 a81fb7aa7e
			
		
	
	
		a81fb7aa7e
		
	
	
	
	
		
			
			Related to [discussion on discord](https://discord.com/channels/691052431525675048/742569353878437978/824731187724681289) With const generics, it is now possible to write generic iterator over multiple entities at once. This enables patterns of query iterations like ```rust for [e1, e2, e3] in query.iter_combinations() { // do something with relation of all three entities } ``` The compiler is able to infer the correct iterator for given size of array, so either of those work ```rust for [e1, e2] in query.iter_combinations() { ... } for [e1, e2, e3] in query.iter_combinations() { ... } ``` This feature can be very useful for systems like collision detection. When you ask for permutations of size K of N entities: - if K == N, you get one result of all entities - if K < N, you get all possible subsets of N with size K, without repetition - if K > N, the result set is empty (no permutation of size K exist) Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			159 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			159 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{core::FixedTimestep, prelude::*};
 | |
| use rand::{thread_rng, Rng};
 | |
| 
 | |
| #[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)]
 | |
| struct FixedUpdateStage;
 | |
| 
 | |
| const DELTA_TIME: f64 = 0.01;
 | |
| 
 | |
| fn main() {
 | |
|     App::build()
 | |
|         .insert_resource(Msaa { samples: 4 })
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_startup_system(generate_bodies.system())
 | |
|         .add_stage_after(
 | |
|             CoreStage::Update,
 | |
|             FixedUpdateStage,
 | |
|             SystemStage::parallel()
 | |
|                 .with_run_criteria(FixedTimestep::step(DELTA_TIME))
 | |
|                 .with_system(interact_bodies.system())
 | |
|                 .with_system(integrate.system()),
 | |
|         )
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| const GRAVITY_CONSTANT: f32 = 0.001;
 | |
| const SOFTENING: f32 = 0.01;
 | |
| const NUM_BODIES: usize = 100;
 | |
| 
 | |
| #[derive(Default)]
 | |
| struct Mass(f32);
 | |
| #[derive(Default)]
 | |
| struct Acceleration(Vec3);
 | |
| #[derive(Default)]
 | |
| struct LastPos(Vec3);
 | |
| 
 | |
| #[derive(Bundle, Default)]
 | |
| struct BodyBundle {
 | |
|     #[bundle]
 | |
|     pbr: PbrBundle,
 | |
|     mass: Mass,
 | |
|     last_pos: LastPos,
 | |
|     acceleration: Acceleration,
 | |
| }
 | |
| 
 | |
| fn generate_bodies(
 | |
|     mut commands: Commands,
 | |
|     mut meshes: ResMut<Assets<Mesh>>,
 | |
|     mut materials: ResMut<Assets<StandardMaterial>>,
 | |
| ) {
 | |
|     let mesh = meshes.add(Mesh::from(shape::Icosphere {
 | |
|         radius: 1.0,
 | |
|         subdivisions: 3,
 | |
|     }));
 | |
| 
 | |
|     let pos_range = 1.0..15.0;
 | |
|     let color_range = 0.5..1.0;
 | |
|     let vel_range = -0.5..0.5;
 | |
| 
 | |
|     let mut rng = thread_rng();
 | |
|     for _ in 0..NUM_BODIES {
 | |
|         let mass_value_cube_root: f32 = rng.gen_range(0.5..4.0);
 | |
|         let mass_value: f32 = mass_value_cube_root * mass_value_cube_root * mass_value_cube_root;
 | |
| 
 | |
|         let position = Vec3::new(
 | |
|             rng.gen_range(-1.0..1.0),
 | |
|             rng.gen_range(-1.0..1.0),
 | |
|             rng.gen_range(-1.0..1.0),
 | |
|         )
 | |
|         .normalize()
 | |
|             * rng.gen_range(pos_range.clone());
 | |
| 
 | |
|         commands.spawn_bundle(BodyBundle {
 | |
|             pbr: PbrBundle {
 | |
|                 transform: Transform {
 | |
|                     translation: position,
 | |
|                     scale: Vec3::splat(mass_value_cube_root * 0.1),
 | |
|                     ..Default::default()
 | |
|                 },
 | |
|                 mesh: mesh.clone(),
 | |
|                 material: materials.add(
 | |
|                     Color::rgb_linear(
 | |
|                         rng.gen_range(color_range.clone()),
 | |
|                         rng.gen_range(color_range.clone()),
 | |
|                         rng.gen_range(color_range.clone()),
 | |
|                     )
 | |
|                     .into(),
 | |
|                 ),
 | |
|                 ..Default::default()
 | |
|             },
 | |
|             mass: Mass(mass_value),
 | |
|             acceleration: Acceleration(Vec3::ZERO),
 | |
|             last_pos: LastPos(
 | |
|                 position
 | |
|                     - Vec3::new(
 | |
|                         rng.gen_range(vel_range.clone()),
 | |
|                         rng.gen_range(vel_range.clone()),
 | |
|                         rng.gen_range(vel_range.clone()),
 | |
|                     ) * DELTA_TIME as f32,
 | |
|             ),
 | |
|         });
 | |
|     }
 | |
| 
 | |
|     // add bigger "star" body in the center
 | |
|     commands
 | |
|         .spawn_bundle(BodyBundle {
 | |
|             pbr: PbrBundle {
 | |
|                 transform: Transform {
 | |
|                     scale: Vec3::splat(0.5),
 | |
|                     ..Default::default()
 | |
|                 },
 | |
|                 mesh: meshes.add(Mesh::from(shape::Icosphere {
 | |
|                     radius: 1.0,
 | |
|                     subdivisions: 5,
 | |
|                 })),
 | |
|                 material: materials.add((Color::ORANGE_RED * 10.0).into()),
 | |
|                 ..Default::default()
 | |
|             },
 | |
|             mass: Mass(1000.0),
 | |
|             ..Default::default()
 | |
|         })
 | |
|         .insert(PointLight {
 | |
|             color: Color::ORANGE_RED,
 | |
|             ..Default::default()
 | |
|         });
 | |
|     commands.spawn_bundle(PerspectiveCameraBundle {
 | |
|         transform: Transform::from_xyz(0.0, 10.5, -20.0).looking_at(Vec3::ZERO, Vec3::Y),
 | |
|         ..Default::default()
 | |
|     });
 | |
| }
 | |
| 
 | |
| fn interact_bodies(mut query: Query<(&Mass, &GlobalTransform, &mut Acceleration)>) {
 | |
|     let mut iter = query.iter_combinations_mut();
 | |
|     while let Some([(Mass(m1), transform1, mut acc1), (Mass(m2), transform2, mut acc2)]) =
 | |
|         iter.fetch_next()
 | |
|     {
 | |
|         let delta = transform2.translation - transform1.translation;
 | |
|         let distance_sq: f32 = delta.length_squared();
 | |
| 
 | |
|         let f = GRAVITY_CONSTANT / (distance_sq * (distance_sq + SOFTENING).sqrt());
 | |
|         let force_unit_mass = delta * f;
 | |
|         acc1.0 += force_unit_mass * *m2;
 | |
|         acc2.0 -= force_unit_mass * *m1;
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn integrate(mut query: Query<(&mut Acceleration, &mut Transform, &mut LastPos)>) {
 | |
|     let dt_sq = (DELTA_TIME * DELTA_TIME) as f32;
 | |
|     for (mut acceleration, mut transform, mut last_pos) in query.iter_mut() {
 | |
|         // verlet integration
 | |
|         // x(t+dt) = 2x(t) - x(t-dt) + a(t)dt^2 + O(dt^4)
 | |
| 
 | |
|         let new_pos =
 | |
|             transform.translation + transform.translation - last_pos.0 + acceleration.0 * dt_sq;
 | |
|         acceleration.0 = Vec3::ZERO;
 | |
|         last_pos.0 = transform.translation;
 | |
|         transform.translation = new_pos;
 | |
|     }
 | |
| }
 |