mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
a81fb7aa7e
Related to [discussion on discord](https://discord.com/channels/691052431525675048/742569353878437978/824731187724681289) With const generics, it is now possible to write generic iterator over multiple entities at once. This enables patterns of query iterations like ```rust for [e1, e2, e3] in query.iter_combinations() { // do something with relation of all three entities } ``` The compiler is able to infer the correct iterator for given size of array, so either of those work ```rust for [e1, e2] in query.iter_combinations() { ... } for [e1, e2, e3] in query.iter_combinations() { ... } ``` This feature can be very useful for systems like collision detection. When you ask for permutations of size K of N entities: - if K == N, you get one result of all entities - if K < N, you get all possible subsets of N with size K, without repetition - if K > N, the result set is empty (no permutation of size K exist) Co-authored-by: Carter Anderson <mcanders1@gmail.com>
158 lines
4.9 KiB
Rust
158 lines
4.9 KiB
Rust
use bevy::{core::FixedTimestep, prelude::*};
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use rand::{thread_rng, Rng};
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#[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)]
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struct FixedUpdateStage;
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const DELTA_TIME: f64 = 0.01;
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fn main() {
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App::build()
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.insert_resource(Msaa { samples: 4 })
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.add_plugins(DefaultPlugins)
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.add_startup_system(generate_bodies.system())
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.add_stage_after(
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CoreStage::Update,
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FixedUpdateStage,
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SystemStage::parallel()
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.with_run_criteria(FixedTimestep::step(DELTA_TIME))
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.with_system(interact_bodies.system())
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.with_system(integrate.system()),
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)
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.run();
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}
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const GRAVITY_CONSTANT: f32 = 0.001;
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const SOFTENING: f32 = 0.01;
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const NUM_BODIES: usize = 100;
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#[derive(Default)]
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struct Mass(f32);
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#[derive(Default)]
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struct Acceleration(Vec3);
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#[derive(Default)]
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struct LastPos(Vec3);
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#[derive(Bundle, Default)]
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struct BodyBundle {
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#[bundle]
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pbr: PbrBundle,
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mass: Mass,
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last_pos: LastPos,
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acceleration: Acceleration,
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}
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fn generate_bodies(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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let mesh = meshes.add(Mesh::from(shape::Icosphere {
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radius: 1.0,
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subdivisions: 3,
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}));
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let pos_range = 1.0..15.0;
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let color_range = 0.5..1.0;
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let vel_range = -0.5..0.5;
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let mut rng = thread_rng();
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for _ in 0..NUM_BODIES {
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let mass_value_cube_root: f32 = rng.gen_range(0.5..4.0);
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let mass_value: f32 = mass_value_cube_root * mass_value_cube_root * mass_value_cube_root;
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let position = Vec3::new(
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rng.gen_range(-1.0..1.0),
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rng.gen_range(-1.0..1.0),
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rng.gen_range(-1.0..1.0),
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)
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.normalize()
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* rng.gen_range(pos_range.clone());
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commands.spawn_bundle(BodyBundle {
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pbr: PbrBundle {
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transform: Transform {
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translation: position,
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scale: Vec3::splat(mass_value_cube_root * 0.1),
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..Default::default()
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},
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mesh: mesh.clone(),
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material: materials.add(
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Color::rgb_linear(
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rng.gen_range(color_range.clone()),
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rng.gen_range(color_range.clone()),
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rng.gen_range(color_range.clone()),
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)
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.into(),
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),
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..Default::default()
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},
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mass: Mass(mass_value),
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acceleration: Acceleration(Vec3::ZERO),
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last_pos: LastPos(
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position
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- Vec3::new(
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rng.gen_range(vel_range.clone()),
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rng.gen_range(vel_range.clone()),
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rng.gen_range(vel_range.clone()),
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) * DELTA_TIME as f32,
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),
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});
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}
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// add bigger "star" body in the center
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commands
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.spawn_bundle(BodyBundle {
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pbr: PbrBundle {
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transform: Transform {
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scale: Vec3::splat(0.5),
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..Default::default()
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},
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mesh: meshes.add(Mesh::from(shape::Icosphere {
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radius: 1.0,
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subdivisions: 5,
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})),
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material: materials.add((Color::ORANGE_RED * 10.0).into()),
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..Default::default()
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},
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mass: Mass(1000.0),
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..Default::default()
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})
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.insert(PointLight {
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color: Color::ORANGE_RED,
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..Default::default()
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});
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(0.0, 10.5, -20.0).looking_at(Vec3::ZERO, Vec3::Y),
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..Default::default()
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});
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}
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fn interact_bodies(mut query: Query<(&Mass, &GlobalTransform, &mut Acceleration)>) {
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let mut iter = query.iter_combinations_mut();
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while let Some([(Mass(m1), transform1, mut acc1), (Mass(m2), transform2, mut acc2)]) =
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iter.fetch_next()
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{
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let delta = transform2.translation - transform1.translation;
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let distance_sq: f32 = delta.length_squared();
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let f = GRAVITY_CONSTANT / (distance_sq * (distance_sq + SOFTENING).sqrt());
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let force_unit_mass = delta * f;
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acc1.0 += force_unit_mass * *m2;
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acc2.0 -= force_unit_mass * *m1;
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}
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}
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fn integrate(mut query: Query<(&mut Acceleration, &mut Transform, &mut LastPos)>) {
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let dt_sq = (DELTA_TIME * DELTA_TIME) as f32;
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for (mut acceleration, mut transform, mut last_pos) in query.iter_mut() {
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// verlet integration
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// x(t+dt) = 2x(t) - x(t-dt) + a(t)dt^2 + O(dt^4)
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let new_pos =
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transform.translation + transform.translation - last_pos.0 + acceleration.0 * dt_sq;
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acceleration.0 = Vec3::ZERO;
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last_pos.0 = transform.translation;
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transform.translation = new_pos;
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}
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}
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