 de004da8d5
			
		
	
	
		de004da8d5
		
			
		
	
	
	
	
		
			
			# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
		
			
				
	
	
		
			166 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			166 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how to iterate over combinations of query results.
 | |
| 
 | |
| use bevy::prelude::*;
 | |
| use rand::{rngs::StdRng, Rng, SeedableRng};
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .insert_resource(ClearColor(LegacyColor::BLACK))
 | |
|         .add_systems(Startup, generate_bodies)
 | |
|         .add_systems(FixedUpdate, (interact_bodies, integrate))
 | |
|         .add_systems(Update, look_at_star)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| const GRAVITY_CONSTANT: f32 = 0.001;
 | |
| const NUM_BODIES: usize = 100;
 | |
| 
 | |
| #[derive(Component, Default)]
 | |
| struct Mass(f32);
 | |
| #[derive(Component, Default)]
 | |
| struct Acceleration(Vec3);
 | |
| #[derive(Component, Default)]
 | |
| struct LastPos(Vec3);
 | |
| #[derive(Component)]
 | |
| struct Star;
 | |
| 
 | |
| #[derive(Bundle, Default)]
 | |
| struct BodyBundle {
 | |
|     pbr: PbrBundle,
 | |
|     mass: Mass,
 | |
|     last_pos: LastPos,
 | |
|     acceleration: Acceleration,
 | |
| }
 | |
| 
 | |
| fn generate_bodies(
 | |
|     time: Res<Time>,
 | |
|     mut commands: Commands,
 | |
|     mut meshes: ResMut<Assets<Mesh>>,
 | |
|     mut materials: ResMut<Assets<StandardMaterial>>,
 | |
| ) {
 | |
|     let mesh = meshes.add(Sphere::new(1.0).mesh().ico(3).unwrap());
 | |
| 
 | |
|     let color_range = 0.5..1.0;
 | |
|     let vel_range = -0.5..0.5;
 | |
| 
 | |
|     let mut rng = StdRng::seed_from_u64(19878367467713);
 | |
|     for _ in 0..NUM_BODIES {
 | |
|         let radius: f32 = rng.gen_range(0.1..0.7);
 | |
|         let mass_value = radius.powi(3) * 10.;
 | |
| 
 | |
|         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(0.2f32..1.0).cbrt()
 | |
|             * 15.;
 | |
| 
 | |
|         commands.spawn(BodyBundle {
 | |
|             pbr: PbrBundle {
 | |
|                 transform: Transform {
 | |
|                     translation: position,
 | |
|                     scale: Vec3::splat(radius),
 | |
|                     ..default()
 | |
|                 },
 | |
|                 mesh: mesh.clone(),
 | |
|                 material: materials.add(LegacyColor::rgb(
 | |
|                     rng.gen_range(color_range.clone()),
 | |
|                     rng.gen_range(color_range.clone()),
 | |
|                     rng.gen_range(color_range.clone()),
 | |
|                 )),
 | |
|                 ..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()),
 | |
|                     ) * time.delta_seconds(),
 | |
|             ),
 | |
|         });
 | |
|     }
 | |
| 
 | |
|     // add bigger "star" body in the center
 | |
|     let star_radius = 1.;
 | |
|     commands
 | |
|         .spawn((
 | |
|             BodyBundle {
 | |
|                 pbr: PbrBundle {
 | |
|                     transform: Transform::from_scale(Vec3::splat(star_radius)),
 | |
|                     mesh: meshes.add(Sphere::new(1.0).mesh().ico(5).unwrap()),
 | |
|                     material: materials.add(StandardMaterial {
 | |
|                         base_color: LegacyColor::ORANGE_RED,
 | |
|                         emissive: (LegacyColor::ORANGE_RED * 18.),
 | |
|                         ..default()
 | |
|                     }),
 | |
|                     ..default()
 | |
|                 },
 | |
|                 mass: Mass(500.0),
 | |
|                 ..default()
 | |
|             },
 | |
|             Star,
 | |
|         ))
 | |
|         .with_children(|p| {
 | |
|             p.spawn(PointLightBundle {
 | |
|                 point_light: PointLight {
 | |
|                     color: LegacyColor::WHITE,
 | |
|                     range: 100.0,
 | |
|                     radius: star_radius,
 | |
|                     ..default()
 | |
|                 },
 | |
|                 ..default()
 | |
|             });
 | |
|         });
 | |
|     commands.spawn(Camera3dBundle {
 | |
|         transform: Transform::from_xyz(0.0, 10.5, -30.0).looking_at(Vec3::ZERO, Vec3::Y),
 | |
|         ..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;
 | |
|         let force_unit_mass = delta * f;
 | |
|         acc1.0 += force_unit_mass * *m2;
 | |
|         acc2.0 -= force_unit_mass * *m1;
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn integrate(time: Res<Time>, mut query: Query<(&mut Acceleration, &mut Transform, &mut LastPos)>) {
 | |
|     let dt_sq = time.delta_seconds() * time.delta_seconds();
 | |
|     for (mut acceleration, mut transform, mut last_pos) in &mut query {
 | |
|         // verlet integration
 | |
|         // x(t+dt) = 2x(t) - x(t-dt) + a(t)dt^2 + O(dt^4)
 | |
| 
 | |
|         let new_pos = transform.translation * 2.0 - last_pos.0 + acceleration.0 * dt_sq;
 | |
|         acceleration.0 = Vec3::ZERO;
 | |
|         last_pos.0 = transform.translation;
 | |
|         transform.translation = new_pos;
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn look_at_star(
 | |
|     mut camera: Query<&mut Transform, (With<Camera>, Without<Star>)>,
 | |
|     star: Query<&Transform, With<Star>>,
 | |
| ) {
 | |
|     let mut camera = camera.single_mut();
 | |
|     let star = star.single();
 | |
|     let new_rotation = camera
 | |
|         .looking_at(star.translation, Vec3::Y)
 | |
|         .rotation
 | |
|         .lerp(camera.rotation, 0.1);
 | |
|     camera.rotation = new_rotation;
 | |
| }
 |