bevy/examples/ecs/iter_combinations.rs
Carter Anderson dcc03724a5 Base Sets (#7466)
# Objective

NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267.

"Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365).

## Solution

This adds "base sets" as a variant of `SystemSet`:

A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive:

```rust
#[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)]
#[system_set(base)]
enum MyBaseSet {
  A,
  B,
}
``` 

**Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. 

**Base sets cannot belong to other sets**: this is where the word "base" comes from

Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set.

```rust
app.add_system(foo.in_base_set(MyBaseSet::A))
       // X must be a normal set ... base sets cannot be added to base sets
       .configure_set(X.in_base_set(MyBaseSet::A))
```

Base sets can still be configured like normal sets:

```rust
app.add_system(MyBaseSet::B.after(MyBaseSet::Ap))
``` 

The primary use case for base sets is enabling a "default base set":

```rust
schedule.set_default_base_set(CoreSet::Update)
  // this will belong to CoreSet::Update by default
  .add_system(foo)
  // this will override the default base set with PostUpdate
  .add_system(bar.in_base_set(CoreSet::PostUpdate))
```

This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides.

---

## Changelog

- Added "base sets" and ported CoreSet to use them.

## Migration Guide

TODO
2023-02-06 03:10:08 +00:00

187 lines
5.6 KiB
Rust

//! Shows how to iterate over combinations of query results.
use bevy::{pbr::AmbientLight, prelude::*};
use rand::{thread_rng, Rng};
const DELTA_TIME: f32 = 0.01;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(AmbientLight {
brightness: 0.03,
..default()
})
.add_startup_system(generate_bodies)
.insert_resource(FixedTime::new_from_secs(DELTA_TIME))
.add_systems_to_schedule(CoreSchedule::FixedUpdate, (interact_bodies, integrate))
.add_system(look_at_star)
.insert_resource(ClearColor(Color::BLACK))
.run();
}
const GRAVITY_CONSTANT: f32 = 0.001;
const NUM_BODIES: usize = 100;
#[derive(Component, Default)]
struct Mass(f32);
#[derive(Component, Default)]
struct Acceleration(Vec3);
#[derive(Component, Default)]
struct LastPos(Vec3);
#[derive(Component)]
struct Star;
#[derive(Bundle, Default)]
struct BodyBundle {
pbr: PbrBundle,
mass: Mass,
last_pos: LastPos,
acceleration: Acceleration,
}
fn generate_bodies(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let mesh = meshes.add(
Mesh::try_from(shape::Icosphere {
radius: 1.0,
subdivisions: 3,
})
.unwrap(),
);
let color_range = 0.5..1.0;
let vel_range = -0.5..0.5;
let mut rng = thread_rng();
for _ in 0..NUM_BODIES {
let radius: f32 = rng.gen_range(0.1..0.7);
let mass_value = radius.powi(3) * 10.;
let position = Vec3::new(
rng.gen_range(-1.0..1.0),
rng.gen_range(-1.0..1.0),
rng.gen_range(-1.0..1.0),
)
.normalize()
* rng.gen_range(0.2f32..1.0).cbrt()
* 15.;
commands.spawn(BodyBundle {
pbr: PbrBundle {
transform: Transform {
translation: position,
scale: Vec3::splat(radius),
..default()
},
mesh: mesh.clone(),
material: materials.add(
Color::rgb(
rng.gen_range(color_range.clone()),
rng.gen_range(color_range.clone()),
rng.gen_range(color_range.clone()),
)
.into(),
),
..default()
},
mass: Mass(mass_value),
acceleration: Acceleration(Vec3::ZERO),
last_pos: LastPos(
position
- Vec3::new(
rng.gen_range(vel_range.clone()),
rng.gen_range(vel_range.clone()),
rng.gen_range(vel_range.clone()),
) * DELTA_TIME,
),
});
}
// add bigger "star" body in the center
let star_radius = 1.;
commands
.spawn((
BodyBundle {
pbr: PbrBundle {
transform: Transform::from_scale(Vec3::splat(star_radius)),
mesh: meshes.add(
Mesh::try_from(shape::Icosphere {
radius: 1.0,
subdivisions: 5,
})
.unwrap(),
),
material: materials.add(StandardMaterial {
base_color: Color::ORANGE_RED,
emissive: (Color::ORANGE_RED * 2.),
..default()
}),
..default()
},
mass: Mass(500.0),
..default()
},
Star,
))
.with_children(|p| {
p.spawn(PointLightBundle {
point_light: PointLight {
color: Color::WHITE,
intensity: 400.0,
range: 100.0,
radius: star_radius,
..default()
},
..default()
});
});
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 10.5, -30.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
fn interact_bodies(mut query: Query<(&Mass, &GlobalTransform, &mut Acceleration)>) {
let mut iter = query.iter_combinations_mut();
while let Some([(Mass(m1), transform1, mut acc1), (Mass(m2), transform2, mut acc2)]) =
iter.fetch_next()
{
let delta = transform2.translation() - transform1.translation();
let distance_sq: f32 = delta.length_squared();
let f = GRAVITY_CONSTANT / distance_sq;
let force_unit_mass = delta * f;
acc1.0 += force_unit_mass * *m2;
acc2.0 -= force_unit_mass * *m1;
}
}
fn integrate(mut query: Query<(&mut Acceleration, &mut Transform, &mut LastPos)>) {
let dt_sq = DELTA_TIME * DELTA_TIME;
for (mut acceleration, mut transform, mut last_pos) in &mut query {
// verlet integration
// x(t+dt) = 2x(t) - x(t-dt) + a(t)dt^2 + O(dt^4)
let new_pos = transform.translation * 2.0 - last_pos.0 + acceleration.0 * dt_sq;
acceleration.0 = Vec3::ZERO;
last_pos.0 = transform.translation;
transform.translation = new_pos;
}
}
fn look_at_star(
mut camera: Query<&mut Transform, (With<Camera>, Without<Star>)>,
star: Query<&Transform, With<Star>>,
) {
let mut camera = camera.single_mut();
let star = star.single();
let new_rotation = camera
.looking_at(star.translation, Vec3::Y)
.rotation
.lerp(camera.rotation, 0.1);
camera.rotation = new_rotation;
}