# 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::*;
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use bevy::{
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    diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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    pbr::NotShadowCaster,
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    prelude::*,
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};
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use rand::{thread_rng, Rng};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_plugin(FrameTimeDiagnosticsPlugin::default())
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        .add_plugin(LogDiagnosticsPlugin::default())
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        .add_startup_system(setup)
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        .add_system(light_sway)
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        .add_system(movement)
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        .run();
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}
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#[derive(Component)]
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struct Movable;
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/// set up a simple 3D scene
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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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    // ground plane
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(Mesh::from(shape::Plane { size: 100.0 })),
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        material: materials.add(StandardMaterial {
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            base_color: Color::GREEN,
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            perceptual_roughness: 1.0,
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            ..default()
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        }),
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        ..default()
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    });
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    // cubes
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    let mut rng = thread_rng();
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    for _ in 0..100 {
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        let x = rng.gen_range(-5.0..5.0);
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        let y = rng.gen_range(-5.0..5.0);
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        let z = rng.gen_range(-5.0..5.0);
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        commands.spawn((
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            PbrBundle {
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                mesh: meshes.add(Mesh::from(shape::Cube { size: 0.5 })),
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                material: materials.add(StandardMaterial {
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                    base_color: Color::BLUE,
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                    ..default()
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                }),
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                transform: Transform::from_xyz(x, y, z),
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                ..default()
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            },
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            Movable,
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        ));
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    }
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    // ambient light
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    commands.insert_resource(AmbientLight {
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        color: Color::rgb(0.0, 1.0, 1.0),
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        brightness: 0.14,
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    });
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    for x in 0..4 {
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        for z in 0..4 {
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            let x = x as f32 - 2.0;
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            let z = z as f32 - 2.0;
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            // red spot_light
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            commands
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                .spawn(SpotLightBundle {
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                    transform: Transform::from_xyz(1.0 + x, 2.0, z)
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                        .looking_at(Vec3::new(1.0 + x, 0.0, z), Vec3::X),
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                    spot_light: SpotLight {
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                        intensity: 200.0, // lumens
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                        color: Color::WHITE,
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                        shadows_enabled: true,
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                        inner_angle: PI / 4.0 * 0.85,
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                        outer_angle: PI / 4.0,
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                        ..default()
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                    },
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                    ..default()
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                })
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                .with_children(|builder| {
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                    builder.spawn(PbrBundle {
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                        mesh: meshes.add(Mesh::from(shape::UVSphere {
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                            radius: 0.05,
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                            ..default()
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                        })),
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                        material: materials.add(StandardMaterial {
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                            base_color: Color::RED,
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                            emissive: Color::rgba_linear(1.0, 0.0, 0.0, 0.0),
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                            ..default()
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                        }),
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                        ..default()
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                    });
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                    builder.spawn((
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                        PbrBundle {
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                            transform: Transform::from_translation(Vec3::Z * -0.1),
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                            mesh: meshes.add(Mesh::from(shape::UVSphere {
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                                radius: 0.1,
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                                ..default()
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                            })),
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                            material: materials.add(StandardMaterial {
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                                base_color: Color::MAROON,
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                                emissive: Color::rgba_linear(0.125, 0.0, 0.0, 0.0),
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                                ..default()
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                            }),
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                            ..default()
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                        },
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                        NotShadowCaster,
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                    ));
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                });
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        }
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    }
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    // camera
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    commands.spawn(Camera3dBundle {
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        transform: Transform::from_xyz(-4.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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        ..default()
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    });
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}
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fn light_sway(time: Res<Time>, mut query: Query<(&mut Transform, &mut SpotLight)>) {
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    for (mut transform, mut angles) in query.iter_mut() {
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        transform.rotation = Quat::from_euler(
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            EulerRot::XYZ,
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            -FRAC_PI_2 + (time.elapsed_seconds() * 0.67 * 3.0).sin() * 0.5,
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            (time.elapsed_seconds() * 3.0).sin() * 0.5,
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            0.0,
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        );
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        let angle = ((time.elapsed_seconds() * 1.2).sin() + 1.0) * (FRAC_PI_4 - 0.1);
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        angles.inner_angle = angle * 0.8;
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        angles.outer_angle = angle;
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    }
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}
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fn movement(
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    input: Res<Input<KeyCode>>,
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    time: Res<Time>,
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    mut query: Query<&mut Transform, With<Movable>>,
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) {
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    for mut transform in &mut query {
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        let mut direction = Vec3::ZERO;
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        if input.pressed(KeyCode::Up) {
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            direction.z -= 1.0;
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        }
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        if input.pressed(KeyCode::Down) {
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            direction.z += 1.0;
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        }
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        if input.pressed(KeyCode::Left) {
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            direction.x -= 1.0;
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        }
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        if input.pressed(KeyCode::Right) {
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            direction.x += 1.0;
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        }
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        if input.pressed(KeyCode::PageUp) {
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            direction.y += 1.0;
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        }
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        if input.pressed(KeyCode::PageDown) {
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            direction.y -= 1.0;
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        }
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        transform.translation += time.delta_seconds() * 2.0 * direction;
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    }
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}
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