 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.
		
			
				
	
	
		
			75 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			75 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Update a scene from a glTF file, either by spawning the scene as a child of another entity,
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| //! or by accessing the entities of the scene.
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| 
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| use bevy::prelude::*;
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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_startup_system(setup)
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|         .add_system(move_scene_entities)
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|         .run();
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| }
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| 
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| #[derive(Component)]
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| struct MovedScene;
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| 
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     commands.spawn(PointLightBundle {
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|         transform: Transform::from_xyz(4.0, 5.0, 4.0),
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|         ..default()
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|     });
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(1.05, 0.9, 1.5)
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|             .looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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|         ..default()
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|     });
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| 
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|     // Spawn the scene as a child of this entity at the given transform
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|     commands.spawn(SceneBundle {
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|         transform: Transform::from_xyz(0.0, 0.0, -1.0),
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|         scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
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|         ..default()
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|     });
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| 
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|     // Spawn a second scene, and add a tag component to be able to target it later
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|     commands.spawn((
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|         SceneBundle {
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|             scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
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|             ..default()
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|         },
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|         MovedScene,
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|     ));
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| }
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| 
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| // This system will move all entities that are descendants of MovedScene (which will be all entities spawned in the scene)
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| fn move_scene_entities(
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|     time: Res<Time>,
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|     moved_scene: Query<Entity, With<MovedScene>>,
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|     children: Query<&Children>,
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|     mut transforms: Query<&mut Transform>,
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| ) {
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|     for moved_scene_entity in &moved_scene {
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|         let mut offset = 0.;
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|         iter_hierarchy(moved_scene_entity, &children, &mut |entity| {
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|             if let Ok(mut transform) = transforms.get_mut(entity) {
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|                 transform.translation = Vec3::new(
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|                     offset * time.elapsed_seconds().sin() / 20.,
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|                     0.,
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|                     time.elapsed_seconds().cos() / 20.,
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|                 );
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|                 offset += 1.0;
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|             }
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|         });
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|     }
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| }
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| 
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| fn iter_hierarchy(entity: Entity, children_query: &Query<&Children>, f: &mut impl FnMut(Entity)) {
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|     (f)(entity);
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|     if let Ok(children) = children_query.get(entity) {
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|         for child in children.iter().copied() {
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|             iter_hierarchy(child, children_query, f);
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|         }
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|     }
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| }
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