mirror of
https://github.com/bevyengine/bevy
synced 2024-12-30 15:03:23 +00:00
7482a0d26d
Fixes #15834 ## Migration Guide The APIs of `Time`, `Timer` and `Stopwatch` have been cleaned up for consistency with each other and the standard library's `Duration` type. The following methods have been renamed: - `Stowatch::paused` -> `Stopwatch::is_paused` - `Time::elapsed_seconds` -> `Time::elasped_secs` (including `_f64` and `_wrapped` variants)
132 lines
4 KiB
Rust
132 lines
4 KiB
Rust
//! This example demonstrates how to use interpolation to make one entity smoothly follow another.
|
|
|
|
use bevy::{
|
|
math::{prelude::*, vec3, NormedVectorSpace},
|
|
prelude::*,
|
|
};
|
|
use rand::SeedableRng;
|
|
use rand_chacha::ChaCha8Rng;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, (move_target, move_follower).chain())
|
|
.run();
|
|
}
|
|
|
|
// The sphere that the following sphere targets at all times:
|
|
#[derive(Component)]
|
|
struct TargetSphere;
|
|
|
|
// The speed of the target sphere moving to its next location:
|
|
#[derive(Resource)]
|
|
struct TargetSphereSpeed(f32);
|
|
|
|
// The position that the target sphere always moves linearly toward:
|
|
#[derive(Resource)]
|
|
struct TargetPosition(Vec3);
|
|
|
|
// The decay rate used by the smooth following:
|
|
#[derive(Resource)]
|
|
struct DecayRate(f32);
|
|
|
|
// The sphere that follows the target sphere by moving towards it with nudging:
|
|
#[derive(Component)]
|
|
struct FollowingSphere;
|
|
|
|
/// The source of randomness used by this example.
|
|
#[derive(Resource)]
|
|
struct RandomSource(ChaCha8Rng);
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// A plane:
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Plane3d::default().mesh().size(12.0, 12.0))),
|
|
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.15, 0.3))),
|
|
Transform::from_xyz(0.0, -2.5, 0.0),
|
|
));
|
|
|
|
// The target sphere:
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Sphere::new(0.3))),
|
|
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.15, 0.9))),
|
|
TargetSphere,
|
|
));
|
|
|
|
// The sphere that follows it:
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Sphere::new(0.3))),
|
|
MeshMaterial3d(materials.add(Color::srgb(0.9, 0.3, 0.3))),
|
|
Transform::from_translation(vec3(0.0, -2.0, 0.0)),
|
|
FollowingSphere,
|
|
));
|
|
|
|
// A light:
|
|
commands.spawn((
|
|
PointLight {
|
|
intensity: 15_000_000.0,
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
Transform::from_xyz(4.0, 8.0, 4.0),
|
|
));
|
|
|
|
// A camera:
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
|
|
// Set starting values for resources used by the systems:
|
|
commands.insert_resource(TargetSphereSpeed(5.0));
|
|
commands.insert_resource(DecayRate(2.0));
|
|
commands.insert_resource(TargetPosition(Vec3::ZERO));
|
|
commands.insert_resource(RandomSource(ChaCha8Rng::seed_from_u64(68941654987813521)));
|
|
}
|
|
|
|
fn move_target(
|
|
mut target: Single<&mut Transform, With<TargetSphere>>,
|
|
target_speed: Res<TargetSphereSpeed>,
|
|
mut target_pos: ResMut<TargetPosition>,
|
|
time: Res<Time>,
|
|
mut rng: ResMut<RandomSource>,
|
|
) {
|
|
match Dir3::new(target_pos.0 - target.translation) {
|
|
// The target and the present position of the target sphere are far enough to have a well-
|
|
// defined direction between them, so let's move closer:
|
|
Ok(dir) => {
|
|
let delta_time = time.delta_secs();
|
|
let abs_delta = (target_pos.0 - target.translation).norm();
|
|
|
|
// Avoid overshooting in case of high values of `delta_time`:
|
|
let magnitude = f32::min(abs_delta, delta_time * target_speed.0);
|
|
target.translation += dir * magnitude;
|
|
}
|
|
|
|
// The two are really close, so let's generate a new target position:
|
|
Err(_) => {
|
|
let legal_region = Cuboid::from_size(Vec3::splat(4.0));
|
|
*target_pos = TargetPosition(legal_region.sample_interior(&mut rng.0));
|
|
}
|
|
}
|
|
}
|
|
|
|
fn move_follower(
|
|
mut following: Single<&mut Transform, With<FollowingSphere>>,
|
|
target: Single<&Transform, (With<TargetSphere>, Without<FollowingSphere>)>,
|
|
decay_rate: Res<DecayRate>,
|
|
time: Res<Time>,
|
|
) {
|
|
let decay_rate = decay_rate.0;
|
|
let delta_time = time.delta_secs();
|
|
|
|
// Calling `smooth_nudge` is what moves the following sphere smoothly toward the target.
|
|
following
|
|
.translation
|
|
.smooth_nudge(&target.translation, decay_rate, delta_time);
|
|
}
|