# Objective - Remove all the `.system()` possible. - Check for remaining missing cases. ## Solution - Remove all `.system()`, fix compile errors - 32 calls to `.system()` remains, mostly internals, the few others should be removed after #2446
		
			
				
	
	
		
			159 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			159 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
use bevy::{core::FixedTimestep, prelude::*};
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use rand::{thread_rng, Rng};
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#[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)]
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struct FixedUpdateStage;
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const DELTA_TIME: f64 = 0.01;
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fn main() {
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    App::new()
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        .insert_resource(Msaa { samples: 4 })
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        .add_plugins(DefaultPlugins)
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        .add_startup_system(generate_bodies)
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        .add_stage_after(
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            CoreStage::Update,
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            FixedUpdateStage,
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            SystemStage::parallel()
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                .with_run_criteria(FixedTimestep::step(DELTA_TIME))
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                .with_system(interact_bodies)
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                .with_system(integrate),
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        )
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        .run();
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}
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const GRAVITY_CONSTANT: f32 = 0.001;
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const SOFTENING: f32 = 0.01;
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const NUM_BODIES: usize = 100;
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#[derive(Default)]
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struct Mass(f32);
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#[derive(Default)]
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struct Acceleration(Vec3);
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#[derive(Default)]
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struct LastPos(Vec3);
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#[derive(Bundle, Default)]
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struct BodyBundle {
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    #[bundle]
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    pbr: PbrBundle,
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    mass: Mass,
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    last_pos: LastPos,
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    acceleration: Acceleration,
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}
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fn generate_bodies(
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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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    let mesh = meshes.add(Mesh::from(shape::Icosphere {
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        radius: 1.0,
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        subdivisions: 3,
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    }));
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    let pos_range = 1.0..15.0;
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    let color_range = 0.5..1.0;
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    let vel_range = -0.5..0.5;
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    let mut rng = thread_rng();
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    for _ in 0..NUM_BODIES {
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        let mass_value_cube_root: f32 = rng.gen_range(0.5..4.0);
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        let mass_value: f32 = mass_value_cube_root * mass_value_cube_root * mass_value_cube_root;
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        let position = Vec3::new(
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            rng.gen_range(-1.0..1.0),
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            rng.gen_range(-1.0..1.0),
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            rng.gen_range(-1.0..1.0),
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        )
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        .normalize()
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            * rng.gen_range(pos_range.clone());
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        commands.spawn_bundle(BodyBundle {
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            pbr: PbrBundle {
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                transform: Transform {
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                    translation: position,
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                    scale: Vec3::splat(mass_value_cube_root * 0.1),
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                    ..Default::default()
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                },
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                mesh: mesh.clone(),
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                material: materials.add(
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                    Color::rgb_linear(
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                        rng.gen_range(color_range.clone()),
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                        rng.gen_range(color_range.clone()),
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                        rng.gen_range(color_range.clone()),
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                    )
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                    .into(),
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                ),
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                ..Default::default()
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            },
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            mass: Mass(mass_value),
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            acceleration: Acceleration(Vec3::ZERO),
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            last_pos: LastPos(
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                position
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                    - Vec3::new(
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                        rng.gen_range(vel_range.clone()),
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                        rng.gen_range(vel_range.clone()),
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                        rng.gen_range(vel_range.clone()),
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                    ) * DELTA_TIME as f32,
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            ),
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        });
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    }
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    // add bigger "star" body in the center
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    commands
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        .spawn_bundle(BodyBundle {
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            pbr: PbrBundle {
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                transform: Transform {
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                    scale: Vec3::splat(0.5),
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                    ..Default::default()
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                },
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                mesh: meshes.add(Mesh::from(shape::Icosphere {
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                    radius: 1.0,
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                    subdivisions: 5,
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                })),
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                material: materials.add((Color::ORANGE_RED * 10.0).into()),
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                ..Default::default()
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            },
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            mass: Mass(1000.0),
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            ..Default::default()
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        })
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        .insert(PointLight {
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            color: Color::ORANGE_RED,
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            ..Default::default()
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        });
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    commands.spawn_bundle(PerspectiveCameraBundle {
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        transform: Transform::from_xyz(0.0, 10.5, -20.0).looking_at(Vec3::ZERO, Vec3::Y),
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        ..Default::default()
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    });
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}
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fn interact_bodies(mut query: Query<(&Mass, &GlobalTransform, &mut Acceleration)>) {
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    let mut iter = query.iter_combinations_mut();
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    while let Some([(Mass(m1), transform1, mut acc1), (Mass(m2), transform2, mut acc2)]) =
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        iter.fetch_next()
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    {
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        let delta = transform2.translation - transform1.translation;
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        let distance_sq: f32 = delta.length_squared();
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        let f = GRAVITY_CONSTANT / (distance_sq * (distance_sq + SOFTENING).sqrt());
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        let force_unit_mass = delta * f;
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        acc1.0 += force_unit_mass * *m2;
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        acc2.0 -= force_unit_mass * *m1;
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    }
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}
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fn integrate(mut query: Query<(&mut Acceleration, &mut Transform, &mut LastPos)>) {
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    let dt_sq = (DELTA_TIME * DELTA_TIME) as f32;
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    for (mut acceleration, mut transform, mut last_pos) in query.iter_mut() {
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        // verlet integration
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        // x(t+dt) = 2x(t) - x(t-dt) + a(t)dt^2 + O(dt^4)
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        let new_pos =
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            transform.translation + transform.translation - last_pos.0 + acceleration.0 * dt_sq;
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        acceleration.0 = Vec3::ZERO;
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        last_pos.0 = transform.translation;
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        transform.translation = new_pos;
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    }
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}
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