forked from bevyengine/bevy
-
Notifications
You must be signed in to change notification settings - Fork 0
/
smooth_follow.rs
132 lines (113 loc) · 4.05 KB
/
smooth_follow.rs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
//! This example demonstrates how to use interpolation to make one entity smoothly follow another.
use bevy::{
math::{prelude::*, vec3, NormedVectorSpace},
prelude::*,
};
use rand::SeedableRng;
use rand_chacha::ChaCha8Rng;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, (move_target, move_follower).chain())
.run();
}
// The sphere that the following sphere targets at all times:
#[derive(Component)]
struct TargetSphere;
// The speed of the target sphere moving to its next location:
#[derive(Resource)]
struct TargetSphereSpeed(f32);
// The position that the target sphere always moves linearly toward:
#[derive(Resource)]
struct TargetPosition(Vec3);
// The decay rate used by the smooth following:
#[derive(Resource)]
struct DecayRate(f32);
// The sphere that follows the target sphere by moving towards it with nudging:
#[derive(Component)]
struct FollowingSphere;
/// The source of randomness used by this example.
#[derive(Resource)]
struct RandomSource(ChaCha8Rng);
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// A plane:
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(12.0, 12.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.15, 0.3))),
Transform::from_xyz(0.0, -2.5, 0.0),
));
// The target sphere:
commands.spawn((
Mesh3d(meshes.add(Sphere::new(0.3))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.15, 0.9))),
TargetSphere,
));
// The sphere that follows it:
commands.spawn((
Mesh3d(meshes.add(Sphere::new(0.3))),
MeshMaterial3d(materials.add(Color::srgb(0.9, 0.3, 0.3))),
Transform::from_translation(vec3(0.0, -2.0, 0.0)),
FollowingSphere,
));
// A light:
commands.spawn((
PointLight {
intensity: 15_000_000.0,
shadows_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
// A camera:
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
));
// Set starting values for resources used by the systems:
commands.insert_resource(TargetSphereSpeed(5.0));
commands.insert_resource(DecayRate(2.0));
commands.insert_resource(TargetPosition(Vec3::ZERO));
commands.insert_resource(RandomSource(ChaCha8Rng::seed_from_u64(68941654987813521)));
}
fn move_target(
mut target: Single<&mut Transform, With<TargetSphere>>,
target_speed: Res<TargetSphereSpeed>,
mut target_pos: ResMut<TargetPosition>,
time: Res<Time>,
mut rng: ResMut<RandomSource>,
) {
match Dir3::new(target_pos.0 - target.translation) {
// The target and the present position of the target sphere are far enough to have a well-
// defined direction between them, so let's move closer:
Ok(dir) => {
let delta_time = time.delta_secs();
let abs_delta = (target_pos.0 - target.translation).norm();
// Avoid overshooting in case of high values of `delta_time`:
let magnitude = f32::min(abs_delta, delta_time * target_speed.0);
target.translation += dir * magnitude;
}
// The two are really close, so let's generate a new target position:
Err(_) => {
let legal_region = Cuboid::from_size(Vec3::splat(4.0));
*target_pos = TargetPosition(legal_region.sample_interior(&mut rng.0));
}
}
}
fn move_follower(
mut following: Single<&mut Transform, With<FollowingSphere>>,
target: Single<&Transform, (With<TargetSphere>, Without<FollowingSphere>)>,
decay_rate: Res<DecayRate>,
time: Res<Time>,
) {
let decay_rate = decay_rate.0;
let delta_time = time.delta_secs();
// Calling `smooth_nudge` is what moves the following sphere smoothly toward the target.
following
.translation
.smooth_nudge(&target.translation, decay_rate, delta_time);
}