bevy/examples/ecs/iter_combinations.rs
Paweł Grabarz a81fb7aa7e Add a method iter_combinations on query to iterate over combinations of query results (#1763)
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>
2021-05-17 23:33:47 +00:00

158 lines
4.9 KiB
Rust

use bevy::{core::FixedTimestep, prelude::*};
use rand::{thread_rng, Rng};
#[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)]
struct FixedUpdateStage;
const DELTA_TIME: f64 = 0.01;
fn main() {
App::build()
.insert_resource(Msaa { samples: 4 })
.add_plugins(DefaultPlugins)
.add_startup_system(generate_bodies.system())
.add_stage_after(
CoreStage::Update,
FixedUpdateStage,
SystemStage::parallel()
.with_run_criteria(FixedTimestep::step(DELTA_TIME))
.with_system(interact_bodies.system())
.with_system(integrate.system()),
)
.run();
}
const GRAVITY_CONSTANT: f32 = 0.001;
const SOFTENING: f32 = 0.01;
const NUM_BODIES: usize = 100;
#[derive(Default)]
struct Mass(f32);
#[derive(Default)]
struct Acceleration(Vec3);
#[derive(Default)]
struct LastPos(Vec3);
#[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 pos_range = 1.0..15.0;
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 mass_value_cube_root: f32 = rng.gen_range(0.5..4.0);
let mass_value: f32 = mass_value_cube_root * mass_value_cube_root * mass_value_cube_root;
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(pos_range.clone());
commands.spawn_bundle(BodyBundle {
pbr: PbrBundle {
transform: Transform {
translation: position,
scale: Vec3::splat(mass_value_cube_root * 0.1),
..Default::default()
},
mesh: mesh.clone(),
material: materials.add(
Color::rgb_linear(
rng.gen_range(color_range.clone()),
rng.gen_range(color_range.clone()),
rng.gen_range(color_range.clone()),
)
.into(),
),
..Default::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
commands
.spawn_bundle(BodyBundle {
pbr: PbrBundle {
transform: Transform {
scale: Vec3::splat(0.5),
..Default::default()
},
mesh: meshes.add(Mesh::from(shape::Icosphere {
radius: 1.0,
subdivisions: 5,
})),
material: materials.add((Color::ORANGE_RED * 10.0).into()),
..Default::default()
},
mass: Mass(1000.0),
..Default::default()
})
.insert(PointLight {
color: Color::ORANGE_RED,
..Default::default()
});
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(0.0, 10.5, -20.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::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 * (distance_sq + SOFTENING).sqrt());
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 query.iter_mut() {
// 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;
}
}