Make the iter_combinators examples more pretty (#3075)

# Objective

- More colours

## Solution

- Various changes
- Would have a video here, but don't have an easy way to record one before I go to sleep
- I intend to additionally change the distribution of the satellites, to be more uniform in space.
This commit is contained in:
Daniel McNab 2022-01-06 19:13:52 +00:00
parent 507441d96f
commit 44f370a26c

View File

@ -1,4 +1,4 @@
use bevy::{core::FixedTimestep, prelude::*}; use bevy::{core::FixedTimestep, pbr::AmbientLight, prelude::*, render::camera::Camera};
use rand::{thread_rng, Rng}; use rand::{thread_rng, Rng};
#[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)] #[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)]
@ -10,6 +10,10 @@ fn main() {
App::new() App::new()
.insert_resource(Msaa { samples: 4 }) .insert_resource(Msaa { samples: 4 })
.add_plugins(DefaultPlugins) .add_plugins(DefaultPlugins)
.insert_resource(AmbientLight {
brightness: 0.03,
..Default::default()
})
.add_startup_system(generate_bodies) .add_startup_system(generate_bodies)
.add_stage_after( .add_stage_after(
CoreStage::Update, CoreStage::Update,
@ -19,11 +23,12 @@ fn main() {
.with_system(interact_bodies) .with_system(interact_bodies)
.with_system(integrate), .with_system(integrate),
) )
.add_system(look_at_star)
.insert_resource(ClearColor(Color::BLACK))
.run(); .run();
} }
const GRAVITY_CONSTANT: f32 = 0.001; const GRAVITY_CONSTANT: f32 = 0.001;
const SOFTENING: f32 = 0.01;
const NUM_BODIES: usize = 100; const NUM_BODIES: usize = 100;
#[derive(Component, Default)] #[derive(Component, Default)]
@ -32,6 +37,8 @@ struct Mass(f32);
struct Acceleration(Vec3); struct Acceleration(Vec3);
#[derive(Component, Default)] #[derive(Component, Default)]
struct LastPos(Vec3); struct LastPos(Vec3);
#[derive(Component)]
struct Star;
#[derive(Bundle, Default)] #[derive(Bundle, Default)]
struct BodyBundle { struct BodyBundle {
@ -52,14 +59,13 @@ fn generate_bodies(
subdivisions: 3, subdivisions: 3,
})); }));
let pos_range = 1.0..15.0;
let color_range = 0.5..1.0; let color_range = 0.5..1.0;
let vel_range = -0.5..0.5; let vel_range = -0.5..0.5;
let mut rng = thread_rng(); let mut rng = thread_rng();
for _ in 0..NUM_BODIES { for _ in 0..NUM_BODIES {
let mass_value_cube_root: f32 = rng.gen_range(0.5..4.0); let radius: f32 = rng.gen_range(0.1..0.7);
let mass_value: f32 = mass_value_cube_root * mass_value_cube_root * mass_value_cube_root; let mass_value = radius.powi(3) * 10.;
let position = Vec3::new( let position = Vec3::new(
rng.gen_range(-1.0..1.0), rng.gen_range(-1.0..1.0),
@ -67,18 +73,19 @@ fn generate_bodies(
rng.gen_range(-1.0..1.0), rng.gen_range(-1.0..1.0),
) )
.normalize() .normalize()
* rng.gen_range(pos_range.clone()); * rng.gen_range(0.2f32..1.0).powf(1. / 3.)
* 15.;
commands.spawn_bundle(BodyBundle { commands.spawn_bundle(BodyBundle {
pbr: PbrBundle { pbr: PbrBundle {
transform: Transform { transform: Transform {
translation: position, translation: position,
scale: Vec3::splat(mass_value_cube_root * 0.1), scale: Vec3::splat(radius),
..Default::default() ..Default::default()
}, },
mesh: mesh.clone(), mesh: mesh.clone(),
material: materials.add( material: materials.add(
Color::rgb_linear( Color::rgb(
rng.gen_range(color_range.clone()), rng.gen_range(color_range.clone()),
rng.gen_range(color_range.clone()), rng.gen_range(color_range.clone()),
rng.gen_range(color_range.clone()), rng.gen_range(color_range.clone()),
@ -101,29 +108,40 @@ fn generate_bodies(
} }
// add bigger "star" body in the center // add bigger "star" body in the center
let star_radius = 1.;
commands commands
.spawn_bundle(BodyBundle { .spawn_bundle(BodyBundle {
pbr: PbrBundle { pbr: PbrBundle {
transform: Transform { transform: Transform::from_scale(Vec3::splat(star_radius)),
scale: Vec3::splat(0.5),
..Default::default()
},
mesh: meshes.add(Mesh::from(shape::Icosphere { mesh: meshes.add(Mesh::from(shape::Icosphere {
radius: 1.0, radius: 1.0,
subdivisions: 5, subdivisions: 5,
})), })),
material: materials.add((Color::ORANGE_RED * 10.0).into()), material: materials.add(StandardMaterial {
base_color: Color::ORANGE_RED,
emissive: (Color::ORANGE_RED * 2.),
..Default::default()
}),
..Default::default() ..Default::default()
}, },
mass: Mass(1000.0), mass: Mass(500.0),
..Default::default() ..Default::default()
}) })
.insert(PointLight { .insert(Star)
color: Color::ORANGE_RED, .with_children(|p| {
p.spawn_bundle(PointLightBundle {
point_light: PointLight {
color: Color::WHITE,
intensity: 400.0,
range: 100.0,
radius: star_radius,
..Default::default()
},
..Default::default() ..Default::default()
}); });
});
commands.spawn_bundle(PerspectiveCameraBundle { commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(0.0, 10.5, -20.0).looking_at(Vec3::ZERO, Vec3::Y), transform: Transform::from_xyz(0.0, 10.5, -30.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default() ..Default::default()
}); });
} }
@ -136,7 +154,7 @@ fn interact_bodies(mut query: Query<(&Mass, &GlobalTransform, &mut Acceleration)
let delta = transform2.translation - transform1.translation; let delta = transform2.translation - transform1.translation;
let distance_sq: f32 = delta.length_squared(); let distance_sq: f32 = delta.length_squared();
let f = GRAVITY_CONSTANT / (distance_sq * (distance_sq + SOFTENING).sqrt()); let f = GRAVITY_CONSTANT / distance_sq;
let force_unit_mass = delta * f; let force_unit_mass = delta * f;
acc1.0 += force_unit_mass * *m2; acc1.0 += force_unit_mass * *m2;
acc2.0 -= force_unit_mass * *m1; acc2.0 -= force_unit_mass * *m1;
@ -156,3 +174,16 @@ fn integrate(mut query: Query<(&mut Acceleration, &mut Transform, &mut LastPos)>
transform.translation = new_pos; transform.translation = new_pos;
} }
} }
fn look_at_star(
mut camera: Query<&mut Transform, (With<Camera>, Without<Star>)>,
star: Query<&Transform, With<Star>>,
) {
let mut camera = camera.single_mut();
let star = star.single();
let new_rotation = camera
.looking_at(star.translation, Vec3::Y)
.rotation
.lerp(camera.rotation, 0.1);
camera.rotation = new_rotation;
}