 d96a9d15f6
			
		
	
	
		d96a9d15f6
		
			
		
	
	
	
	
		
			
			# Objective - closes #15866 ## Solution - Simply migrate where possible. ## Testing - Expect that CI will do most of the work. Examples is another way of testing this, as most of the work is in that area. --- ## Notes For now, this PR doesn't migrate `QueryState::single` and friends as for now, this look like another issue. So for example, QueryBuilders that used single or `World::query` that used single wasn't migrated. If there is a easy way to migrate those, please let me know. Most of the uses of `Query::single` were removed, the only other uses that I found was related to tests of said methods, so will probably be removed when we remove `Query::single`.
		
			
				
	
	
		
			133 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			133 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example demonstrates how to use interpolation to make one entity smoothly follow another.
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| 
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| use bevy::{
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|     math::{prelude::*, vec3, NormedVectorSpace},
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|     prelude::*,
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| };
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| use rand::SeedableRng;
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| use rand_chacha::ChaCha8Rng;
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, (move_target, move_follower).chain())
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|         .run();
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| }
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| 
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| // The sphere that the following sphere targets at all times:
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| #[derive(Component)]
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| struct TargetSphere;
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| 
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| // The speed of the target sphere moving to its next location:
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| #[derive(Resource)]
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| struct TargetSphereSpeed(f32);
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| 
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| // The position that the target sphere always moves linearly toward:
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| #[derive(Resource)]
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| struct TargetPosition(Vec3);
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| 
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| // The decay rate used by the smooth following:
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| #[derive(Resource)]
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| struct DecayRate(f32);
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| 
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| // The sphere that follows the target sphere by moving towards it with nudging:
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| #[derive(Component)]
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| struct FollowingSphere;
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| 
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| /// The source of randomness used by this example.
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| #[derive(Resource)]
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| struct RandomSource(ChaCha8Rng);
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| 
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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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|     // A plane:
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|     commands.spawn((
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|         Mesh3d(meshes.add(Plane3d::default().mesh().size(12.0, 12.0))),
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|         MeshMaterial3d(materials.add(Color::srgb(0.3, 0.15, 0.3))),
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|         Transform::from_xyz(0.0, -2.5, 0.0),
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|     ));
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| 
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|     // The target sphere:
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|     commands.spawn((
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|         Mesh3d(meshes.add(Sphere::new(0.3))),
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|         MeshMaterial3d(materials.add(Color::srgb(0.3, 0.15, 0.9))),
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|         TargetSphere,
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|     ));
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| 
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|     // The sphere that follows it:
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|     commands.spawn((
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|         Mesh3d(meshes.add(Sphere::new(0.3))),
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|         MeshMaterial3d(materials.add(Color::srgb(0.9, 0.3, 0.3))),
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|         Transform::from_translation(vec3(0.0, -2.0, 0.0)),
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|         FollowingSphere,
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|     ));
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| 
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|     // A light:
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|     commands.spawn((
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|         PointLight {
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|             intensity: 15_000_000.0,
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         Transform::from_xyz(4.0, 8.0, 4.0),
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|     ));
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| 
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|     // A camera:
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|     commands.spawn((
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|         Camera3d::default(),
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|         Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|     ));
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| 
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|     // Set starting values for resources used by the systems:
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|     commands.insert_resource(TargetSphereSpeed(5.0));
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|     commands.insert_resource(DecayRate(2.0));
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|     commands.insert_resource(TargetPosition(Vec3::ZERO));
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|     commands.insert_resource(RandomSource(ChaCha8Rng::seed_from_u64(68941654987813521)));
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| }
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| 
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| fn move_target(
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|     mut target: Single<&mut Transform, With<TargetSphere>>,
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|     target_speed: Res<TargetSphereSpeed>,
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|     mut target_pos: ResMut<TargetPosition>,
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|     time: Res<Time>,
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|     mut rng: ResMut<RandomSource>,
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| ) {
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|     match Dir3::new(target_pos.0 - target.translation) {
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|         // The target and the present position of the target sphere are far enough to have a well-
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|         // defined direction between them, so let's move closer:
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|         Ok(dir) => {
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|             let delta_time = time.delta_seconds();
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|             let abs_delta = (target_pos.0 - target.translation).norm();
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| 
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|             // Avoid overshooting in case of high values of `delta_time`:
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|             let magnitude = f32::min(abs_delta, delta_time * target_speed.0);
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|             target.translation += dir * magnitude;
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|         }
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| 
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|         // The two are really close, so let's generate a new target position:
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|         Err(_) => {
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|             let legal_region = Cuboid::from_size(Vec3::splat(4.0));
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|             *target_pos = TargetPosition(legal_region.sample_interior(&mut rng.0));
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|         }
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|     }
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| }
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| 
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| fn move_follower(
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|     mut following: Single<&mut Transform, With<FollowingSphere>>,
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|     target: Single<&Transform, (With<TargetSphere>, Without<FollowingSphere>)>,
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|     decay_rate: Res<DecayRate>,
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|     time: Res<Time>,
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| ) {
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|     let decay_rate = decay_rate.0;
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|     let delta_time = time.delta_seconds();
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| 
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|     // Calling `smooth_nudge` is what moves the following sphere smoothly toward the target.
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|     following
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|         .translation
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|         .smooth_nudge(&target.translation, decay_rate, delta_time);
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| }
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