update from toids

This commit is contained in:
Joe Ardent 2026-09-26 12:25:47 -07:00
parent b5f89d0215
commit 3d7663e032
6 changed files with 3584 additions and 2134 deletions

4933
Cargo.lock generated

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@ -1,13 +1,14 @@
[package]
name = "audubon"
name = "toids"
version = "0.1.0"
edition = "2021"
edition = "2024"
[features]
gizmos = []
debug = ["bevy/debug"]
[dependencies]
argh = "0.1"
bevy = "0.15"
bevy_spatial = "0.10"
rand = "0.8"
argh = "0.1.12"
bevy = { version = "0.19", default-features = false, features = ["3d", "ui"] }
async-channel = "2"
rand = { version = "0.10", features = ["thread_rng"] }
rstar = "0.13"

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@ -1,7 +1,3 @@
# The Butlerian Jihad License (DUN)
If you feed this code into an LLM, I will fucking jihad you.
# The Chaos License (GLP)
This software is released under the terms of the Chaos License. In cases where the terms of the

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@ -1,34 +1,27 @@
use std::collections::{HashMap, HashSet};
use argh::FromArgs;
use bevy::{
prelude::{
BuildChildren, ButtonInput, Camera, ChildBuild, Commands, Component, Deref, DerefMut,
Entity, Gizmos, Handle, KeyCode, Quat, Query, Res, ResMut, Resource, Scene, SceneRoot,
Time, Transform, Vec3, Visibility, With,
},
utils::{HashMap, HashSet},
use async_channel::{Receiver, Sender};
use bevy::prelude::{Component, Deref, DerefMut, Entity, Resource, Vec, Vec3};
use rstar::{primitives::GeomWithData, RTree};
mod systems;
pub use systems::{
init_naybs, rotate_camera, setup_channels, spawn_background, turkey_time, update_buddies,
update_gizmos, update_naybs, update_pos, update_vel,
};
use bevy_spatial::{kdtree::KDTree3, SpatialAccess};
pub type NNTree = KDTree3<Toid>;
type IndexElement = GeomWithData<[f32; 3], Entity>;
type Index = RTree<IndexElement>;
// toid stuff
const SPEED: f32 = 12.0;
const SPEED_DIFF_RANGE: f32 = 0.1; // +/- 10%
const MAX_DELTA_V: f32 = std::f32::consts::PI * 2.0; // basically 360 degrees/sec
// how far from origin before really wanting to come back
const RADIUS: f32 = 30.0;
// how close to try to stay to your buddies
const BUDDY_RADIUS: f32 = SPEED;
const MIN_ALTITUDE: f32 = 13.5;
type EntityPos = (Vec3, Entity);
#[derive(Debug, FromArgs, Resource)]
/// Toid Watching
pub struct Config {
/// how many Toids to spawn
#[argh(option, short = 't', default = "1_000")]
#[argh(option, short = 't', default = "5_000")]
pub toids: usize,
}
@ -41,239 +34,39 @@ pub struct Buddies(HashSet<Entity>);
#[derive(Component, Debug, Clone, Deref, DerefMut, Default)]
pub struct Velocity(Vec3);
#[derive(Debug, Default, Resource)]
pub struct Naybs {
pub index: Index,
pub positions: Option<Vec<EntityPos>>,
}
#[derive(Resource)]
pub struct RawPosChannel {
tx: Sender<RawMessage>,
rx: Option<Receiver<RawMessage>>,
}
#[derive(Resource)]
pub struct IndexChannel {
tx: Sender<IndexMessage>,
rx: Receiver<IndexMessage>,
}
struct IndexMessage {
raw: Vec<EntityPos>,
index: Index,
}
struct RawMessage(Vec<EntityPos>);
#[derive(Default, Resource, Deref, DerefMut)]
pub struct BackgroundHandle(Option<bevy::tasks::Task<()>>);
#[derive(Component)]
pub struct Toid {
pub speed: f32,
pub buddies: usize,
}
#[derive(Component)]
pub struct Gizmoid;
#[derive(Resource, Debug, Deref, DerefMut, Clone, Default)]
pub struct Paused(bool);
#[derive(Debug, Default, Clone, Copy, Deref, DerefMut, Resource)]
pub struct LookAt(Vec3);
pub fn turkey_time(
commands: &mut Commands,
scene: &Handle<Scene>,
r: &mut impl rand::prelude::Rng,
) -> Entity {
let speed_diff = r.gen_range(-SPEED_DIFF_RANGE..=SPEED_DIFF_RANGE);
let speed = SPEED + (SPEED * speed_diff);
let dir = unit_vec(r) * speed;
let buddies = r.gen_range(6..=8);
let x = r.gen_range(-10.0..=10.0);
let z = r.gen_range(-10.0..=10.0);
let y = r.gen_range(0.1..=5.5);
let pos = Vec3::new(x, MIN_ALTITUDE + y, z);
let xform = Transform::from_translation(pos);
let spatial_bundle = (xform, Visibility::Visible);
let boid_rot = Quat::from_axis_angle(Vec3::Y, -90.0f32.to_radians());
commands
.spawn(spatial_bundle)
.insert((
Velocity(dir),
Buddies::default(),
Toid { speed, buddies },
Gizmoid,
))
.with_children(|t| {
t.spawn(SceneRoot(scene.to_owned()))
.insert(Transform::from_rotation(boid_rot));
})
.id()
}
pub fn update_vel(
mut toids: Query<(&Transform, &mut Velocity, &Toid, &Buddies, Entity)>,
time: Res<Time>,
positions: Res<Positions>,
index: Res<NNTree>,
) {
let dt = time.delta_secs();
let max_delta = MAX_DELTA_V * dt;
toids
.par_iter_mut()
.for_each(|(xform, mut vel, toid, buddies, entity)| {
let speed = toid.speed;
let mut dir = vel.normalize();
let pos = xform.translation;
let original_dir = dir;
// find buddies and orient; point more towards further-away buddies
for buddy in buddies.iter() {
let bp = positions.get(buddy).unwrap();
let bdir = *bp - pos;
let dist = bdir.length();
let rot = Quat::from_rotation_arc(dir, bdir.normalize());
let s = (dist / (BUDDY_RADIUS)).min(1.0);
let rot = Quat::IDENTITY.slerp(rot, s);
dir = rot.mul_vec3(dir).normalize();
}
// avoid flying into neighbors
let min_dist = speed * 20.0;
for neighbor in index
.within_distance(pos, min_dist)
.iter()
.filter(|n| n.1.is_some() && n.1.unwrap() != entity)
{
let bp = neighbor.0;
let bdir = pos - bp;
let dist = bdir.length();
let s = 1.0 - (dist / min_dist).min(1.0);
let rot = Quat::from_rotation_arc(dir, bdir.normalize());
let rot = Quat::IDENTITY.slerp(rot, s);
dir = rot.mul_vec3(dir).normalize();
}
// nudge toward origin if too far
{
let dist = pos.length();
let toward_origin = -pos.normalize();
let s = (dist / RADIUS).min(1.0);
let rot = Quat::from_rotation_arc(dir, toward_origin);
let rot = Quat::IDENTITY.slerp(rot, s);
dir = rot.mul_vec3(dir).normalize();
}
// nudge up if too low
if pos.y < MIN_ALTITUDE {
let dh = MIN_ALTITUDE - pos.y;
let s = (dh / MIN_ALTITUDE).min(1.0);
let rot = Quat::from_rotation_arc(dir, Vec3::Y);
let rot = Quat::IDENTITY.slerp(rot, s);
dir = rot.mul_vec3(dir).normalize();
}
// make sure velocity doesn't change too suddenly
let delta = dir.dot(original_dir).acos();
if delta > max_delta {
let s = max_delta / delta;
let rot = Quat::from_rotation_arc(original_dir, dir);
let rot = Quat::IDENTITY.slerp(rot, s);
dir = rot.mul_vec3(original_dir).normalize();
}
**vel = dir * speed;
});
}
pub fn update_pos(
mut toids: Query<(&mut Transform, &Velocity, Entity), With<Toid>>,
mut positions: ResMut<Positions>,
mut lookat: ResMut<LookAt>,
time: Res<Time>,
) {
let mut new_look = Vec3::ZERO;
let dt = time.delta_secs();
for (mut xform, vel, entity) in toids.iter_mut() {
xform.translation += **vel * dt;
let look_at = vel.normalize();
xform.look_to(look_at, Vec3::Y);
*positions.entry(entity).or_insert(Vec3::ZERO) = xform.translation;
new_look += xform.translation;
}
**lookat = new_look / positions.len() as f32;
}
pub fn update_buddies(
mut toids: Query<(&Transform, Entity, &Toid, &mut Buddies)>,
index: Res<NNTree>,
positions: Res<Positions>,
) {
let d2 = (BUDDY_RADIUS * 1.5).powi(2);
for (xform, entity, toid, mut buddies) in toids.iter_mut() {
let pos = xform.translation;
for buddy in buddies.clone().iter() {
let bp = positions.get(buddy).unwrap();
let bd2 = (*bp - pos).length_squared();
if bd2 > d2 {
buddies.remove(buddy);
}
}
if buddies.len() < toid.buddies {
let diff = toid.buddies - buddies.len();
for (_, neighbor) in index
.k_nearest_neighbour(pos, diff + 1)
.into_iter()
.filter(|n| n.1.is_some() && n.1.unwrap() != entity)
{
buddies.insert(neighbor.unwrap());
}
}
}
}
pub fn update_gizmos(toids: Query<&Transform, With<Gizmoid>>, mut gizmos: Gizmos) {
for &toid in &toids {
gizmos.axes(toid, 0.7);
}
}
pub fn rotate_camera(
mut query: Query<&mut Transform, With<Camera>>,
mut paused: ResMut<Paused>,
keys: Res<ButtonInput<KeyCode>>,
lookat: Res<LookAt>,
) {
let mut xform = query.single_mut();
let forward = xform.forward() * 0.7;
let right = xform.right().as_vec3();
if keys.just_pressed(KeyCode::Space) {
let pause = **paused;
**paused = !pause;
}
if keys.pressed(KeyCode::ArrowRight) {
xform.translation += right;
}
if keys.pressed(KeyCode::ArrowLeft) {
xform.translation -= right;
}
if keys.pressed(KeyCode::ArrowUp) {
if keys.pressed(KeyCode::ShiftLeft) || keys.pressed(KeyCode::ShiftRight) {
xform.translation += Vec3::Y;
} else {
xform.translation += forward;
}
}
if keys.pressed(KeyCode::ArrowDown) {
if keys.pressed(KeyCode::ShiftLeft) || keys.pressed(KeyCode::ShiftRight) {
xform.translation -= Vec3::Y;
} else {
xform.translation -= forward;
}
}
xform.look_at(**lookat, Vec3::Y);
}
//-************************************************************************
// util
//-************************************************************************
pub fn unit_vec(r: &mut impl rand::Rng) -> Vec3 {
let mut x1: f32 = 0.0;
let mut x2: f32 = 0.0;
let mut ssum = f32::MAX;
while ssum >= 1.0 {
x1 = r.gen_range(-1.0..=1.0);
x2 = r.gen_range(-1.0..=1.0);
ssum = x1.powi(2) + x2.powi(2);
}
let sqrt = (1.0 - ssum).sqrt();
let x = 2.0 * x1 * sqrt;
let y = 2.0 * x2 * sqrt;
let z = 1.0 - 2.0 * ssum;
Vec3::new(x, y, z).normalize()
}

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@ -1,46 +1,52 @@
use std::time::Duration;
use audubon::*;
use bevy::{
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
prelude::*,
input::keyboard::Key,
prelude::{
children, default, px, App, AssetServer, Assets, ButtonInput, Camera3d, ClearColor, Color,
Commands, DefaultPlugins, Entity, FontSize, GlobalAmbientLight, IntoScheduleConfigs, Mesh,
Mesh3d, MeshMaterial3d, Node, Plane3d, PositionType, Query, Res, ResMut, StandardMaterial,
Startup, Text, TextFont, Transform, Update, Vec2, Vec3, Visibility, Window,
},
};
use rstar::RTree;
use toids::{
init_naybs, rotate_camera, setup_channels, spawn_background, turkey_time, update_buddies,
update_naybs, update_pos, update_vel, BackgroundHandle, Config, LookAt, Naybs, Positions,
};
use bevy_spatial::{AutomaticUpdate, TransformMode};
fn main() {
let config: audubon::Config = argh::from_env();
let config: toids::Config = argh::from_env();
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
resolution: (1920.0, 1080.0).into(),
..Default::default()
}),
close_when_requested: true,
..Default::default()
}))
.add_plugins(DefaultPlugins)
.add_plugins((
AutomaticUpdate::<Toid>::new()
.with_transform(TransformMode::GlobalTransform)
.with_frequency(Duration::from_millis(150)),
FrameTimeDiagnosticsPlugin,
FrameTimeDiagnosticsPlugin::default(),
LogDiagnosticsPlugin::default(),
))
.insert_resource(config)
.insert_resource(Positions::default())
.insert_resource(ClearColor(Color::srgb(0.64, 0.745, 0.937))) // a nice light blue
.insert_resource(AmbientLight {
.insert_resource(GlobalAmbientLight {
color: Color::WHITE,
brightness: 1.0,
brightness: 150.0,
affects_lightmapped_meshes: true,
..Default::default()
})
.insert_resource(Naybs {
index: RTree::new(),
positions: None,
})
.insert_resource(BackgroundHandle::default())
.insert_resource(LookAt::default())
.insert_resource(Paused::default())
.add_systems(Startup, (setup, setup_ambient_light))
.add_systems(
Startup,
(setup_channels, setup, init_naybs, spawn_background).chain(),
)
.add_systems(Update, (update_pos, update_buddies, update_vel).chain())
.add_systems(
Update,
(update_pos, update_buddies, update_vel).run_if(not_paused),
(rotate_camera, close_on_esc, update_naybs.after(update_pos)),
)
.add_systems(Update, (rotate_camera, close_on_esc))
.add_systems(Update, update_gizmos.run_if(do_gizmos))
//.add_systems(Update, update_gizmos)
.run();
}
@ -48,85 +54,63 @@ fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut positions: ResMut<Positions>,
config: Res<Config>,
models: Res<AssetServer>,
) {
let camera = commands
.spawn((
Transform::from_xyz(0., 5.0, 25.).looking_at(Vec3::new(0.0, 5.0, 0.0), Vec3::Y),
Camera3d::default(),
Visibility::Hidden,
))
.id();
// ground plane
commands
.spawn(Mesh3d(
meshes.add(Mesh::from(Plane3d::default().mesh().size(500.0, 500.0))),
))
.insert(MeshMaterial3d(materials.add(Color::srgb(0.3, 1.0, 0.3))));
let rand = &mut rand::rng();
// point light
commands.spawn((
Transform::from_xyz(0.0, 50.0, 0.0),
PointLight {
intensity: 8_000_000.0,
range: 100.0,
shadows_enabled: true,
..default()
},
Transform::from_xyz(0., 5.0, 25.).looking_at(Vec3::new(0.0, 5.0, 0.0), Vec3::Y),
Camera3d::default(),
));
// plane
commands.spawn((
Mesh3d(meshes.add(Mesh::from(Plane3d::new(Vec3::Y, Vec2::splat(500.0))))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.9, 0.3))),
Visibility::Visible,
Transform::default(),
));
let toid_model = models.load("models/boid.glb#Scene0");
let rand = &mut rand::thread_rng();
// let toid_model = models.load("models/boid.glb#Scene0");
for _ in 0..config.toids {
let _ = turkey_time(&mut commands, &toid_model, rand);
turkey_time(&mut commands, rand, &models, &mut positions.0);
}
// instructions
commands.spawn((
Text::new(
"Up and down for camera forward and back; hold shift to change height.\nLeft or right to move left or right.\nPress 'ESC' to quit; SPACE to pause."),
TextFont {
font_size: 20.0,
..Default::default()
},
Visibility::Visible,
Node {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
top: px(12.0),
left: px(12.0),
..default()
},
TargetCamera(camera),
TextColor::WHITE));
children![(
Text::new("Up and down for camera forward and back; hold shift to change height.\nLeft or right to move left or right.\nPress 'ESC' to quit."),
TextFont {
font_size: FontSize::Px(20.0),
..default()
},
)],
));
}
fn close_on_esc(
mut commands: Commands,
focused_windows: Query<(Entity, &Window)>,
input: Res<ButtonInput<KeyCode>>,
input: Res<ButtonInput<Key>>,
mut handle: ResMut<BackgroundHandle>,
) {
for (window, focus) in focused_windows.iter() {
if !focus.focused {
continue;
}
if input.just_pressed(KeyCode::Escape) {
if input.just_pressed(Key::Escape) {
drop((*handle).take());
commands.entity(window).despawn();
}
}
}
fn setup_ambient_light(mut ambient_light: ResMut<AmbientLight>) {
ambient_light.brightness = 100.0;
}
fn not_paused(paused: Option<Res<Paused>>) -> bool {
!paused.map(|p| **p).unwrap_or(false)
}
fn do_gizmos() -> bool {
#[cfg(feature = "gizmos")]
return true;
false
}

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src/systems.rs Normal file
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@ -0,0 +1,335 @@
use std::collections::HashMap;
use async_channel::bounded;
use bevy::{input::keyboard::Key, prelude::*, tasks::AsyncComputeTaskPool};
use rand::RngExt;
use super::{
BackgroundHandle, Buddies, GeomWithData, IndexChannel, IndexMessage, LookAt, Naybs, Positions,
RTree, RawMessage, RawPosChannel, Toid, Velocity,
};
// toid stuff
const SPEED: f32 = 6.0;
const SPEED_DIFF_RANGE: f32 = 0.2; // +/- 10%
const MAX_DELTA_V: f32 = std::f32::consts::PI * 1.5; // basically 360
// degrees/sec
// how far from origin before really wanting to come back
const RADIUS: f32 = 40.0;
// how close to try to stay to your buddies
const BUDDY_RADIUS: f32 = 10.0;
const MIN_ALTITUDE: f32 = 3.5;
pub fn setup_channels(mut commands: Commands) {
let (raw_tx, raw_rx) = bounded(1);
commands.insert_resource(RawPosChannel {
tx: raw_tx,
rx: Some(raw_rx),
});
let (idx_tx, idx_rx) = bounded(1);
commands.insert_resource(IndexChannel {
tx: idx_tx,
rx: idx_rx,
});
}
pub fn update_naybs(
mut naybs: ResMut<Naybs>,
raw_chan: Res<RawPosChannel>,
positions: Res<Positions>,
idx_chan: Res<IndexChannel>,
) {
if let Ok(idx_msg) = idx_chan.rx.try_recv() {
naybs.index = idx_msg.index;
let _ = naybs.positions.insert(idx_msg.raw);
return;
}
if let Some(mut raw) = naybs.positions.take() {
for (i, (entity, pos)) in positions.iter().enumerate() {
raw[i] = (*pos, *entity);
}
if let Err(e) = raw_chan.tx.try_send(RawMessage(raw)) {
let RawMessage(raw) = e.into_inner();
let _ = naybs.positions.insert(raw);
}
}
}
pub fn init_naybs(positions: Res<Positions>, mut naybs: ResMut<Naybs>) {
let mut raw = Vec::with_capacity(positions.len());
for (entity, pos) in positions.iter() {
raw.push((*pos, *entity));
}
naybs.positions = Some(raw);
}
pub fn spawn_background(
mut raw_chan: ResMut<RawPosChannel>,
idx_chan: Res<IndexChannel>,
mut handle: ResMut<BackgroundHandle>,
) {
let pool = AsyncComputeTaskPool::get();
let raw_rx = raw_chan.rx.take().unwrap();
let idx_tx = idx_chan.tx.clone();
let task = pool.spawn(async move {
let tx = idx_tx;
let rx = raw_rx;
loop {
match rx.recv().await {
Ok(RawMessage(e_posns)) => {
let idx = RTree::bulk_load(
e_posns
.iter()
.map(|(p, e)| GeomWithData::new(p.to_array(), *e))
.collect(),
);
let msg = IndexMessage {
raw: e_posns,
index: idx,
};
if tx.send(msg).await.is_err() {
break;
};
}
Err(_) => break,
}
}
});
let _ = handle.0.insert(task);
}
pub fn turkey_time(
commands: &mut Commands,
r: &mut impl rand::prelude::Rng,
assets: &AssetServer,
positions: &mut HashMap<Entity, Vec3>,
) {
let speed_diff = r.random_range(-SPEED_DIFF_RANGE..=SPEED_DIFF_RANGE);
let speed = SPEED + (SPEED * speed_diff);
let vel = unit_vec(r) * speed;
let buddies = r.random_range(6..=8);
let x = r.random_range(-10.0..=10.0);
let z = r.random_range(-10.0..=10.0);
let y = r.random_range(MIN_ALTITUDE..=(MIN_ALTITUDE + 5.5));
let entity = commands
.spawn((
Velocity(vel),
Buddies::default(),
Toid { speed, buddies },
Transform::from_xyz(x, y, z),
Visibility::Visible,
))
.with_children(|t| {
t.spawn(WorldAssetRoot(
assets.load(GltfAssetLabel::Scene(0).from_asset("models/boid.glb")),
))
.insert(Transform::default())
//.insert(Visibility::Visible);
.insert(Transform::from_rotation(Quat::from_axis_angle(
Vec3::Y,
-std::f32::consts::FRAC_PI_2,
)));
})
.id();
positions.insert(entity, Vec3::new(x, y, z));
}
pub fn update_vel(
mut toids: Query<(&Transform, &mut Velocity, &Toid, &Buddies, Entity)>,
time: Res<Time>,
positions: Res<Positions>,
index: Res<Naybs>,
) {
let dt = time.delta_secs();
let max_delta = MAX_DELTA_V * dt;
for (xform, mut vel, toid, buddies, entity) in toids.iter_mut() {
let speed = toid.speed;
let mut dir = vel.normalize();
let pos = xform.translation;
let original_dir = dir;
// find buddies and orient; point more towards further-away buddies
for buddy in buddies.0.iter() {
let bp = positions.get(buddy).unwrap();
let bdir = *bp - pos;
let dist = bdir.length();
let rot = Quat::from_rotation_arc(dir, bdir.normalize());
let s = (dist / (BUDDY_RADIUS * 1.2)).min(1.0);
let rot = Quat::IDENTITY.slerp(rot, s);
dir = rot.mul_vec3(dir).normalize();
}
// avoid flying into neighbors
let min_dist = speed;
for neighbor in index
.index
.locate_within_distance(pos.to_array(), min_dist)
.filter(|n| n.data != entity)
{
let bp = Vec3::from_array(*neighbor.geom());
let bdir = pos - bp;
let dist = bdir.length();
let s = 1.0 - (dist / min_dist).min(1.0);
let rot = Quat::from_rotation_arc(dir, bdir.normalize());
let rot = Quat::IDENTITY.slerp(rot, s);
dir = rot.mul_vec3(dir).normalize();
}
// nudge toward origin if too far
{
let dist = pos.length();
let toward_origin = -pos.normalize();
let s = (dist / RADIUS).min(1.0);
let rot = Quat::from_rotation_arc(dir, toward_origin);
let rot = Quat::IDENTITY.slerp(rot, s);
dir = rot.mul_vec3(dir).normalize();
}
// nudge up if too low
if pos.y < MIN_ALTITUDE {
let dh = MIN_ALTITUDE - pos.y;
let s = (dh / MIN_ALTITUDE).min(1.0);
let rot = Quat::from_rotation_arc(dir, Vec3::Y);
let rot = Quat::IDENTITY.slerp(rot, s);
dir = rot.mul_vec3(dir).normalize();
}
// make sure velocity doesn't change too suddenly
let delta = dir.dot(original_dir).acos();
if delta > max_delta {
let s = max_delta / delta;
let rot = Quat::from_rotation_arc(original_dir, dir);
let rot = Quat::IDENTITY.slerp(rot, s);
dir = rot.mul_vec3(original_dir).normalize();
}
**vel = dir * speed;
}
}
pub fn update_pos(
mut toids: Query<(&mut Transform, &Velocity, Entity), With<Toid>>,
mut positions: ResMut<Positions>,
mut lookat: ResMut<LookAt>,
time: Res<Time>,
) {
let mut new_look = Vec3::ZERO;
let dt = time.delta_secs();
for (mut xform, vel, entity) in toids.iter_mut() {
let look_at = xform.translation + vel.0;
xform.translation += vel.0 * dt;
xform.look_at(look_at, Vec3::Y);
*positions.entry(entity).or_insert(Vec3::ZERO) = xform.translation;
new_look += xform.translation;
}
**lookat = new_look / positions.len() as f32;
}
pub fn update_buddies(
mut toids: Query<(&Transform, Entity, &Toid, &mut Buddies)>,
index: Res<Naybs>,
positions: Res<Positions>,
) {
let d2 = (BUDDY_RADIUS * 1.5).powi(2);
for (xform, entity, toid, mut buddies) in toids.iter_mut() {
let pos = xform.translation;
for buddy in buddies.clone().iter() {
let bp = positions[buddy];
let bd2 = (bp - pos).length_squared();
if bd2 > d2 {
buddies.remove(buddy);
}
}
if buddies.len() < toid.buddies {
let diff = toid.buddies - buddies.len();
for neighbor in index
.index
.nearest_neighbor_iter(pos.to_array())
.filter(|n| n.data != entity)
.take(diff)
{
buddies.insert(neighbor.data);
}
}
}
}
pub fn update_gizmos(toids: Query<&Transform, With<Toid>>, mut gizmos: Gizmos) {
for toid in toids.iter() {
let pos = toid.translation;
let up = toid.up().as_vec3();
let forward = toid.forward().as_vec3();
let right = toid.right().as_vec3();
gizmos.ray(pos, pos + forward, Color::srgb(1., 0., 0.));
gizmos.ray(pos, pos + up, Color::srgb(0., 1., 0.));
gizmos.ray(pos, pos + right, Color::srgb(0., 0., 1.));
}
}
pub fn rotate_camera(
mut query: Query<&mut Transform, With<Camera>>,
keys: Res<ButtonInput<Key>>,
lookat: Res<LookAt>,
) {
let mut xform = query.single_mut().unwrap();
let forward = xform.forward().as_vec3() * 0.7;
let right = xform.right().as_vec3();
if keys.pressed(Key::ArrowRight) {
xform.translation += right;
}
if keys.pressed(Key::ArrowLeft) {
xform.translation -= right;
}
if keys.pressed(Key::ArrowUp) {
if keys.pressed(Key::Shift) {
xform.translation += Vec3::Y;
} else {
xform.translation += forward;
}
}
if keys.pressed(Key::ArrowDown) {
if keys.pressed(Key::Shift) {
xform.translation -= Vec3::Y;
} else {
xform.translation -= forward;
}
}
xform.look_at(**lookat, Vec3::Y);
}
//-************************************************************************
// util
//-************************************************************************
pub fn unit_vec(r: &mut impl rand::Rng) -> Vec3 {
let mut x1: f32 = 0.0;
let mut x2: f32 = 0.0;
let mut ssum = f32::MAX;
while ssum >= 1.0 {
x1 = r.random_range(-1.0..=1.0);
x2 = r.random_range(-1.0..=1.0);
ssum = x1.powi(2) + x2.powi(2);
}
let sqrt = (1.0 - ssum).sqrt();
let x = 2.0 * x1 * sqrt;
let y = 2.0 * x2 * sqrt;
let z = 1.0 - 2.0 * ssum;
Vec3::new(x, y, z).normalize()
}