mirror of
https://github.com/bevyengine/bevy
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d3f612c376
# Objective Fix these ``` -- rotate_cube and move_cube conflict on: ["bevy_transform::components::transform::Transform", "transform::CubeState"] -- rotate_cube and scale_down_sphere_proportional_to_cube_travel_distance conflict on: ["bevy_transform::components::transform::Transform", "transform::CubeState"] -- move_cube and scale_down_sphere_proportional_to_cube_travel_distance conflict on: ["bevy_transform::components::transform::Transform", "transform::CubeState"] ``` The three systems in this example depend on the results of the others. This leads to minor but detectable differences in output between runs by automated screenshot diffing depending on the order of the schedule. We don't necessarily need to be able to do this for **every** example, but I think this is a case where fixing it is easy / maybe the right thing to do anyway. ## Solution Chain the three systems
163 lines
6 KiB
Rust
163 lines
6 KiB
Rust
//! Shows multiple transformations of objects.
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use std::f32::consts::PI;
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use bevy::prelude::*;
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// A struct for additional data of for a moving cube.
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#[derive(Component)]
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struct CubeState {
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start_pos: Vec3,
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move_speed: f32,
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turn_speed: f32,
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}
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// A struct adding information to a scalable entity,
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// that will be stationary at the center of the scene.
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#[derive(Component)]
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struct Center {
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max_size: f32,
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min_size: f32,
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scale_factor: f32,
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(
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move_cube,
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rotate_cube,
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scale_down_sphere_proportional_to_cube_travel_distance,
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)
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.chain(),
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)
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.run();
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}
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// Startup system to setup the scene and spawn all relevant entities.
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fn setup(
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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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// Add an object (sphere) for visualizing scaling.
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(
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Mesh::try_from(shape::Icosphere {
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radius: 3.0,
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subdivisions: 32,
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})
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.unwrap(),
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),
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material: materials.add(Color::YELLOW.into()),
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transform: Transform::from_translation(Vec3::ZERO),
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..default()
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},
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Center {
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max_size: 1.0,
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min_size: 0.1,
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scale_factor: 0.05,
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},
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));
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// Add the cube to visualize rotation and translation.
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// This cube will circle around the center_sphere
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// by changing its rotation each frame and moving forward.
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// Define a start transform for an orbiting cube, that's away from our central object (sphere)
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// and rotate it so it will be able to move around the sphere and not towards it.
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let cube_spawn =
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Transform::from_translation(Vec3::Z * -10.0).with_rotation(Quat::from_rotation_y(PI / 2.));
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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material: materials.add(Color::WHITE.into()),
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transform: cube_spawn,
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..default()
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},
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CubeState {
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start_pos: cube_spawn.translation,
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move_speed: 2.0,
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turn_speed: 0.2,
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},
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));
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// Spawn a camera looking at the entities to show what's happening in this example.
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// Add a light source for better 3d visibility.
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commands.spawn(PointLightBundle {
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transform: Transform::from_translation(Vec3::ONE * 3.0),
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..default()
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});
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}
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// This system will move the cube forward.
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fn move_cube(mut cubes: Query<(&mut Transform, &mut CubeState)>, timer: Res<Time>) {
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for (mut transform, cube) in &mut cubes {
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// Move the cube forward smoothly at a given move_speed.
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let forward = transform.forward();
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transform.translation += forward * cube.move_speed * timer.delta_seconds();
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}
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}
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// This system will rotate the cube slightly towards the center_sphere.
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// Due to the forward movement the resulting movement
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// will be a circular motion around the center_sphere.
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fn rotate_cube(
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mut cubes: Query<(&mut Transform, &mut CubeState), Without<Center>>,
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center_spheres: Query<&Transform, With<Center>>,
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timer: Res<Time>,
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) {
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// Calculate the point to circle around. (The position of the center_sphere)
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let mut center: Vec3 = Vec3::ZERO;
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for sphere in ¢er_spheres {
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center += sphere.translation;
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}
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// Update the rotation of the cube(s).
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for (mut transform, cube) in &mut cubes {
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// Calculate the rotation of the cube if it would be looking at the sphere in the center.
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let look_at_sphere = transform.looking_at(center, transform.local_y());
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// Interpolate between the current rotation and the fully turned rotation
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// when looking a the sphere, with a given turn speed to get a smooth motion.
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// With higher speed the curvature of the orbit would be smaller.
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let incremental_turn_weight = cube.turn_speed * timer.delta_seconds();
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let old_rotation = transform.rotation;
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transform.rotation = old_rotation.lerp(look_at_sphere.rotation, incremental_turn_weight);
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}
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}
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// This system will scale down the sphere in the center of the scene
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// according to the traveling distance of the orbiting cube(s) from their start position(s).
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fn scale_down_sphere_proportional_to_cube_travel_distance(
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cubes: Query<(&Transform, &CubeState), Without<Center>>,
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mut centers: Query<(&mut Transform, &Center)>,
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) {
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// First we need to calculate the length of between
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// the current position of the orbiting cube and the spawn position.
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let mut distances = 0.0;
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for (cube_transform, cube_state) in &cubes {
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distances += (cube_state.start_pos - cube_transform.translation).length();
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}
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// Now we use the calculated value to scale the sphere in the center accordingly.
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for (mut transform, center) in &mut centers {
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// Calculate the new size from the calculated distances and the centers scale_factor.
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// Since we want to have the sphere at its max_size at the cubes spawn location we start by
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// using the max_size as start value and subtract the distances scaled by a scaling factor.
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let mut new_size: f32 = center.max_size - center.scale_factor * distances;
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// The new size should also not be smaller than the centers min_size.
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// Therefore the max value out of (new_size, center.min_size) is used.
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new_size = new_size.max(center.min_size);
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// Now scale the sphere uniformly in all directions using new_size.
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// Here Vec3:splat is used to create a vector with new_size in x, y and z direction.
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transform.scale = Vec3::splat(new_size);
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}
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}
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