,
},
},
),
(
"deep_tree",
Cfg {
test_case: TestCase::NonUniformTree {
depth: 25,
branch_width: 2,
},
update_filter: UpdateFilter {
probability: 0.5,
min_depth: 0,
max_depth: u32::MAX,
},
},
),
(
"chain",
Cfg {
test_case: TestCase::Tree {
depth: 2500,
branch_width: 1,
},
update_filter: UpdateFilter {
probability: 0.5,
min_depth: 0,
max_depth: u32::MAX,
},
},
),
(
"update_leaves",
Cfg {
test_case: TestCase::Tree {
depth: 18,
branch_width: 2,
},
update_filter: UpdateFilter {
probability: 0.5,
min_depth: 17,
max_depth: u32::MAX,
},
},
),
(
"update_shallow",
Cfg {
test_case: TestCase::Tree {
depth: 18,
branch_width: 2,
},
update_filter: UpdateFilter {
probability: 0.5,
min_depth: 0,
max_depth: 8,
},
},
),
(
"humanoids_active",
Cfg {
test_case: TestCase::Humanoids {
active: 4000,
inactive: 0,
},
update_filter: UpdateFilter {
probability: 1.0,
min_depth: 0,
max_depth: u32::MAX,
},
},
),
(
"humanoids_inactive",
Cfg {
test_case: TestCase::Humanoids {
active: 10,
inactive: 3990,
},
update_filter: UpdateFilter {
probability: 1.0,
min_depth: 0,
max_depth: u32::MAX,
},
},
),
(
"humanoids_mixed",
Cfg {
test_case: TestCase::Humanoids {
active: 2000,
inactive: 2000,
},
update_filter: UpdateFilter {
probability: 1.0,
min_depth: 0,
max_depth: u32::MAX,
},
},
),
];
fn print_available_configs() {
println!("available configurations:");
for (name, _) in CONFIGS {
println!(" {name}");
}
}
fn main() {
// parse cli argument and find the selected test configuration
let cfg: Cfg = match std::env::args().nth(1) {
Some(arg) => match CONFIGS.iter().find(|(name, _)| *name == arg) {
Some((name, cfg)) => {
println!("test configuration: {name}");
cfg.clone()
}
None => {
println!("test configuration \"{arg}\" not found.\n");
print_available_configs();
return;
}
},
None => {
println!("missing argument: <test configuration>\n");
print_available_configs();
return;
}
};
println!("\n{cfg:#?}");
App::new()
.insert_resource(cfg)
.add_plugins((
DefaultPlugins.set(WindowPlugin {
primary_window: None,
exit_condition: ExitCondition::DontExit,
..default()
}),
FrameTimeDiagnosticsPlugin,
LogDiagnosticsPlugin::default(),
))
.add_systems(Startup, setup)
// Updating transforms *must* be done before `PostUpdate`
Migrate engine to Schedule v3 (#7267) Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR. # Objective - Followup #6587. - Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45 ## Solution - [x] Remove old scheduling module - [x] Migrate new methods to no longer use extension methods - [x] Fix compiler errors - [x] Fix benchmarks - [x] Fix examples - [x] Fix docs - [x] Fix tests ## Changelog ### Added - a large number of methods on `App` to work with schedules ergonomically - the `CoreSchedule` enum - `App::add_extract_system` via the `RenderingAppExtension` trait extension method - the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms` ### Removed - stages, and all code that mentions stages - states have been dramatically simplified, and no longer use a stack - `RunCriteriaLabel` - `AsSystemLabel` trait - `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition) - systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world - `RunCriteriaLabel` - `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear. ### Changed - `System::default_labels` is now `System::default_system_sets`. - `App::add_default_labels` is now `App::add_default_sets` - `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet` - `App::add_system_set` was renamed to `App::add_systems` - The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum - `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)` - `SystemLabel` trait was replaced by `SystemSet` - `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>` - The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq` - Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria. - Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found. - the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. - `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`. - `bevy_pbr::add_clusters` is no longer an exclusive system - the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling` - `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread. ## Migration Guide - Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)` - Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed. - The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved. - Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior. - Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you. - For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with - `add_system(my_system.in_set(CoreSet::PostUpdate)` - When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages - Run criteria have been renamed to run conditions. These can now be combined with each other and with states. - Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow. - For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label. - Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default. - Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually. - Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`. - the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior. - the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity - `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl. - Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings. - `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds. - `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool. - States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set` ## TODO - [x] remove dead methods on App and World - [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule` - [x] avoid adding the default system set at inappropriate times - [x] remove any accidental cycles in the default plugins schedule - [x] migrate benchmarks - [x] expose explicit labels for the built-in command flush points - [x] migrate engine code - [x] remove all mentions of stages from the docs - [x] verify docs for States - [x] fix uses of exclusive systems that use .end / .at_start / .before_commands - [x] migrate RenderStage and AssetStage - [x] migrate examples - [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub) - [x] ensure that on_enter schedules are run at least once before the main app - [x] re-enable opt-in to execution order ambiguities - [x] revert change to `update_bounds` to ensure it runs in `PostUpdate` - [x] test all examples - [x] unbreak directional lights - [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples) - [x] game menu example shows loading screen and menu simultaneously - [x] display settings menu is a blank screen - [x] `without_winit` example panics - [x] ensure all tests pass - [x] SubApp doc test fails - [x] runs_spawn_local tasks fails - [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120) ## Points of Difficulty and Controversy **Reviewers, please give feedback on these and look closely** 1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup. 2. The outer schedule controls which schedule is run when `App::update` is called. 3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes. 4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset. 5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order 6. Implemetnation strategy for fixed timesteps 7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks. 8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements. ## Future Work (ideally before 0.10) - Rename schedule_v3 module to schedule or scheduling - Add a derive macro to states, and likely a `EnumIter` trait of some form - Figure out what exactly to do with the "systems added should basically work by default" problem - Improve ergonomics for working with fixed timesteps and states - Polish FixedTime API to match Time - Rebase and merge #7415 - Resolve all internal ambiguities (blocked on better tools, especially #7442) - Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00
// or the hierarchy will momentarily be in an invalid state.
.add_systems(Update, update)
.run();
}
/// test configuration
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577) *This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
#[derive(Resource, Debug, Clone)]
struct Cfg {
/// which test case should be inserted
test_case: TestCase,
/// which entities should be updated
update_filter: UpdateFilter,
}
#[allow(unused)]
#[derive(Debug, Clone)]
enum TestCase {
/// a uniform tree, exponentially growing with depth
Tree {
/// total depth
depth: u32,
/// number of children per node
branch_width: u32,
},
/// a non uniform tree (one side is deeper than the other)
/// creates significantly less nodes than `TestCase::Tree` with the same parameters
NonUniformTree {
/// the maximum depth
depth: u32,
/// max number of children per node
branch_width: u32,
},
/// one or multiple humanoid rigs
Humanoids {
/// number of active instances (uses the specified [`UpdateFilter`])
active: u32,
/// number of inactive instances (always inactive)
inactive: u32,
},
}
/// a filter to restrict which nodes are updated
#[derive(Debug, Clone)]
struct UpdateFilter {
/// starting depth (inclusive)
min_depth: u32,
/// end depth (inclusive)
max_depth: u32,
/// probability of a node to get updated (evaluated at insertion time, not during update)
/// 0 (never) .. 1 (always)
probability: f32,
}
/// update component with some per-component value
#[derive(Component)]
struct UpdateValue(f32);
/// update positions system
fn update(time: Res<Time>, mut query: Query<(&mut Transform, &mut UpdateValue)>) {
for (mut t, mut u) in &mut query {
u.0 += time.delta_seconds() * 0.1;
set_translation(&mut t.translation, u.0);
}
}
/// set translation based on the angle `a`
fn set_translation(translation: &mut Vec3, a: f32) {
translation.x = ops::cos(a) * 32.0;
translation.y = ops::sin(a) * 32.0;
}
fn setup(mut commands: Commands, cfg: Res<Cfg>) {
warn!(include_str!("warning_string.txt"));
commands.spawn((Camera2d, Transform::from_xyz(0.0, 0.0, 100.0)));
let result = match cfg.test_case {
TestCase::Tree {
depth,
branch_width,
} => {
let tree = gen_tree(depth, branch_width);
spawn_tree(&tree, &mut commands, &cfg.update_filter, default())
}
TestCase::NonUniformTree {
depth,
branch_width,
} => {
let tree = gen_non_uniform_tree(depth, branch_width);
spawn_tree(&tree, &mut commands, &cfg.update_filter, default())
}
TestCase::Humanoids { active, inactive } => {
let mut result = InsertResult::default();
let mut rng = rand::thread_rng();
for _ in 0..active {
result.combine(spawn_tree(
&HUMANOID_RIG,
&mut commands,
&cfg.update_filter,
Transform::from_xyz(
rng.gen::<f32>() * 500.0 - 250.0,
rng.gen::<f32>() * 500.0 - 250.0,
0.0,
),
));
}
for _ in 0..inactive {
result.combine(spawn_tree(
&HUMANOID_RIG,
&mut commands,
&UpdateFilter {
// force inactive by setting the probability < 0
probability: -1.0,
..cfg.update_filter
},
Transform::from_xyz(
rng.gen::<f32>() * 500.0 - 250.0,
rng.gen::<f32>() * 500.0 - 250.0,
0.0,
),
));
}
result
}
};
println!("\n{result:#?}");
}
/// overview of the inserted hierarchy
#[derive(Default, Debug)]
struct InsertResult {
/// total number of nodes inserted
inserted_nodes: usize,
/// number of nodes that get updated each frame
active_nodes: usize,
/// maximum depth of the hierarchy tree
maximum_depth: usize,
}
impl InsertResult {
fn combine(&mut self, rhs: Self) -> &mut Self {
self.inserted_nodes += rhs.inserted_nodes;
self.active_nodes += rhs.active_nodes;
self.maximum_depth = self.maximum_depth.max(rhs.maximum_depth);
self
}
}
/// spawns a tree defined by a parent map (excluding root)
/// the parent map must be ordered (parent must exist before child)
fn spawn_tree(
parent_map: &[usize],
commands: &mut Commands,
update_filter: &UpdateFilter,
root_transform: Transform,
) -> InsertResult {
// total count (# of nodes + root)
let count = parent_map.len() + 1;
#[derive(Default, Clone, Copy)]
struct NodeInfo {
child_count: u32,
depth: u32,
}
// node index -> entity lookup list
let mut ents: Vec<Entity> = Vec::with_capacity(count);
let mut node_info: Vec<NodeInfo> = vec![default(); count];
for (i, &parent_idx) in parent_map.iter().enumerate() {
// assert spawn order (parent must be processed before child)
assert!(parent_idx <= i, "invalid spawn order");
node_info[parent_idx].child_count += 1;
}
// insert root
ents.push(commands.spawn(root_transform).id());
let mut result = InsertResult::default();
let mut rng = rand::thread_rng();
// used to count through the number of children (used only for visual layout)
let mut child_idx: Vec<u16> = vec![0; count];
// insert children
for (current_idx, &parent_idx) in parent_map.iter().enumerate() {
let current_idx = current_idx + 1;
// separation factor to visually separate children (0..1)
let sep = child_idx[parent_idx] as f32 / node_info[parent_idx].child_count as f32;
child_idx[parent_idx] += 1;
// calculate and set depth
// this works because it's guaranteed that we have already iterated over the parent
let depth = node_info[parent_idx].depth + 1;
let info = &mut node_info[current_idx];
info.depth = depth;
// update max depth of tree
result.maximum_depth = result.maximum_depth.max(depth.try_into().unwrap());
// insert child
let child_entity = {
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
2022-09-23 19:55:54 +00:00
let mut cmd = commands.spawn_empty();
// check whether or not to update this node
let update = (rng.gen::<f32>() <= update_filter.probability)
&& (depth >= update_filter.min_depth && depth <= update_filter.max_depth);
if update {
cmd.insert(UpdateValue(sep));
result.active_nodes += 1;
}
let transform = {
let mut translation = Vec3::ZERO;
// use the same placement fn as the `update` system
// this way the entities won't be all at (0, 0, 0) when they don't have an `Update` component
set_translation(&mut translation, sep);
Transform::from_translation(translation)
};
// only insert the components necessary for the transform propagation
cmd.insert(transform);
cmd.id()
};
commands.entity(ents[parent_idx]).add_child(child_entity);
ents.push(child_entity);
}
result.inserted_nodes = ents.len();
result
}
/// generate a tree `depth` levels deep, where each node has `branch_width` children
fn gen_tree(depth: u32, branch_width: u32) -> Vec<usize> {
// calculate the total count of branches
let mut count: usize = 0;
for i in 0..(depth - 1) {
count += TryInto::<usize>::try_into(branch_width.pow(i)).unwrap();
}
// the tree is built using this pattern:
// 0, 0, 0, ... 1, 1, 1, ... 2, 2, 2, ... (count - 1)
(0..count)
.flat_map(|i| std::iter::repeat(i).take(branch_width.try_into().unwrap()))
.collect()
}
/// recursive part of [`gen_non_uniform_tree`]
fn add_children_non_uniform(
tree: &mut Vec<usize>,
parent: usize,
mut curr_depth: u32,
max_branch_width: u32,
) {
for _ in 0..max_branch_width {
tree.push(parent);
curr_depth = curr_depth.checked_sub(1).unwrap();
if curr_depth == 0 {
return;
}
add_children_non_uniform(tree, tree.len(), curr_depth, max_branch_width);
}
}
/// generate a tree that has more nodes on one side that the other
/// the deepest hierarchy path is `max_depth` and the widest branches have `max_branch_width` children
fn gen_non_uniform_tree(max_depth: u32, max_branch_width: u32) -> Vec<usize> {
let mut tree = Vec::new();
add_children_non_uniform(&mut tree, 0, max_depth, max_branch_width);
tree
}
/// parent map for a decently complex humanoid rig (based on mixamo rig)
const HUMANOID_RIG: [usize; 67] = [
// (0: root)
0, // 1: hips
1, // 2: spine
2, // 3: spine 1
3, // 4: spine 2
4, // 5: neck
5, // 6: head
6, // 7: head top
6, // 8: left eye
6, // 9: right eye
4, // 10: left shoulder
10, // 11: left arm
11, // 12: left forearm
12, // 13: left hand
13, // 14: left hand thumb 1
14, // 15: left hand thumb 2
15, // 16: left hand thumb 3
16, // 17: left hand thumb 4
13, // 18: left hand index 1
18, // 19: left hand index 2
19, // 20: left hand index 3
20, // 21: left hand index 4
13, // 22: left hand middle 1
22, // 23: left hand middle 2
23, // 24: left hand middle 3
24, // 25: left hand middle 4
13, // 26: left hand ring 1
26, // 27: left hand ring 2
27, // 28: left hand ring 3
28, // 29: left hand ring 4
13, // 30: left hand pinky 1
30, // 31: left hand pinky 2
31, // 32: left hand pinky 3
32, // 33: left hand pinky 4
4, // 34: right shoulder
34, // 35: right arm
35, // 36: right forearm
36, // 37: right hand
37, // 38: right hand thumb 1
38, // 39: right hand thumb 2
39, // 40: right hand thumb 3
40, // 41: right hand thumb 4
37, // 42: right hand index 1
42, // 43: right hand index 2
43, // 44: right hand index 3
44, // 45: right hand index 4
37, // 46: right hand middle 1
46, // 47: right hand middle 2
47, // 48: right hand middle 3
48, // 49: right hand middle 4
37, // 50: right hand ring 1
50, // 51: right hand ring 2
51, // 52: right hand ring 3
52, // 53: right hand ring 4
37, // 54: right hand pinky 1
54, // 55: right hand pinky 2
55, // 56: right hand pinky 3
56, // 57: right hand pinky 4
1, // 58: left upper leg
58, // 59: left leg
59, // 60: left foot
60, // 61: left toe base
61, // 62: left toe end
1, // 63: right upper leg
63, // 64: right leg
64, // 65: right foot
65, // 66: right toe base
66, // 67: right toe end
];