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add n_body example that uses Query::k_iter_mut
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use bevy::{core::FixedTimestep, prelude::*}; | ||
use rand::{thread_rng, Rng}; | ||
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#[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)] | ||
struct FixedUpdateStage; | ||
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fn main() { | ||
App::build() | ||
.insert_resource(Msaa { samples: 4 }) | ||
.add_plugins(DefaultPlugins) | ||
.add_startup_system(generate_bodies.system()) | ||
.add_stage_after( | ||
CoreStage::Update, | ||
FixedUpdateStage, | ||
SystemStage::parallel() | ||
.with_run_criteria(FixedTimestep::step(0.01)) | ||
.with_system(interact_bodies.system()) | ||
.with_system(apply_velocity.system()), | ||
) | ||
.run(); | ||
} | ||
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const GRAVITY_CONSTANT: f32 = 0.01; | ||
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struct Mass(f32); | ||
struct Velocity(Vec3); | ||
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#[derive(Bundle)] | ||
struct BodyBundle { | ||
#[bundle] | ||
pbr: PbrBundle, | ||
mass: Mass, | ||
velocity: Velocity, | ||
} | ||
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/// Startup systems are run exactly once when the app starts up. | ||
/// They run right before "normal" systems run. | ||
fn generate_bodies( | ||
mut commands: Commands, | ||
mut meshes: ResMut<Assets<Mesh>>, | ||
mut materials: ResMut<Assets<StandardMaterial>>, | ||
) { | ||
let mesh = meshes.add(Mesh::from(shape::Icosphere { | ||
radius: 1.0, | ||
subdivisions: 3, | ||
})); | ||
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let pos_range = 5.0..20.0; | ||
let color_range = 0.5..1.0; | ||
let vel_range = -0.5..0.5; | ||
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let mut rng = thread_rng(); | ||
for _ in 0..200 { | ||
let mass_value_cube_root: f32 = rng.gen_range(0.9..8.0); | ||
let mass_value: f32 = mass_value_cube_root * mass_value_cube_root * mass_value_cube_root; | ||
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commands.spawn_bundle(BodyBundle { | ||
pbr: PbrBundle { | ||
transform: Transform { | ||
translation: 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(pos_range.clone()), | ||
scale: Vec3::splat(mass_value_cube_root * 0.1), | ||
..Default::default() | ||
}, | ||
mesh: mesh.clone(), | ||
material: materials.add( | ||
Color::rgb_linear( | ||
rng.gen_range(color_range.clone()), | ||
rng.gen_range(color_range.clone()), | ||
rng.gen_range(color_range.clone()), | ||
) | ||
.into(), | ||
), | ||
..Default::default() | ||
}, | ||
mass: Mass(mass_value), | ||
velocity: Velocity(Vec3::new( | ||
rng.gen_range(vel_range.clone()), | ||
rng.gen_range(vel_range.clone()), | ||
rng.gen_range(vel_range.clone()), | ||
)), | ||
}); | ||
} | ||
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// add bigger "star" body in the center | ||
commands | ||
.spawn_bundle(BodyBundle { | ||
pbr: PbrBundle { | ||
transform: Transform { | ||
scale: Vec3::splat(3.0), | ||
..Default::default() | ||
}, | ||
mesh: meshes.add(Mesh::from(shape::Icosphere { | ||
radius: 1.0, | ||
subdivisions: 5, | ||
})), | ||
material: materials.add((Color::ORANGE_RED * 10.0).into()), | ||
..Default::default() | ||
}, | ||
mass: Mass(1500.0), | ||
velocity: Velocity(Vec3::ZERO), | ||
}) | ||
.insert(Light { | ||
color: Color::ORANGE_RED, | ||
..Default::default() | ||
}); | ||
commands.spawn_bundle(PerspectiveCameraBundle { | ||
transform: Transform::from_xyz(0.0, 10.5, -20.0).looking_at(Vec3::ZERO, Vec3::Y), | ||
..Default::default() | ||
}); | ||
} | ||
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fn interact_bodies(mut query: Query<(&Mass, &GlobalTransform, &mut Velocity)>) { | ||
for [(Mass(m1), transform1, mut vel1), (Mass(m2), transform2, mut vel2)] in query.k_iter_mut() { | ||
let delta = transform2.translation - transform1.translation; | ||
let distance_sq: f32 = delta.length_squared(); | ||
let delta_norm = delta / distance_sq.sqrt(); | ||
let force = delta_norm * (GRAVITY_CONSTANT * (m1 + m2) / distance_sq.max(0.01)); | ||
let velocity_change = force; | ||
vel1.0 += velocity_change / *m1; | ||
vel2.0 -= velocity_change / *m2; | ||
} | ||
} | ||
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fn apply_velocity(time: Res<Time>, mut query: Query<(&Velocity, &mut Transform)>) { | ||
for (velocity, mut transform) in query.iter_mut() { | ||
transform.translation += velocity.0 * time.delta_seconds() | ||
} | ||
} |