update from toids
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6 changed files with 3584 additions and 2134 deletions
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Cargo.lock
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Cargo.lock
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15
Cargo.toml
15
Cargo.toml
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@ -1,13 +1,14 @@
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[package]
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name = "audubon"
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name = "toids"
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version = "0.1.0"
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edition = "2021"
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edition = "2024"
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[features]
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gizmos = []
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debug = ["bevy/debug"]
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[dependencies]
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argh = "0.1"
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bevy = "0.15"
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bevy_spatial = "0.10"
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rand = "0.8"
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argh = "0.1.12"
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bevy = { version = "0.19", default-features = false, features = ["3d", "ui"] }
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async-channel = "2"
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rand = { version = "0.10", features = ["thread_rng"] }
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rstar = "0.13"
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@ -1,7 +1,3 @@
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# The Butlerian Jihad License (DUN)
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If you feed this code into an LLM, I will fucking jihad you.
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# The Chaos License (GLP)
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This software is released under the terms of the Chaos License. In cases where the terms of the
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293
src/lib.rs
293
src/lib.rs
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@ -1,34 +1,27 @@
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use std::collections::{HashMap, HashSet};
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use argh::FromArgs;
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use bevy::{
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prelude::{
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BuildChildren, ButtonInput, Camera, ChildBuild, Commands, Component, Deref, DerefMut,
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Entity, Gizmos, Handle, KeyCode, Quat, Query, Res, ResMut, Resource, Scene, SceneRoot,
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Time, Transform, Vec3, Visibility, With,
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},
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utils::{HashMap, HashSet},
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use async_channel::{Receiver, Sender};
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use bevy::prelude::{Component, Deref, DerefMut, Entity, Resource, Vec, Vec3};
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use rstar::{primitives::GeomWithData, RTree};
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mod systems;
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pub use systems::{
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init_naybs, rotate_camera, setup_channels, spawn_background, turkey_time, update_buddies,
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update_gizmos, update_naybs, update_pos, update_vel,
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};
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use bevy_spatial::{kdtree::KDTree3, SpatialAccess};
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pub type NNTree = KDTree3<Toid>;
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type IndexElement = GeomWithData<[f32; 3], Entity>;
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type Index = RTree<IndexElement>;
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// toid stuff
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const SPEED: f32 = 12.0;
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const SPEED_DIFF_RANGE: f32 = 0.1; // +/- 10%
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const MAX_DELTA_V: f32 = std::f32::consts::PI * 2.0; // basically 360 degrees/sec
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// how far from origin before really wanting to come back
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const RADIUS: f32 = 30.0;
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// how close to try to stay to your buddies
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const BUDDY_RADIUS: f32 = SPEED;
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const MIN_ALTITUDE: f32 = 13.5;
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type EntityPos = (Vec3, Entity);
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#[derive(Debug, FromArgs, Resource)]
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/// Toid Watching
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pub struct Config {
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/// how many Toids to spawn
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#[argh(option, short = 't', default = "1_000")]
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#[argh(option, short = 't', default = "5_000")]
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pub toids: usize,
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}
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@ -41,239 +34,39 @@ pub struct Buddies(HashSet<Entity>);
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#[derive(Component, Debug, Clone, Deref, DerefMut, Default)]
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pub struct Velocity(Vec3);
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#[derive(Debug, Default, Resource)]
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pub struct Naybs {
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pub index: Index,
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pub positions: Option<Vec<EntityPos>>,
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}
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#[derive(Resource)]
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pub struct RawPosChannel {
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tx: Sender<RawMessage>,
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rx: Option<Receiver<RawMessage>>,
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}
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#[derive(Resource)]
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pub struct IndexChannel {
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tx: Sender<IndexMessage>,
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rx: Receiver<IndexMessage>,
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}
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struct IndexMessage {
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raw: Vec<EntityPos>,
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index: Index,
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}
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struct RawMessage(Vec<EntityPos>);
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#[derive(Default, Resource, Deref, DerefMut)]
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pub struct BackgroundHandle(Option<bevy::tasks::Task<()>>);
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#[derive(Component)]
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pub struct Toid {
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pub speed: f32,
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pub buddies: usize,
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}
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#[derive(Component)]
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pub struct Gizmoid;
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#[derive(Resource, Debug, Deref, DerefMut, Clone, Default)]
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pub struct Paused(bool);
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#[derive(Debug, Default, Clone, Copy, Deref, DerefMut, Resource)]
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pub struct LookAt(Vec3);
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pub fn turkey_time(
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commands: &mut Commands,
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scene: &Handle<Scene>,
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r: &mut impl rand::prelude::Rng,
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) -> Entity {
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let speed_diff = r.gen_range(-SPEED_DIFF_RANGE..=SPEED_DIFF_RANGE);
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let speed = SPEED + (SPEED * speed_diff);
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let dir = unit_vec(r) * speed;
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let buddies = r.gen_range(6..=8);
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let x = r.gen_range(-10.0..=10.0);
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let z = r.gen_range(-10.0..=10.0);
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let y = r.gen_range(0.1..=5.5);
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let pos = Vec3::new(x, MIN_ALTITUDE + y, z);
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let xform = Transform::from_translation(pos);
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let spatial_bundle = (xform, Visibility::Visible);
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let boid_rot = Quat::from_axis_angle(Vec3::Y, -90.0f32.to_radians());
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commands
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.spawn(spatial_bundle)
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.insert((
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Velocity(dir),
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Buddies::default(),
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Toid { speed, buddies },
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Gizmoid,
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))
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.with_children(|t| {
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t.spawn(SceneRoot(scene.to_owned()))
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.insert(Transform::from_rotation(boid_rot));
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})
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.id()
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}
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pub fn update_vel(
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mut toids: Query<(&Transform, &mut Velocity, &Toid, &Buddies, Entity)>,
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time: Res<Time>,
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positions: Res<Positions>,
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index: Res<NNTree>,
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) {
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let dt = time.delta_secs();
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let max_delta = MAX_DELTA_V * dt;
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toids
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.par_iter_mut()
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.for_each(|(xform, mut vel, toid, buddies, entity)| {
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let speed = toid.speed;
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let mut dir = vel.normalize();
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let pos = xform.translation;
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let original_dir = dir;
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// find buddies and orient; point more towards further-away buddies
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for buddy in buddies.iter() {
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let bp = positions.get(buddy).unwrap();
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let bdir = *bp - pos;
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let dist = bdir.length();
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let rot = Quat::from_rotation_arc(dir, bdir.normalize());
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let s = (dist / (BUDDY_RADIUS)).min(1.0);
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let rot = Quat::IDENTITY.slerp(rot, s);
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dir = rot.mul_vec3(dir).normalize();
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}
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// avoid flying into neighbors
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let min_dist = speed * 20.0;
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for neighbor in index
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.within_distance(pos, min_dist)
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.iter()
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.filter(|n| n.1.is_some() && n.1.unwrap() != entity)
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{
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let bp = neighbor.0;
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let bdir = pos - bp;
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let dist = bdir.length();
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let s = 1.0 - (dist / min_dist).min(1.0);
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let rot = Quat::from_rotation_arc(dir, bdir.normalize());
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let rot = Quat::IDENTITY.slerp(rot, s);
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dir = rot.mul_vec3(dir).normalize();
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}
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// nudge toward origin if too far
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{
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let dist = pos.length();
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let toward_origin = -pos.normalize();
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let s = (dist / RADIUS).min(1.0);
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let rot = Quat::from_rotation_arc(dir, toward_origin);
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let rot = Quat::IDENTITY.slerp(rot, s);
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dir = rot.mul_vec3(dir).normalize();
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}
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// nudge up if too low
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if pos.y < MIN_ALTITUDE {
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let dh = MIN_ALTITUDE - pos.y;
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let s = (dh / MIN_ALTITUDE).min(1.0);
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let rot = Quat::from_rotation_arc(dir, Vec3::Y);
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let rot = Quat::IDENTITY.slerp(rot, s);
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dir = rot.mul_vec3(dir).normalize();
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}
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// make sure velocity doesn't change too suddenly
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let delta = dir.dot(original_dir).acos();
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if delta > max_delta {
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let s = max_delta / delta;
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let rot = Quat::from_rotation_arc(original_dir, dir);
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let rot = Quat::IDENTITY.slerp(rot, s);
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dir = rot.mul_vec3(original_dir).normalize();
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}
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**vel = dir * speed;
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});
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}
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pub fn update_pos(
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mut toids: Query<(&mut Transform, &Velocity, Entity), With<Toid>>,
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mut positions: ResMut<Positions>,
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mut lookat: ResMut<LookAt>,
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time: Res<Time>,
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) {
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let mut new_look = Vec3::ZERO;
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let dt = time.delta_secs();
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for (mut xform, vel, entity) in toids.iter_mut() {
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xform.translation += **vel * dt;
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let look_at = vel.normalize();
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xform.look_to(look_at, Vec3::Y);
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*positions.entry(entity).or_insert(Vec3::ZERO) = xform.translation;
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new_look += xform.translation;
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}
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**lookat = new_look / positions.len() as f32;
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}
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pub fn update_buddies(
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mut toids: Query<(&Transform, Entity, &Toid, &mut Buddies)>,
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index: Res<NNTree>,
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positions: Res<Positions>,
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) {
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let d2 = (BUDDY_RADIUS * 1.5).powi(2);
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for (xform, entity, toid, mut buddies) in toids.iter_mut() {
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let pos = xform.translation;
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for buddy in buddies.clone().iter() {
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let bp = positions.get(buddy).unwrap();
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let bd2 = (*bp - pos).length_squared();
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if bd2 > d2 {
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buddies.remove(buddy);
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}
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}
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if buddies.len() < toid.buddies {
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let diff = toid.buddies - buddies.len();
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for (_, neighbor) in index
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.k_nearest_neighbour(pos, diff + 1)
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.into_iter()
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.filter(|n| n.1.is_some() && n.1.unwrap() != entity)
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{
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buddies.insert(neighbor.unwrap());
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}
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}
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}
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}
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pub fn update_gizmos(toids: Query<&Transform, With<Gizmoid>>, mut gizmos: Gizmos) {
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for &toid in &toids {
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gizmos.axes(toid, 0.7);
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}
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}
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pub fn rotate_camera(
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mut query: Query<&mut Transform, With<Camera>>,
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mut paused: ResMut<Paused>,
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keys: Res<ButtonInput<KeyCode>>,
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lookat: Res<LookAt>,
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) {
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let mut xform = query.single_mut();
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let forward = xform.forward() * 0.7;
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let right = xform.right().as_vec3();
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if keys.just_pressed(KeyCode::Space) {
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let pause = **paused;
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**paused = !pause;
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}
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if keys.pressed(KeyCode::ArrowRight) {
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xform.translation += right;
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}
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if keys.pressed(KeyCode::ArrowLeft) {
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xform.translation -= right;
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}
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if keys.pressed(KeyCode::ArrowUp) {
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if keys.pressed(KeyCode::ShiftLeft) || keys.pressed(KeyCode::ShiftRight) {
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xform.translation += Vec3::Y;
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} else {
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xform.translation += forward;
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}
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}
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if keys.pressed(KeyCode::ArrowDown) {
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if keys.pressed(KeyCode::ShiftLeft) || keys.pressed(KeyCode::ShiftRight) {
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xform.translation -= Vec3::Y;
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} else {
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xform.translation -= forward;
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}
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}
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xform.look_at(**lookat, Vec3::Y);
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}
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//-************************************************************************
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// util
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//-************************************************************************
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pub fn unit_vec(r: &mut impl rand::Rng) -> Vec3 {
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let mut x1: f32 = 0.0;
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let mut x2: f32 = 0.0;
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let mut ssum = f32::MAX;
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while ssum >= 1.0 {
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x1 = r.gen_range(-1.0..=1.0);
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x2 = r.gen_range(-1.0..=1.0);
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ssum = x1.powi(2) + x2.powi(2);
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}
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let sqrt = (1.0 - ssum).sqrt();
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let x = 2.0 * x1 * sqrt;
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let y = 2.0 * x2 * sqrt;
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let z = 1.0 - 2.0 * ssum;
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Vec3::new(x, y, z).normalize()
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}
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134
src/main.rs
134
src/main.rs
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@ -1,46 +1,52 @@
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use std::time::Duration;
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use audubon::*;
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use bevy::{
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diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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prelude::*,
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input::keyboard::Key,
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prelude::{
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children, default, px, App, AssetServer, Assets, ButtonInput, Camera3d, ClearColor, Color,
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Commands, DefaultPlugins, Entity, FontSize, GlobalAmbientLight, IntoScheduleConfigs, Mesh,
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Mesh3d, MeshMaterial3d, Node, Plane3d, PositionType, Query, Res, ResMut, StandardMaterial,
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Startup, Text, TextFont, Transform, Update, Vec2, Vec3, Visibility, Window,
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},
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};
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use rstar::RTree;
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use toids::{
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init_naybs, rotate_camera, setup_channels, spawn_background, turkey_time, update_buddies,
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update_naybs, update_pos, update_vel, BackgroundHandle, Config, LookAt, Naybs, Positions,
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};
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use bevy_spatial::{AutomaticUpdate, TransformMode};
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fn main() {
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let config: audubon::Config = argh::from_env();
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let config: toids::Config = argh::from_env();
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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resolution: (1920.0, 1080.0).into(),
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..Default::default()
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}),
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close_when_requested: true,
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..Default::default()
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}))
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.add_plugins(DefaultPlugins)
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.add_plugins((
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AutomaticUpdate::<Toid>::new()
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.with_transform(TransformMode::GlobalTransform)
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.with_frequency(Duration::from_millis(150)),
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FrameTimeDiagnosticsPlugin,
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FrameTimeDiagnosticsPlugin::default(),
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LogDiagnosticsPlugin::default(),
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))
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.insert_resource(config)
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.insert_resource(Positions::default())
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.insert_resource(ClearColor(Color::srgb(0.64, 0.745, 0.937))) // a nice light blue
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.insert_resource(AmbientLight {
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.insert_resource(GlobalAmbientLight {
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color: Color::WHITE,
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brightness: 1.0,
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brightness: 150.0,
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affects_lightmapped_meshes: true,
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..Default::default()
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})
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.insert_resource(Naybs {
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index: RTree::new(),
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positions: None,
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})
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.insert_resource(BackgroundHandle::default())
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.insert_resource(LookAt::default())
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.insert_resource(Paused::default())
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.add_systems(Startup, (setup, setup_ambient_light))
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.add_systems(
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Startup,
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(setup_channels, setup, init_naybs, spawn_background).chain(),
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)
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.add_systems(Update, (update_pos, update_buddies, update_vel).chain())
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.add_systems(
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Update,
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(update_pos, update_buddies, update_vel).run_if(not_paused),
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(rotate_camera, close_on_esc, update_naybs.after(update_pos)),
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)
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.add_systems(Update, (rotate_camera, close_on_esc))
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.add_systems(Update, update_gizmos.run_if(do_gizmos))
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//.add_systems(Update, update_gizmos)
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.run();
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}
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@ -48,85 +54,63 @@ 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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mut positions: ResMut<Positions>,
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config: Res<Config>,
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models: Res<AssetServer>,
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) {
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let camera = commands
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.spawn((
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let rand = &mut rand::rng();
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commands.spawn((
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Transform::from_xyz(0., 5.0, 25.).looking_at(Vec3::new(0.0, 5.0, 0.0), Vec3::Y),
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Camera3d::default(),
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Visibility::Hidden,
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))
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.id();
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// ground plane
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commands
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.spawn(Mesh3d(
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meshes.add(Mesh::from(Plane3d::default().mesh().size(500.0, 500.0))),
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))
|
||||
.insert(MeshMaterial3d(materials.add(Color::srgb(0.3, 1.0, 0.3))));
|
||||
|
||||
// point light
|
||||
));
|
||||
// plane
|
||||
commands.spawn((
|
||||
Transform::from_xyz(0.0, 50.0, 0.0),
|
||||
PointLight {
|
||||
intensity: 8_000_000.0,
|
||||
range: 100.0,
|
||||
shadows_enabled: true,
|
||||
..default()
|
||||
},
|
||||
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),
|
||||
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
|
||||
}
|
||||
|
|
|
|||
335
src/systems.rs
Normal file
335
src/systems.rs
Normal file
|
|
@ -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()
|
||||
}
|
||||
Loading…
Reference in a new issue