mirror of
https://github.com/bevyengine/bevy
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dcc03724a5
# 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
545 lines
16 KiB
Rust
545 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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// Updating transforms *must* be done before `CoreSet::PostUpdate`
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// or the hierarchy will momentarily be in an invalid state.
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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(Resource, 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 &mut query {
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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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warn!(include_str!("warning_string.txt"));
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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(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(commands.spawn(TransformBundle::from(root_transform)).id());
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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_empty();
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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(TransformBundle::from(transform));
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cmd.id()
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};
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commands
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.get_or_spawn(ents[parent_idx])
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.add_child(child_entity);
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ents.push(child_entity);
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}
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result.inserted_nodes = ents.len();
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result
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}
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/// generate a tree `depth` levels deep, where each node has `branch_width` children
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fn gen_tree(depth: u32, branch_width: u32) -> Vec<usize> {
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// calculate the total count of branches
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let mut count: usize = 0;
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for i in 0..(depth - 1) {
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count += TryInto::<usize>::try_into(branch_width.pow(i)).unwrap();
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}
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// the tree is built using this pattern:
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// 0, 0, 0, ... 1, 1, 1, ... 2, 2, 2, ... (count - 1)
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(0..count)
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.flat_map(|i| std::iter::repeat(i).take(branch_width.try_into().unwrap()))
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.collect()
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}
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/// recursive part of [`gen_non_uniform_tree`]
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fn add_children_non_uniform(
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tree: &mut Vec<usize>,
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parent: usize,
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mut curr_depth: u32,
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max_branch_width: u32,
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) {
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for _ in 0..max_branch_width {
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tree.push(parent);
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curr_depth = curr_depth.checked_sub(1).unwrap();
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if curr_depth == 0 {
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return;
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}
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add_children_non_uniform(tree, tree.len(), curr_depth, max_branch_width);
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}
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}
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/// generate a tree that has more nodes on one side that the other
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/// the deepest hierarchy path is `max_depth` and the widest branches have `max_branch_width` children
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fn gen_non_uniform_tree(max_depth: u32, max_branch_width: u32) -> Vec<usize> {
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let mut tree = Vec::new();
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add_children_non_uniform(&mut tree, 0, max_depth, max_branch_width);
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tree
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}
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/// parent map for a decently complex humanoid rig (based on mixamo rig)
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const HUMANOID_RIG: [usize; 67] = [
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// (0: root)
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0, // 1: hips
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1, // 2: spine
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2, // 3: spine 1
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3, // 4: spine 2
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4, // 5: neck
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5, // 6: head
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6, // 7: head top
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6, // 8: left eye
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6, // 9: right eye
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4, // 10: left shoulder
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10, // 11: left arm
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11, // 12: left forearm
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12, // 13: left hand
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13, // 14: left hand thumb 1
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14, // 15: left hand thumb 2
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15, // 16: left hand thumb 3
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16, // 17: left hand thumb 4
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13, // 18: left hand index 1
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18, // 19: left hand index 2
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19, // 20: left hand index 3
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20, // 21: left hand index 4
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13, // 22: left hand middle 1
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22, // 23: left hand middle 2
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23, // 24: left hand middle 3
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24, // 25: left hand middle 4
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13, // 26: left hand ring 1
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26, // 27: left hand ring 2
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27, // 28: left hand ring 3
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28, // 29: left hand ring 4
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13, // 30: left hand pinky 1
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30, // 31: left hand pinky 2
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31, // 32: left hand pinky 3
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32, // 33: left hand pinky 4
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4, // 34: right shoulder
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34, // 35: right arm
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35, // 36: right forearm
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36, // 37: right hand
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37, // 38: right hand thumb 1
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38, // 39: right hand thumb 2
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39, // 40: right hand thumb 3
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40, // 41: right hand thumb 4
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37, // 42: right hand index 1
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42, // 43: right hand index 2
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43, // 44: right hand index 3
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44, // 45: right hand index 4
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37, // 46: right hand middle 1
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46, // 47: right hand middle 2
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47, // 48: right hand middle 3
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48, // 49: right hand middle 4
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37, // 50: right hand ring 1
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50, // 51: right hand ring 2
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51, // 52: right hand ring 3
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52, // 53: right hand ring 4
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37, // 54: right hand pinky 1
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54, // 55: right hand pinky 2
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55, // 56: right hand pinky 3
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56, // 57: right hand pinky 4
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1, // 58: left upper leg
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58, // 59: left leg
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59, // 60: left foot
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60, // 61: left toe base
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61, // 62: left toe end
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1, // 63: right upper leg
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63, // 64: right leg
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64, // 65: right foot
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65, // 66: right toe base
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66, // 67: right toe end
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];
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