 7989cb2650
			
		
	
	
		7989cb2650
		
	
	
	
	
		
			
			# Objective - Make `Time` API more consistent. - Support time accel/decel/pause. ## Solution This is just the `Time` half of #3002. I was told that part isn't controversial. - Give the "delta time" and "total elapsed time" methods `f32`, `f64`, and `Duration` variants with consistent naming. - Implement accelerating / decelerating the passage of time. - Implement stopping time. --- ## Changelog - Changed `time_since_startup` to `elapsed` because `time.time_*` is just silly. - Added `relative_speed` and `set_relative_speed` methods. - Added `is_paused`, `pause`, `unpause` , and methods. (I'd prefer `resume`, but `unpause` matches `Timer` API.) - Added `raw_*` variants of the "delta time" and "total elapsed time" methods. - Added `first_update` method because there's a non-zero duration between startup and the first update. ## Migration Guide - `time.time_since_startup()` -> `time.elapsed()` - `time.seconds_since_startup()` -> `time.elapsed_seconds_f64()` - `time.seconds_since_startup_wrapped_f32()` -> `time.elapsed_seconds_wrapped()` If you aren't sure which to use, most systems should continue to use "scaled" time (e.g. `time.delta_seconds()`). The realtime "unscaled" time measurements (e.g. `time.raw_delta_seconds()`) are mostly for debugging and profiling.
		
			
				
	
	
		
			169 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			169 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use std::f32::consts::*;
 | |
| 
 | |
| use bevy::{
 | |
|     diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
 | |
|     pbr::NotShadowCaster,
 | |
|     prelude::*,
 | |
| };
 | |
| use rand::{thread_rng, Rng};
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_plugin(FrameTimeDiagnosticsPlugin::default())
 | |
|         .add_plugin(LogDiagnosticsPlugin::default())
 | |
|         .add_startup_system(setup)
 | |
|         .add_system(light_sway)
 | |
|         .add_system(movement)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| #[derive(Component)]
 | |
| struct Movable;
 | |
| 
 | |
| /// set up a simple 3D scene
 | |
| fn setup(
 | |
|     mut commands: Commands,
 | |
|     mut meshes: ResMut<Assets<Mesh>>,
 | |
|     mut materials: ResMut<Assets<StandardMaterial>>,
 | |
| ) {
 | |
|     // ground plane
 | |
|     commands.spawn(PbrBundle {
 | |
|         mesh: meshes.add(Mesh::from(shape::Plane { size: 100.0 })),
 | |
|         material: materials.add(StandardMaterial {
 | |
|             base_color: Color::GREEN,
 | |
|             perceptual_roughness: 1.0,
 | |
|             ..default()
 | |
|         }),
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // cubes
 | |
|     let mut rng = thread_rng();
 | |
|     for _ in 0..100 {
 | |
|         let x = rng.gen_range(-5.0..5.0);
 | |
|         let y = rng.gen_range(-5.0..5.0);
 | |
|         let z = rng.gen_range(-5.0..5.0);
 | |
|         commands.spawn((
 | |
|             PbrBundle {
 | |
|                 mesh: meshes.add(Mesh::from(shape::Cube { size: 0.5 })),
 | |
|                 material: materials.add(StandardMaterial {
 | |
|                     base_color: Color::BLUE,
 | |
|                     ..default()
 | |
|                 }),
 | |
|                 transform: Transform::from_xyz(x, y, z),
 | |
|                 ..default()
 | |
|             },
 | |
|             Movable,
 | |
|         ));
 | |
|     }
 | |
| 
 | |
|     // ambient light
 | |
|     commands.insert_resource(AmbientLight {
 | |
|         color: Color::rgb(0.0, 1.0, 1.0),
 | |
|         brightness: 0.14,
 | |
|     });
 | |
| 
 | |
|     for x in 0..4 {
 | |
|         for z in 0..4 {
 | |
|             let x = x as f32 - 2.0;
 | |
|             let z = z as f32 - 2.0;
 | |
|             // red spot_light
 | |
|             commands
 | |
|                 .spawn(SpotLightBundle {
 | |
|                     transform: Transform::from_xyz(1.0 + x, 2.0, z)
 | |
|                         .looking_at(Vec3::new(1.0 + x, 0.0, z), Vec3::X),
 | |
|                     spot_light: SpotLight {
 | |
|                         intensity: 200.0, // lumens
 | |
|                         color: Color::WHITE,
 | |
|                         shadows_enabled: true,
 | |
|                         inner_angle: PI / 4.0 * 0.85,
 | |
|                         outer_angle: PI / 4.0,
 | |
|                         ..default()
 | |
|                     },
 | |
|                     ..default()
 | |
|                 })
 | |
|                 .with_children(|builder| {
 | |
|                     builder.spawn(PbrBundle {
 | |
|                         mesh: meshes.add(Mesh::from(shape::UVSphere {
 | |
|                             radius: 0.05,
 | |
|                             ..default()
 | |
|                         })),
 | |
|                         material: materials.add(StandardMaterial {
 | |
|                             base_color: Color::RED,
 | |
|                             emissive: Color::rgba_linear(1.0, 0.0, 0.0, 0.0),
 | |
|                             ..default()
 | |
|                         }),
 | |
|                         ..default()
 | |
|                     });
 | |
|                     builder.spawn((
 | |
|                         PbrBundle {
 | |
|                             transform: Transform::from_translation(Vec3::Z * -0.1),
 | |
|                             mesh: meshes.add(Mesh::from(shape::UVSphere {
 | |
|                                 radius: 0.1,
 | |
|                                 ..default()
 | |
|                             })),
 | |
|                             material: materials.add(StandardMaterial {
 | |
|                                 base_color: Color::MAROON,
 | |
|                                 emissive: Color::rgba_linear(0.125, 0.0, 0.0, 0.0),
 | |
|                                 ..default()
 | |
|                             }),
 | |
|                             ..default()
 | |
|                         },
 | |
|                         NotShadowCaster,
 | |
|                     ));
 | |
|                 });
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     // camera
 | |
|     commands.spawn(Camera3dBundle {
 | |
|         transform: Transform::from_xyz(-4.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
 | |
|         ..default()
 | |
|     });
 | |
| }
 | |
| 
 | |
| fn light_sway(time: Res<Time>, mut query: Query<(&mut Transform, &mut SpotLight)>) {
 | |
|     for (mut transform, mut angles) in query.iter_mut() {
 | |
|         transform.rotation = Quat::from_euler(
 | |
|             EulerRot::XYZ,
 | |
|             -FRAC_PI_2 + (time.elapsed_seconds() * 0.67 * 3.0).sin() * 0.5,
 | |
|             (time.elapsed_seconds() * 3.0).sin() * 0.5,
 | |
|             0.0,
 | |
|         );
 | |
|         let angle = ((time.elapsed_seconds() * 1.2).sin() + 1.0) * (FRAC_PI_4 - 0.1);
 | |
|         angles.inner_angle = angle * 0.8;
 | |
|         angles.outer_angle = angle;
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn movement(
 | |
|     input: Res<Input<KeyCode>>,
 | |
|     time: Res<Time>,
 | |
|     mut query: Query<&mut Transform, With<Movable>>,
 | |
| ) {
 | |
|     for mut transform in &mut query {
 | |
|         let mut direction = Vec3::ZERO;
 | |
|         if input.pressed(KeyCode::Up) {
 | |
|             direction.z -= 1.0;
 | |
|         }
 | |
|         if input.pressed(KeyCode::Down) {
 | |
|             direction.z += 1.0;
 | |
|         }
 | |
|         if input.pressed(KeyCode::Left) {
 | |
|             direction.x -= 1.0;
 | |
|         }
 | |
|         if input.pressed(KeyCode::Right) {
 | |
|             direction.x += 1.0;
 | |
|         }
 | |
|         if input.pressed(KeyCode::PageUp) {
 | |
|             direction.y += 1.0;
 | |
|         }
 | |
|         if input.pressed(KeyCode::PageDown) {
 | |
|             direction.y -= 1.0;
 | |
|         }
 | |
| 
 | |
|         transform.translation += time.delta_seconds() * 2.0 * direction;
 | |
|     }
 | |
| }
 |