skeleton of update systems
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2ad953c75e
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2 changed files with 73 additions and 5 deletions
72
src/lib.rs
72
src/lib.rs
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@ -1,6 +1,9 @@
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use argh::FromArgs;
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use argh::FromArgs;
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use bevy::prelude::*;
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use bevy::prelude::*;
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const SPEED: f32 = 20.0;
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const SPEED_DIFF_RANGE: f32 = 0.08; // +/- 8%
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#[derive(Debug, FromArgs, Resource)]
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#[derive(Debug, FromArgs, Resource)]
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/// Toid Watching
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/// Toid Watching
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pub struct Config {
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pub struct Config {
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@ -26,6 +29,9 @@ impl Pointable for Vec3 {
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#[derive(Resource, Deref, DerefMut)]
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#[derive(Resource, Deref, DerefMut)]
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pub struct Index(pub rstar::RTree<Toint>);
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pub struct Index(pub rstar::RTree<Toint>);
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#[derive(Resource, Deref, DerefMut)]
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pub struct Positions(pub std::collections::HashMap<Entity, Vec3>);
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#[derive(Component, Debug, Clone, Deref, DerefMut, Default)]
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#[derive(Component, Debug, Clone, Deref, DerefMut, Default)]
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pub struct Buddies(Vec<Entity>);
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pub struct Buddies(Vec<Entity>);
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@ -33,12 +39,21 @@ pub struct Buddies(Vec<Entity>);
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pub struct Velocity(Vec3);
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pub struct Velocity(Vec3);
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#[derive(Component)]
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#[derive(Component)]
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pub struct Toid;
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pub struct Toid {
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pub speed: f32,
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}
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pub fn turkey_time(commands: &mut Commands, scene: &Handle<Scene>) -> Entity {
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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 vel = unit_vec(r) * speed;
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commands
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commands
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.spawn(SpatialBundle::default())
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.spawn(SpatialBundle::default())
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.insert((Velocity::default(), Buddies::default(), Toid))
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.insert((Velocity(vel), Buddies::default(), Toid { speed }))
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.with_children(|t| {
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.with_children(|t| {
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t.spawn(SceneBundle {
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t.spawn(SceneBundle {
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scene: scene.to_owned(),
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scene: scene.to_owned(),
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@ -60,3 +75,54 @@ pub fn add_gizmos(mut gizmos: Gizmos, toids: Query<(&Transform, Entity), With<To
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gizmos.ray(rpos, pos.forward(), Color::RED);
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gizmos.ray(rpos, pos.forward(), Color::RED);
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}
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}
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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)>,
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time: Res<Time>,
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mut index: Res<Index>,
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) {
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let dt = time.delta_seconds();
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for (mut xform, vel, _entity) in toids.iter_mut() {
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let vel = vel.0;
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xform.translation += vel * dt;
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}
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}
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pub fn update_vel(
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mut toids: Query<(&Transform, &mut Velocity, &Toid), With<Toid>>,
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time: Res<Time>,
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) {
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let dt = time.delta_seconds();
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for (xform, mut vel, toid) in toids.iter_mut() {
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let speed = toid.speed;
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let mut dir = xform.forward();
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// nudge up if too low
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// nudge toward origin if too far
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// find buddies and orient: point more towards further-away buddies
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}
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}
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pub fn update_buddies(mut toids: Query<(&Transform, Entity, &mut Buddies)>, index: Res<Index>) {}
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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::prelude::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 = std::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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@ -29,13 +29,15 @@ fn setup(
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config: Res<Config>,
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config: Res<Config>,
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models: Res<AssetServer>,
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models: Res<AssetServer>,
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) {
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) {
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let rand = &mut rand::thread_rng();
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commands.spawn(Camera3dBundle {
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0., 1.5, 6.).looking_at(Vec3::ZERO, Vec3::Y),
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transform: Transform::from_xyz(0., 1.5, 6.).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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..default()
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});
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});
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// plane
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// plane
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commands.spawn(PbrBundle {
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commands.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane::from_size(5.0))),
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mesh: meshes.add(Mesh::from(shape::Plane::from_size(50.0))),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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..default()
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..default()
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});
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});
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@ -43,7 +45,7 @@ fn setup(
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let toid_model = models.load("models/boid.glb#Scene0");
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let toid_model = models.load("models/boid.glb#Scene0");
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for _ in 0..config.toids {
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for _ in 0..config.toids {
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let _ = turkey_time(&mut commands, &toid_model);
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let _ = turkey_time(&mut commands, &toid_model, rand);
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}
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}
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// light
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// light
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