 29508f065f
			
		
	
	
		29508f065f
		
			
		
	
	
	
	
		
			
			# Objective - Fixes #15236 ## Solution - Use bevy_math::ops instead of std floating point operations. ## Testing - Did you test these changes? If so, how? Unit tests and `cargo run -p ci -- test` - How can other people (reviewers) test your changes? Is there anything specific they need to know? Execute `cargo run -p ci -- test` on Windows. - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? Windows ## Migration Guide - Not a breaking change - Projects should use bevy math where applicable --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: IQuick 143 <IQuick143cz@gmail.com> Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
		
			
				
	
	
		
			169 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			169 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how to iterate over combinations of query results.
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| 
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| use bevy::{color::palettes::css::ORANGE_RED, math::FloatPow, prelude::*};
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| use rand::{Rng, 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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|         .insert_resource(ClearColor(Color::BLACK))
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|         .add_systems(Startup, generate_bodies)
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|         .add_systems(FixedUpdate, (interact_bodies, integrate))
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|         .add_systems(Update, look_at_star)
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|         .run();
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| }
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| 
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| const GRAVITY_CONSTANT: f32 = 0.001;
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| const NUM_BODIES: usize = 100;
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| 
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| #[derive(Component, Default)]
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| struct Mass(f32);
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| #[derive(Component, Default)]
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| struct Acceleration(Vec3);
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| #[derive(Component, Default)]
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| struct LastPos(Vec3);
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| #[derive(Component)]
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| struct Star;
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| 
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| #[derive(Bundle, Default)]
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| struct BodyBundle {
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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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| 
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| fn generate_bodies(
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|     time: Res<Time<Fixed>>,
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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(Sphere::new(1.0).mesh().ico(3).unwrap());
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| 
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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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| 
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|     // We're seeding the PRNG here to make this example deterministic for testing purposes.
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|     // This isn't strictly required in practical use unless you need your app to be deterministic.
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|     let mut rng = ChaCha8Rng::seed_from_u64(19878367467713);
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|     for _ in 0..NUM_BODIES {
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|         let radius: f32 = rng.gen_range(0.1..0.7);
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|         let mass_value = FloatPow::cubed(radius) * 10.;
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| 
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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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|             * ops::cbrt(rng.gen_range(0.2f32..1.0))
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|             * 15.;
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| 
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|         commands.spawn(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(radius),
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|                     ..default()
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|                 },
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|                 mesh: mesh.clone(),
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|                 material: materials.add(Color::srgb(
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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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|                 ..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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|                     ) * time.timestep().as_secs_f32(),
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|             ),
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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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|     let star_radius = 1.;
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|     commands
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|         .spawn((
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|             BodyBundle {
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|                 pbr: PbrBundle {
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|                     transform: Transform::from_scale(Vec3::splat(star_radius)),
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|                     mesh: meshes.add(Sphere::new(1.0).mesh().ico(5).unwrap()),
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|                     material: materials.add(StandardMaterial {
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|                         base_color: ORANGE_RED.into(),
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|                         emissive: LinearRgba::from(ORANGE_RED) * 2.,
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|                         ..default()
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|                     }),
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|                     ..default()
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|                 },
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|                 mass: Mass(500.0),
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|                 ..default()
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|             },
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|             Star,
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|         ))
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|         .with_children(|p| {
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|             p.spawn(PointLightBundle {
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|                 point_light: PointLight {
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|                     color: Color::WHITE,
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|                     range: 100.0,
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|                     radius: star_radius,
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|                     ..default()
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|                 },
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|                 ..default()
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|             });
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|         });
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(0.0, 10.5, -30.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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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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| 
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|         let f = GRAVITY_CONSTANT / distance_sq;
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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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| 
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| fn integrate(time: Res<Time>, mut query: Query<(&mut Acceleration, &mut Transform, &mut LastPos)>) {
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|     let dt_sq = time.delta_seconds() * time.delta_seconds();
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|     for (mut acceleration, mut transform, mut last_pos) in &mut query {
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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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| 
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|         let new_pos = transform.translation * 2.0 - 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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| 
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| fn look_at_star(
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|     mut camera: Query<&mut Transform, (With<Camera>, Without<Star>)>,
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|     star: Query<&Transform, With<Star>>,
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| ) {
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|     let mut camera = camera.single_mut();
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|     let star = star.single();
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|     let new_rotation = camera
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|         .looking_at(star.translation, Vec3::Y)
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|         .rotation
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|         .lerp(camera.rotation, 0.1);
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|     camera.rotation = new_rotation;
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| }
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