mirror of
https://github.com/bevyengine/bevy
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f487407e07
This adds "high level camera driven rendering" to Bevy. The goal is to give users more control over what gets rendered (and where) without needing to deal with render logic. This will make scenarios like "render to texture", "multiple windows", "split screen", "2d on 3d", "3d on 2d", "pass layering", and more significantly easier. Here is an [example of a 2d render sandwiched between two 3d renders (each from a different perspective)](https://gist.github.com/cart/4fe56874b2e53bc5594a182fc76f4915): ![image](https://user-images.githubusercontent.com/2694663/168411086-af13dec8-0093-4a84-bdd4-d4362d850ffa.png) Users can now spawn a camera, point it at a RenderTarget (a texture or a window), and it will "just work". Rendering to a second window is as simple as spawning a second camera and assigning it to a specific window id: ```rust // main camera (main window) commands.spawn_bundle(Camera2dBundle::default()); // second camera (other window) commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Window(window_id), ..default() }, ..default() }); ``` Rendering to a texture is as simple as pointing the camera at a texture: ```rust commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Texture(image_handle), ..default() }, ..default() }); ``` Cameras now have a "render priority", which controls the order they are drawn in. If you want to use a camera's output texture as a texture in the main pass, just set the priority to a number lower than the main pass camera (which defaults to `0`). ```rust // main pass camera with a default priority of 0 commands.spawn_bundle(Camera2dBundle::default()); commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Texture(image_handle.clone()), priority: -1, ..default() }, ..default() }); commands.spawn_bundle(SpriteBundle { texture: image_handle, ..default() }) ``` Priority can also be used to layer to cameras on top of each other for the same RenderTarget. This is what "2d on top of 3d" looks like in the new system: ```rust commands.spawn_bundle(Camera3dBundle::default()); commands.spawn_bundle(Camera2dBundle { camera: Camera { // this will render 2d entities "on top" of the default 3d camera's render priority: 1, ..default() }, ..default() }); ``` There is no longer the concept of a global "active camera". Resources like `ActiveCamera<Camera2d>` and `ActiveCamera<Camera3d>` have been replaced with the camera-specific `Camera::is_active` field. This does put the onus on users to manage which cameras should be active. Cameras are now assigned a single render graph as an "entry point", which is configured on each camera entity using the new `CameraRenderGraph` component. The old `PerspectiveCameraBundle` and `OrthographicCameraBundle` (generic on camera marker components like Camera2d and Camera3d) have been replaced by `Camera3dBundle` and `Camera2dBundle`, which set 3d and 2d default values for the `CameraRenderGraph` and projections. ```rust // old 3d perspective camera commands.spawn_bundle(PerspectiveCameraBundle::default()) // new 3d perspective camera commands.spawn_bundle(Camera3dBundle::default()) ``` ```rust // old 2d orthographic camera commands.spawn_bundle(OrthographicCameraBundle::new_2d()) // new 2d orthographic camera commands.spawn_bundle(Camera2dBundle::default()) ``` ```rust // old 3d orthographic camera commands.spawn_bundle(OrthographicCameraBundle::new_3d()) // new 3d orthographic camera commands.spawn_bundle(Camera3dBundle { projection: OrthographicProjection { scale: 3.0, scaling_mode: ScalingMode::FixedVertical, ..default() }.into(), ..default() }) ``` Note that `Camera3dBundle` now uses a new `Projection` enum instead of hard coding the projection into the type. There are a number of motivators for this change: the render graph is now a part of the bundle, the way "generic bundles" work in the rust type system prevents nice `..default()` syntax, and changing projections at runtime is much easier with an enum (ex for editor scenarios). I'm open to discussing this choice, but I'm relatively certain we will all come to the same conclusion here. Camera2dBundle and Camera3dBundle are much clearer than being generic on marker components / using non-default constructors. If you want to run a custom render graph on a camera, just set the `CameraRenderGraph` component: ```rust commands.spawn_bundle(Camera3dBundle { camera_render_graph: CameraRenderGraph::new(some_render_graph_name), ..default() }) ``` Just note that if the graph requires data from specific components to work (such as `Camera3d` config, which is provided in the `Camera3dBundle`), make sure the relevant components have been added. Speaking of using components to configure graphs / passes, there are a number of new configuration options: ```rust commands.spawn_bundle(Camera3dBundle { camera_3d: Camera3d { // overrides the default global clear color clear_color: ClearColorConfig::Custom(Color::RED), ..default() }, ..default() }) commands.spawn_bundle(Camera3dBundle { camera_3d: Camera3d { // disables clearing clear_color: ClearColorConfig::None, ..default() }, ..default() }) ``` Expect to see more of the "graph configuration Components on Cameras" pattern in the future. By popular demand, UI no longer requires a dedicated camera. `UiCameraBundle` has been removed. `Camera2dBundle` and `Camera3dBundle` now both default to rendering UI as part of their own render graphs. To disable UI rendering for a camera, disable it using the CameraUi component: ```rust commands .spawn_bundle(Camera3dBundle::default()) .insert(CameraUi { is_enabled: false, ..default() }) ``` ## Other Changes * The separate clear pass has been removed. We should revisit this for things like sky rendering, but I think this PR should "keep it simple" until we're ready to properly support that (for code complexity and performance reasons). We can come up with the right design for a modular clear pass in a followup pr. * I reorganized bevy_core_pipeline into Core2dPlugin and Core3dPlugin (and core_2d / core_3d modules). Everything is pretty much the same as before, just logically separate. I've moved relevant types (like Camera2d, Camera3d, Camera3dBundle, Camera2dBundle) into their relevant modules, which is what motivated this reorganization. * I adapted the `scene_viewer` example (which relied on the ActiveCameras behavior) to the new system. I also refactored bits and pieces to be a bit simpler. * All of the examples have been ported to the new camera approach. `render_to_texture` and `multiple_windows` are now _much_ simpler. I removed `two_passes` because it is less relevant with the new approach. If someone wants to add a new "layered custom pass with CameraRenderGraph" example, that might fill a similar niche. But I don't feel much pressure to add that in this pr. * Cameras now have `target_logical_size` and `target_physical_size` fields, which makes finding the size of a camera's render target _much_ simpler. As a result, the `Assets<Image>` and `Windows` parameters were removed from `Camera::world_to_screen`, making that operation much more ergonomic. * Render order ambiguities between cameras with the same target and the same priority now produce a warning. This accomplishes two goals: 1. Now that there is no "global" active camera, by default spawning two cameras will result in two renders (one covering the other). This would be a silent performance killer that would be hard to detect after the fact. By detecting ambiguities, we can provide a helpful warning when this occurs. 2. Render order ambiguities could result in unexpected / unpredictable render results. Resolving them makes sense. ## Follow Up Work * Per-Camera viewports, which will make it possible to render to a smaller area inside of a RenderTarget (great for something like splitscreen) * Camera-specific MSAA config (should use the same "overriding" pattern used for ClearColor) * Graph Based Camera Ordering: priorities are simple, but they make complicated ordering constraints harder to express. We should consider adopting a "graph based" camera ordering model with "before" and "after" relationships to other cameras (or build it "on top" of the priority system). * Consider allowing graphs to run subgraphs from any nest level (aka a global namespace for graphs). Right now the 2d and 3d graphs each need their own UI subgraph, which feels "fine" in the short term. But being able to share subgraphs between other subgraphs seems valuable. * Consider splitting `bevy_core_pipeline` into `bevy_core_2d` and `bevy_core_3d` packages. Theres a shared "clear color" dependency here, which would need a new home.
546 lines
16 KiB
Rust
546 lines
16 KiB
Rust
//! Hierarchy and transform propagation stress test.
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//!
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//! Running this example:
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//!
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//! ```
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//! cargo r --release --example transform_hierarchy <configuration name>
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//! ```
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//!
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//! | Configuration | Description |
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//! | -------------------- | ----------------------------------------------------------------- |
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//! | `large_tree` | A fairly wide and deep tree. |
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//! | `wide_tree` | A shallow but very wide tree. |
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//! | `deep_tree` | A deep but not very wide tree. |
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//! | `chain` | A chain. 2500 levels deep. |
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//! | `update_leaves` | Same as `large_tree`, but only leaves are updated. |
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//! | `update_shallow` | Same as `large_tree`, but only the first few levels are updated. |
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//! | `humanoids_active` | 4000 active humanoid rigs. |
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//! | `humanoids_inactive` | 4000 humanoid rigs. Only 10 are active. |
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//! | `humanoids_mixed` | 2000 active and 2000 inactive humanoid rigs. |
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use bevy::prelude::*;
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use rand::Rng;
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/// pre-defined test configurations with name
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const CONFIGS: [(&str, Cfg); 9] = [
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(
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"large_tree",
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Cfg {
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test_case: TestCase::NonUniformTree {
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depth: 18,
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branch_width: 8,
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},
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update_filter: UpdateFilter {
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probability: 0.5,
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min_depth: 0,
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max_depth: u32::MAX,
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},
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},
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),
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(
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"wide_tree",
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Cfg {
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test_case: TestCase::Tree {
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depth: 3,
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branch_width: 500,
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},
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update_filter: UpdateFilter {
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probability: 0.5,
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min_depth: 0,
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max_depth: u32::MAX,
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},
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},
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),
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(
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"deep_tree",
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Cfg {
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test_case: TestCase::NonUniformTree {
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depth: 25,
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branch_width: 2,
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},
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update_filter: UpdateFilter {
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probability: 0.5,
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min_depth: 0,
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max_depth: u32::MAX,
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},
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},
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),
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(
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"chain",
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Cfg {
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test_case: TestCase::Tree {
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depth: 2500,
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branch_width: 1,
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},
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update_filter: UpdateFilter {
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probability: 0.5,
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min_depth: 0,
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max_depth: u32::MAX,
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},
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},
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),
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(
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"update_leaves",
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Cfg {
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test_case: TestCase::Tree {
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depth: 18,
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branch_width: 2,
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},
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update_filter: UpdateFilter {
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probability: 0.5,
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min_depth: 17,
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max_depth: u32::MAX,
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},
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},
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),
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(
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"update_shallow",
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Cfg {
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test_case: TestCase::Tree {
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depth: 18,
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branch_width: 2,
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},
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update_filter: UpdateFilter {
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probability: 0.5,
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min_depth: 0,
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max_depth: 8,
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},
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},
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),
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(
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"humanoids_active",
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Cfg {
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test_case: TestCase::Humanoids {
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active: 4000,
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inactive: 0,
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},
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update_filter: UpdateFilter {
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probability: 1.0,
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min_depth: 0,
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max_depth: u32::MAX,
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},
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},
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),
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(
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"humanoids_inactive",
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Cfg {
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test_case: TestCase::Humanoids {
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active: 10,
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inactive: 3990,
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},
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update_filter: UpdateFilter {
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probability: 1.0,
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min_depth: 0,
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max_depth: u32::MAX,
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},
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},
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),
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(
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"humanoids_mixed",
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Cfg {
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test_case: TestCase::Humanoids {
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active: 2000,
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inactive: 2000,
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},
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update_filter: UpdateFilter {
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probability: 1.0,
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min_depth: 0,
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max_depth: u32::MAX,
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},
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},
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),
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];
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fn print_available_configs() {
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println!("available configurations:");
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for (name, _) in CONFIGS {
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println!(" {name}");
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}
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}
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fn main() {
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// parse cli argument and find the selected test configuration
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let cfg: Cfg = match std::env::args().nth(1) {
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Some(arg) => match CONFIGS.iter().find(|(name, _)| *name == arg) {
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Some((name, cfg)) => {
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println!("test configuration: {name}");
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cfg.clone()
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}
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None => {
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println!("test configuration \"{arg}\" not found.\n");
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print_available_configs();
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return;
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}
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},
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None => {
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println!("missing argument: <test configuration>\n");
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print_available_configs();
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return;
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}
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};
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println!("\n{:#?}", cfg);
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App::new()
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.insert_resource(cfg)
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.add_plugins(MinimalPlugins)
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.add_plugin(TransformPlugin::default())
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.add_startup_system(setup)
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.add_system(update)
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.run();
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}
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/// test configuration
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#[derive(Debug, Clone)]
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struct Cfg {
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/// which test case should be inserted
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test_case: TestCase,
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/// which entities should be updated
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update_filter: UpdateFilter,
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}
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#[allow(unused)]
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#[derive(Debug, Clone)]
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enum TestCase {
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/// a uniform tree, exponentially growing with depth
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Tree {
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/// total depth
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depth: u32,
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/// number of children per node
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branch_width: u32,
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},
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/// a non uniform tree (one side is deeper than the other)
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/// creates significantly less nodes than `TestCase::Tree` with the same parameters
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NonUniformTree {
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/// the maximum depth
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depth: u32,
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/// max number of children per node
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branch_width: u32,
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},
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/// one or multiple humanoid rigs
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Humanoids {
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/// number of active instances (uses the specified [`UpdateFilter`])
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active: u32,
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/// number of inactive instances (always inactive)
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inactive: u32,
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},
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}
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/// a filter to restrict which nodes are updated
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#[derive(Debug, Clone)]
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struct UpdateFilter {
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/// starting depth (inclusive)
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min_depth: u32,
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/// end depth (inclusive)
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max_depth: u32,
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/// probability of a node to get updated (evaluated at insertion time, not during update)
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/// 0 (never) .. 1 (always)
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probability: f32,
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}
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/// update component with some per-component value
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#[derive(Component)]
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struct Update(f32);
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/// update positions system
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fn update(time: Res<Time>, mut query: Query<(&mut Transform, &mut Update)>) {
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for (mut t, mut u) in query.iter_mut() {
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u.0 += time.delta_seconds() * 0.1;
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set_translation(&mut t.translation, u.0);
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}
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}
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/// set translation based on the angle `a`
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fn set_translation(translation: &mut Vec3, a: f32) {
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translation.x = a.cos() * 32.0;
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translation.y = a.sin() * 32.0;
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}
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fn setup(mut commands: Commands, cfg: Res<Cfg>) {
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let mut cam = Camera2dBundle::default();
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cam.transform.translation.z = 100.0;
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commands.spawn_bundle(cam);
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let result = match cfg.test_case {
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TestCase::Tree {
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depth,
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branch_width,
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} => {
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let tree = gen_tree(depth, branch_width);
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spawn_tree(&tree, &mut commands, &cfg.update_filter, default())
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}
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TestCase::NonUniformTree {
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depth,
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branch_width,
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} => {
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let tree = gen_non_uniform_tree(depth, branch_width);
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spawn_tree(&tree, &mut commands, &cfg.update_filter, default())
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}
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TestCase::Humanoids { active, inactive } => {
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let mut result = InsertResult::default();
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let mut rng = rand::thread_rng();
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for _ in 0..active {
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result.combine(spawn_tree(
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&HUMANOID_RIG,
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&mut commands,
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&cfg.update_filter,
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Transform::from_xyz(
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rng.gen::<f32>() * 500.0 - 250.0,
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rng.gen::<f32>() * 500.0 - 250.0,
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0.0,
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),
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));
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}
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for _ in 0..inactive {
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result.combine(spawn_tree(
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&HUMANOID_RIG,
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&mut commands,
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&UpdateFilter {
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// force inactive by setting the probability < 0
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probability: -1.0,
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..cfg.update_filter
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},
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Transform::from_xyz(
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rng.gen::<f32>() * 500.0 - 250.0,
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rng.gen::<f32>() * 500.0 - 250.0,
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0.0,
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),
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));
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}
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result
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}
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};
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println!("\n{:#?}", result);
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}
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/// overview of the inserted hierarchy
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#[derive(Default, Debug)]
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struct InsertResult {
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/// total number of nodes inserted
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inserted_nodes: usize,
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/// number of nodes that get updated each frame
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active_nodes: usize,
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/// maximum depth of the hierarchy tree
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maximum_depth: usize,
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}
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impl InsertResult {
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fn combine(&mut self, rhs: Self) -> &mut Self {
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self.inserted_nodes += rhs.inserted_nodes;
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self.active_nodes += rhs.active_nodes;
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self.maximum_depth = self.maximum_depth.max(rhs.maximum_depth);
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self
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}
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}
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/// spawns a tree defined by a parent map (excluding root)
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/// the parent map must be ordered (parent must exist before child)
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fn spawn_tree(
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parent_map: &[usize],
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commands: &mut Commands,
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update_filter: &UpdateFilter,
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root_transform: Transform,
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) -> InsertResult {
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// total count (# of nodes + root)
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let count = parent_map.len() + 1;
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#[derive(Default, Clone, Copy)]
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struct NodeInfo {
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child_count: u32,
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depth: u32,
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}
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// node index -> entity lookup list
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let mut ents: Vec<Entity> = Vec::with_capacity(count);
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let mut node_info: Vec<NodeInfo> = vec![default(); count];
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for (i, &parent_idx) in parent_map.iter().enumerate() {
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// assert spawn order (parent must be processed before child)
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assert!(parent_idx <= i, "invalid spawn order");
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node_info[parent_idx].child_count += 1;
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}
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// insert root
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ents.push(
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commands
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.spawn()
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.insert(root_transform)
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.insert(GlobalTransform::default())
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.id(),
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);
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let mut result = InsertResult::default();
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let mut rng = rand::thread_rng();
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// used to count through the number of children (used only for visual layout)
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let mut child_idx: Vec<u16> = vec![0; count];
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// insert children
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for (current_idx, &parent_idx) in parent_map.iter().enumerate() {
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let current_idx = current_idx + 1;
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// separation factor to visually separate children (0..1)
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let sep = child_idx[parent_idx] as f32 / node_info[parent_idx].child_count as f32;
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child_idx[parent_idx] += 1;
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// calculate and set depth
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// this works because it's guaranteed that we have already iterated over the parent
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let depth = node_info[parent_idx].depth + 1;
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let info = &mut node_info[current_idx];
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info.depth = depth;
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// update max depth of tree
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result.maximum_depth = result.maximum_depth.max(depth.try_into().unwrap());
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// insert child
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let child_entity = {
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let mut cmd = commands.spawn();
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// check whether or not to update this node
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let update = (rng.gen::<f32>() <= update_filter.probability)
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&& (depth >= update_filter.min_depth && depth <= update_filter.max_depth);
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if update {
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cmd.insert(Update(sep));
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result.active_nodes += 1;
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}
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let transform = {
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let mut translation = Vec3::ZERO;
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// use the same placement fn as the `update` system
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// this way the entities won't be all at (0, 0, 0) when they don't have an `Update` component
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set_translation(&mut translation, sep);
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Transform::from_translation(translation)
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};
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// only insert the components necessary for the transform propagation
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cmd.insert(transform).insert(GlobalTransform::default());
|
|
|
|
cmd.id()
|
|
};
|
|
|
|
commands
|
|
.get_or_spawn(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
|
|
];
|