bevy/examples/ecs/iter_combinations.rs
ira 4847f7e3ad Update codebase to use IntoIterator where possible. (#5269)
Remove unnecessary calls to `iter()`/`iter_mut()`.
Mainly updates the use of queries in our code, docs, and examples.

```rust
// From
for _ in list.iter() {
for _ in list.iter_mut() {

// To
for _ in &list {
for _ in &mut list {
```

We already enable the pedantic lint [clippy::explicit_iter_loop](https://rust-lang.github.io/rust-clippy/stable/) inside of Bevy. However, this only warns for a few known types from the standard library.

## Note for reviewers
As you can see the additions and deletions are exactly equal.
Maybe give it a quick skim to check I didn't sneak in a crypto miner, but you don't have to torture yourself by reading every line.
I already experienced enough pain making this PR :) 


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-07-11 15:28:50 +00:00

190 lines
5.7 KiB
Rust

//! Shows how to iterate over combinations of query results.
use bevy::{pbr::AmbientLight, prelude::*, render::camera::Camera, time::FixedTimestep};
use rand::{thread_rng, Rng};
#[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)]
struct FixedUpdateStage;
const DELTA_TIME: f64 = 0.01;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(AmbientLight {
brightness: 0.03,
..default()
})
.add_startup_system(generate_bodies)
.add_stage_after(
CoreStage::Update,
FixedUpdateStage,
SystemStage::parallel()
.with_run_criteria(FixedTimestep::step(DELTA_TIME))
.with_system(interact_bodies)
.with_system(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 {
#[bundle]
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::from(shape::Icosphere {
radius: 1.0,
subdivisions: 3,
}));
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).powf(1. / 3.)
* 15.;
commands.spawn_bundle(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 as f32,
),
});
}
// add bigger "star" body in the center
let star_radius = 1.;
commands
.spawn_bundle(BodyBundle {
pbr: PbrBundle {
transform: Transform::from_scale(Vec3::splat(star_radius)),
mesh: meshes.add(Mesh::from(shape::Icosphere {
radius: 1.0,
subdivisions: 5,
})),
material: materials.add(StandardMaterial {
base_color: Color::ORANGE_RED,
emissive: (Color::ORANGE_RED * 2.),
..default()
}),
..default()
},
mass: Mass(500.0),
..default()
})
.insert(Star)
.with_children(|p| {
p.spawn_bundle(PointLightBundle {
point_light: PointLight {
color: Color::WHITE,
intensity: 400.0,
range: 100.0,
radius: star_radius,
..default()
},
..default()
});
});
commands.spawn_bundle(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) as f32;
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 + transform.translation - 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;
}