Compare commits
3 commits
| Author | SHA1 | Date | |
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9cba02c71e | ||
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df85367414 | ||
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bcf542f963 |
12 changed files with 165 additions and 738 deletions
2
Cargo.lock
generated
2
Cargo.lock
generated
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@ -943,8 +943,6 @@ dependencies = [
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"bevy_time",
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"bevy_transform",
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"bevy_ui",
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"bevy_ui_render",
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"bevy_ui_widgets",
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"bevy_utils",
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"bevy_window",
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"bevy_winit",
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@ -4,7 +4,7 @@
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version = "0.1.0"
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[dependencies]
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bevy = { version = "0.19", default-features = false, features = ["2d", "ui"] }
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bevy = { version = "0.19", default-features = false, features = ["2d"] }
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[profile.dev.package."*"]
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opt-level = 3
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@ -1,6 +1,6 @@
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# syntax=docker/dockerfile:1
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ARG RUST_VERSION=1
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ARG RUST_VERSION=1.98.1
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# ---- Base: Rust toolchain + build tools ----
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FROM rust:${RUST_VERSION}-slim-bookworm AS chef
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@ -37,11 +37,11 @@ RUN --mount=type=cache,target=/root/.cache/trunk \
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trunk build --release --locked
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# ---- Runtime: static files served by nginx ----
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FROM nginx:1-alpine AS runtime
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FROM nginx:1.29-alpine AS runtime
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COPY <<'EOF' /etc/nginx/conf.d/default.conf
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server {
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listen 3000;
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listen 80;
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server_name _;
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root /usr/share/nginx/html;
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index index.html;
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@ -67,4 +67,4 @@ EOF
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COPY --from=builder /app/dist /usr/share/nginx/html
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EXPOSE 3000
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EXPOSE 80
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@ -7,5 +7,3 @@
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no_spa = true
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# Open a browser tab once the initial build is complete.
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open = true
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# Server port
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port = 3000
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@ -1,181 +0,0 @@
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#import bevy_sprite::mesh2d_vertex_output::VertexOutput
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#import bevy_sprite::mesh2d_view_bindings::{globals, view}
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// Single-scattering atmosphere (Rayleigh + Mie + ozone) with the sun fixed
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// just above the horizon, plus a thin layer of drifting clouds.
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const PI: f32 = 3.14159265;
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const PLANET_RADIUS: f32 = 6371000.0;
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const ATMOSPHERE_RADIUS: f32 = 6471000.0;
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const RAYLEIGH_HEIGHT: f32 = 8000.0;
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const MIE_HEIGHT: f32 = 1200.0;
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const CAMERA_ALTITUDE: f32 = 200.0;
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const C_RAYLEIGH: vec3<f32> = vec3<f32>(5.802, 13.558, 33.100) * 1e-6;
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const C_MIE: vec3<f32> = vec3<f32>(3.996, 3.996, 3.996) * 1e-6;
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const C_OZONE: vec3<f32> = vec3<f32>(0.650, 1.881, 0.085) * 1e-6;
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const MIE_G: f32 = 0.76;
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const VIEW_SAMPLES: i32 = 16;
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const LIGHT_SAMPLES: i32 = 4;
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const SUN_INTENSITY: f32 = 20.0;
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const SUN_ANGULAR_RADIUS: f32 = 0.012;
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// Vertical field of view is 2 * atan(FOV_SCALE)
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const FOV_SCALE: f32 = 0.6;
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// Screen height (in NDC) of the horizon line
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const HORIZON_NDC: f32 = -0.55;
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fn sun_direction() -> vec3<f32> {
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// Slightly right of center, ~2 degrees above the horizon
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return normalize(vec3<f32>(0.25, 0.035, -1.0));
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}
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// Near and far distances to a sphere centered at the planet center, or -1
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// when the ray misses.
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fn sphere_hit(origin: vec3<f32>, dir: vec3<f32>, radius: f32) -> vec2<f32> {
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let b = dot(origin, dir);
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let c = dot(origin, origin) - radius * radius;
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let d = b * b - c;
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if d < 0.0 {
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return vec2<f32>(-1.0);
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}
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let s = sqrt(d);
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return vec2<f32>(-b - s, -b + s);
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}
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fn density(p: vec3<f32>) -> vec3<f32> {
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let h = max(length(p) - PLANET_RADIUS, 0.0);
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let ozone = max(0.0, 1.0 - abs(h - 25000.0) / 15000.0);
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return vec3<f32>(exp(-h / RAYLEIGH_HEIGHT), exp(-h / MIE_HEIGHT), ozone);
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}
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fn absorb(optical_depth: vec3<f32>) -> vec3<f32> {
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return exp(-(optical_depth.x * C_RAYLEIGH
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+ optical_depth.y * C_MIE * 1.1
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+ optical_depth.z * C_OZONE));
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}
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fn light_optical_depth(p: vec3<f32>, dir: vec3<f32>) -> vec3<f32> {
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let len = sphere_hit(p, dir, ATMOSPHERE_RADIUS).y;
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let step = len / f32(LIGHT_SAMPLES);
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var depth = vec3<f32>(0.0);
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for (var i = 0; i < LIGHT_SAMPLES; i++) {
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depth += density(p + dir * (f32(i) + 0.5) * step) * step;
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}
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return depth;
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}
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fn phase_rayleigh(c: f32) -> f32 {
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return 3.0 * (1.0 + c * c) / (16.0 * PI);
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}
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fn phase_hg(c: f32, g: f32) -> f32 {
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let g2 = g * g;
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return (1.0 - g2) / (4.0 * PI * pow(1.0 + g2 - 2.0 * g * c, 1.5));
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}
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// In-scattered light along the view ray; `transmittance` receives the
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// attenuation of whatever lies behind it.
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fn scatter(origin: vec3<f32>, dir: vec3<f32>, sun: vec3<f32>, transmittance: ptr<function, vec3<f32>>) -> vec3<f32> {
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var len = sphere_hit(origin, dir, ATMOSPHERE_RADIUS).y;
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let ground = sphere_hit(origin, dir, PLANET_RADIUS);
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if ground.x > 0.0 {
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len = ground.x;
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}
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let c = dot(dir, sun);
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let phase_r = phase_rayleigh(c);
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let phase_m = phase_hg(c, MIE_G);
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var depth = vec3<f32>(0.0);
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var rayleigh = vec3<f32>(0.0);
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var mie = vec3<f32>(0.0);
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var prev_t = 0.0;
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for (var i = 1; i <= VIEW_SAMPLES; i++) {
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// Quadratic distribution: dense samples near the camera, where the air is thick
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let f = f32(i) / f32(VIEW_SAMPLES);
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let t = f * f * len;
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let step = t - prev_t;
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let p = origin + dir * (t - 0.5 * step);
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let local = density(p);
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depth += local * step;
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let light = absorb(depth + light_optical_depth(p, sun));
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rayleigh += light * local.x * step;
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mie += light * local.y * step;
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prev_t = t;
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}
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*transmittance = absorb(depth);
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return (rayleigh * C_RAYLEIGH * phase_r + mie * C_MIE * phase_m) * SUN_INTENSITY;
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}
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fn hash(p: vec2<f32>) -> f32 {
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return fract(sin(dot(p, vec2<f32>(127.1, 311.7))) * 43758.5453);
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}
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fn noise(p: vec2<f32>) -> f32 {
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let i = floor(p);
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let f = fract(p);
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let u = f * f * (3.0 - 2.0 * f);
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return mix(
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mix(hash(i), hash(i + vec2<f32>(1.0, 0.0)), u.x),
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mix(hash(i + vec2<f32>(0.0, 1.0)), hash(i + vec2<f32>(1.0, 1.0)), u.x),
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u.y,
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);
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}
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fn fbm(p: vec2<f32>) -> f32 {
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var value = 0.0;
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var amplitude = 0.5;
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var q = p;
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for (var i = 0; i < 5; i++) {
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value += amplitude * noise(q);
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q *= 2.0;
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amplitude *= 0.5;
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}
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return value;
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}
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@fragment
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fn fragment(mesh: VertexOutput) -> @location(0) vec4<f32> {
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let aspect = view.viewport.z / view.viewport.w;
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// uv.y is 0 at the top of the quad
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let ndc = vec2<f32>(mesh.uv.x * 2.0 - 1.0, 1.0 - mesh.uv.y * 2.0);
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let dir = normalize(vec3<f32>(
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ndc.x * aspect * FOV_SCALE,
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(ndc.y - HORIZON_NDC) * FOV_SCALE,
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-1.0,
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));
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let sun = sun_direction();
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let origin = vec3<f32>(0.0, PLANET_RADIUS + CAMERA_ALTITUDE, 0.0);
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var transmittance: vec3<f32>;
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var color = scatter(origin, dir, sun, &transmittance);
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let cos_sun = dot(dir, sun);
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if dir.y > 0.0 {
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// Sun disc, reddened by the air in front of it
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let disc = smoothstep(cos(SUN_ANGULAR_RADIUS * 1.2), cos(SUN_ANGULAR_RADIUS * 0.8), cos_sun);
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color += disc * transmittance * SUN_INTENSITY * 20.0;
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// Clouds on a flat plane, lit by the sunlight that reaches them
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let p = dir.xz / dir.y * 2.0;
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let t = globals.time;
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let clouds = fbm(p + vec2<f32>(t * 0.02, 0.0)) * 0.6
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+ fbm(p * 2.0 + vec2<f32>(t * 0.035, t * 0.008)) * 0.4;
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let cover = smoothstep(0.5, 0.8, clouds) * smoothstep(0.0, 0.15, dir.y);
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let sunlight = absorb(light_optical_depth(origin, sun)) * SUN_INTENSITY;
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let lit = sunlight * (0.04 + phase_hg(cos_sun, 0.6) * 0.3) + color * 0.5;
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color = mix(color, lit, cover * 0.85);
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}
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// Exposure tonemap, then dither to hide banding in the gradients
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color = 1.0 - exp(-color * 2.0);
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color += (hash(mesh.position.xy) - 0.5) / 255.0;
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return vec4<f32>(color, 1.0);
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}
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218
src/boids.rs
218
src/boids.rs
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@ -1,218 +0,0 @@
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use bevy::{platform::collections::HashMap, prelude::*};
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use std::f32::consts::PI;
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use crate::{
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config::ModelConfig,
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pointer::PointerTarget,
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spatial_grid::{SpatialGrid, update_spatial_grid},
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};
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pub struct BoidsPlugin;
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impl Plugin for BoidsPlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<SpatialGrid>()
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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sync_boid_count.run_if(resource_changed::<ModelConfig>),
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)
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.add_systems(FixedUpdate, (update_spatial_grid, update_boids).chain());
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}
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}
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#[derive(Component)]
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pub struct Boid {
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velocity: Vec2,
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}
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#[derive(Resource)]
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struct BoidAssets {
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mesh: Mesh2d,
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material: MeshMaterial2d<ColorMaterial>,
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}
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fn setup(
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model_config: Res<ModelConfig>,
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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let ModelConfig {
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num_boids,
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max_velocity,
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..
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} = *model_config;
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// Triangle pointing right
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let assets = BoidAssets {
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mesh: Mesh2d(meshes.add(Triangle2d::new(
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Vec2::new(10.0, 0.0),
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Vec2::new(-3.0, 3.0),
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Vec2::new(-3.0, -3.0),
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))),
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material: MeshMaterial2d(materials.add(Color::BLACK)),
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};
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spawn_boids(
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&mut commands,
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&assets,
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0..num_boids,
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num_boids,
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max_velocity,
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);
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commands.insert_resource(assets);
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}
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fn spawn_boids(
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commands: &mut Commands,
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assets: &BoidAssets,
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range: std::ops::Range<usize>,
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num_boids: usize,
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max_velocity: f32,
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) {
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let mesh = assets.mesh.clone();
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let material = assets.material.clone();
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commands.spawn_batch(range.map(move |n| {
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let angle = 2.0 * PI / (num_boids as f32) * n as f32;
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(
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Boid {
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velocity: Vec2::from_angle(angle) * max_velocity,
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},
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mesh.clone(),
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material.clone(),
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Transform::default().rotate(Quat::from_rotation_z(angle)),
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)
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}));
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}
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/// Spawns or despawns boids so that their count matches `ModelConfig::num_boids`.
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fn sync_boid_count(
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model_config: Res<ModelConfig>,
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assets: Option<Res<BoidAssets>>,
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mut commands: Commands,
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boids: Query<Entity, With<Boid>>,
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) {
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let Some(assets) = assets else {
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return;
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};
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let current = boids.iter().len();
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let target = model_config.num_boids;
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if target > current {
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spawn_boids(
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&mut commands,
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&assets,
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current..target,
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target,
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model_config.max_velocity,
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);
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} else {
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for entity in boids.iter().take(current - target) {
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commands.entity(entity).despawn();
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}
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}
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}
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struct Model {
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separation: Vec2,
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alignment: Vec2,
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cohesion: Vec2,
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}
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fn update_boids(
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model_config: Res<ModelConfig>,
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window: Single<&Window, With<bevy::window::PrimaryWindow>>,
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time: Res<Time<Fixed>>,
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grid: Res<SpatialGrid>,
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pointer: Res<PointerTarget>,
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mut query: Query<(Entity, &mut Boid, &mut Transform)>,
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) {
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let dt = time.delta_secs();
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let x_bound = window.width() * model_config.x_bound;
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let y_bound = window.height() * model_config.y_bound;
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let mut model_updates = HashMap::new();
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for (entity, boid, transform) in query.iter() {
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let mut nb_neighbors: usize = 0;
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let mut separation = Vec2::new(0.0, 0.0);
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let mut avg_speed = Vec2::new(0.0, 0.0);
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let mut avg_pos = Vec2::new(0.0, 0.0);
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for &(other_entity, other_position) in grid.neighbors(transform.translation.xy()) {
|
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if entity == other_entity {
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continue;
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}
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let delta = transform.translation.xy() - other_position;
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let distance = delta.length();
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if distance < model_config.protected_range {
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if distance > f32::EPSILON {
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let direction = delta / distance;
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let strength = 1.0 - distance / model_config.protected_range;
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separation += direction * strength;
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}
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} else if distance < model_config.visible_range {
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let Ok((_, other_boid, _)) = query.get(other_entity) else {
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continue;
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};
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avg_speed += other_boid.velocity;
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avg_pos += other_position;
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nb_neighbors += 1;
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}
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}
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if nb_neighbors > 0 {
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avg_speed /= nb_neighbors as f32;
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avg_pos /= nb_neighbors as f32;
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}
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model_updates.insert(
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entity,
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Model {
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separation,
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alignment: avg_speed - boid.velocity,
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cohesion: avg_pos - transform.translation.xy(),
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},
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);
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}
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for (entity, mut boid, mut transform) in query.iter_mut() {
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let mut out_of_bounds_acceleration = Vec2::new(0.0, 0.0);
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if transform.translation.x < -x_bound / 2.0 {
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out_of_bounds_acceleration.x = 1.0;
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} else if transform.translation.x > x_bound / 2.0 {
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out_of_bounds_acceleration.x = -1.0;
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}
|
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if transform.translation.y < -y_bound / 2.0 {
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out_of_bounds_acceleration.y = 1.0;
|
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} else if transform.translation.y > y_bound / 2.0 {
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out_of_bounds_acceleration.y = -1.0;
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}
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let out_of_bounds_acceleration = out_of_bounds_acceleration.normalize_or_zero();
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let model_update = model_updates.get(&entity).unwrap();
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let boundary_force = out_of_bounds_acceleration * model_config.max_velocity;
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let separation_force = model_update.separation * model_config.separation_factor;
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let alignment_force = model_update.alignment * model_config.alignment_factor;
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let cohesion_force = model_update.cohesion * model_config.cohesion_factor;
|
||||
|
||||
// Push each boid forward along its current heading
|
||||
let self_force = boid.velocity.normalize_or_zero() * model_config.self_acceleration;
|
||||
|
||||
// Pull towards the mouse cursor or touch point
|
||||
let attraction_force = pointer.0.map_or(Vec2::ZERO, |target| {
|
||||
(target - transform.translation.xy()).normalize_or_zero()
|
||||
* model_config.attraction_force
|
||||
});
|
||||
|
||||
let acceleration = boundary_force
|
||||
+ separation_force
|
||||
+ alignment_force
|
||||
+ cohesion_force
|
||||
+ self_force
|
||||
+ attraction_force;
|
||||
boid.velocity += acceleration * dt;
|
||||
boid.velocity = boid.velocity.clamp_length_max(model_config.max_velocity);
|
||||
|
||||
transform.translation.x += boid.velocity.x * dt;
|
||||
transform.translation.y += boid.velocity.y * dt;
|
||||
transform.rotation = Quat::from_rotation_z(boid.velocity.y.atan2(boid.velocity.x));
|
||||
}
|
||||
}
|
||||
|
|
@ -1,44 +0,0 @@
|
|||
use bevy::prelude::*;
|
||||
|
||||
pub struct ConfigPlugin;
|
||||
|
||||
impl Plugin for ConfigPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.init_resource::<ModelConfig>()
|
||||
.register_type::<ModelConfig>();
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Reflect, Resource)]
|
||||
#[reflect(Resource)]
|
||||
pub struct ModelConfig {
|
||||
pub num_boids: usize,
|
||||
pub x_bound: f32,
|
||||
pub y_bound: f32,
|
||||
pub max_velocity: f32,
|
||||
pub protected_range: f32,
|
||||
pub visible_range: f32,
|
||||
pub alignment_factor: f32,
|
||||
pub cohesion_factor: f32,
|
||||
pub separation_factor: f32,
|
||||
pub self_acceleration: f32,
|
||||
pub attraction_force: f32,
|
||||
}
|
||||
|
||||
impl Default for ModelConfig {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
num_boids: 250,
|
||||
x_bound: 0.75,
|
||||
y_bound: 0.75,
|
||||
max_velocity: 250.0,
|
||||
protected_range: 20.0,
|
||||
visible_range: 230.0,
|
||||
alignment_factor: 0.3,
|
||||
cohesion_factor: 0.2,
|
||||
separation_factor: 500.0,
|
||||
self_acceleration: 100.0,
|
||||
attraction_force: 250.0,
|
||||
}
|
||||
}
|
||||
}
|
||||
177
src/main.rs
177
src/main.rs
|
|
@ -1,11 +1,35 @@
|
|||
mod boids;
|
||||
mod config;
|
||||
mod pointer;
|
||||
mod sky;
|
||||
mod spatial_grid;
|
||||
mod ui;
|
||||
use bevy::{platform::collections::HashMap, prelude::*};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
use bevy::prelude::*;
|
||||
#[derive(Reflect, Resource)]
|
||||
#[reflect(Resource)]
|
||||
struct ModelConfig {
|
||||
num_boids: usize,
|
||||
x_bound: f32,
|
||||
y_bound: f32,
|
||||
max_velocity: f32,
|
||||
protected_range: f32,
|
||||
visible_range: f32,
|
||||
alignment_factor: f32,
|
||||
cohesion_factor: f32,
|
||||
separation_factor: f32,
|
||||
}
|
||||
|
||||
impl Default for ModelConfig {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
num_boids: 50,
|
||||
x_bound: 0.7,
|
||||
y_bound: 0.7,
|
||||
max_velocity: 200.0,
|
||||
protected_range: 50.0,
|
||||
visible_range: 150.0,
|
||||
alignment_factor: 0.5,
|
||||
cohesion_factor: 0.5,
|
||||
separation_factor: 200.0,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
|
|
@ -20,15 +44,134 @@ fn main() {
|
|||
}),
|
||||
..default()
|
||||
}))
|
||||
.add_plugins((
|
||||
config::ConfigPlugin,
|
||||
pointer::PointerPlugin,
|
||||
sky::SkyPlugin,
|
||||
boids::BoidsPlugin,
|
||||
ui::ConfigUiPlugin,
|
||||
))
|
||||
.add_systems(Startup, |mut commands: Commands| {
|
||||
commands.spawn(Camera2d);
|
||||
})
|
||||
.init_resource::<ModelConfig>()
|
||||
.register_type::<ModelConfig>()
|
||||
.add_systems(Startup, setup)
|
||||
.add_systems(FixedUpdate, update_boids)
|
||||
.run();
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
struct Boid {
|
||||
velocity: Vec2,
|
||||
}
|
||||
|
||||
fn setup(
|
||||
model_config: Res<ModelConfig>,
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<ColorMaterial>>,
|
||||
) {
|
||||
let ModelConfig {
|
||||
num_boids,
|
||||
max_velocity,
|
||||
..
|
||||
} = *model_config;
|
||||
|
||||
commands.spawn(Camera2d);
|
||||
|
||||
// Triangle pointing right
|
||||
let triangle_mesh = Mesh2d(meshes.add(Triangle2d::new(
|
||||
Vec2::new(10.0, 0.0),
|
||||
Vec2::new(-3.0, 3.0),
|
||||
Vec2::new(-3.0, -3.0),
|
||||
)));
|
||||
let triangle_material = MeshMaterial2d(materials.add(Color::WHITE));
|
||||
commands.spawn_batch((0..num_boids).map(move |n| {
|
||||
let angle = 2.0 * PI / (num_boids as f32) * n as f32;
|
||||
(
|
||||
Boid {
|
||||
velocity: Vec2::from_angle(angle) * max_velocity,
|
||||
},
|
||||
triangle_mesh.clone(),
|
||||
triangle_material.clone(),
|
||||
Transform::default().rotate(Quat::from_rotation_z(angle)),
|
||||
)
|
||||
}));
|
||||
}
|
||||
|
||||
struct Model {
|
||||
separation: Vec2,
|
||||
alignment: Vec2,
|
||||
cohesion: Vec2,
|
||||
}
|
||||
|
||||
fn update_boids(
|
||||
model_config: Res<ModelConfig>,
|
||||
window: Single<&Window, With<bevy::window::PrimaryWindow>>,
|
||||
time: Res<Time<Fixed>>,
|
||||
mut query: Query<(Entity, &mut Boid, &mut Transform)>,
|
||||
) {
|
||||
let dt = time.delta_secs();
|
||||
let x_bound = window.width() * model_config.x_bound;
|
||||
let y_bound = window.height() * model_config.y_bound;
|
||||
|
||||
let mut model_updates = HashMap::new();
|
||||
for (entity, boid, transform) in query.iter() {
|
||||
let mut nb_neighbors: usize = 0;
|
||||
let mut separation = Vec2::new(0.0, 0.0);
|
||||
let mut avg_speed = Vec2::new(0.0, 0.0);
|
||||
let mut avg_pos = Vec2::new(0.0, 0.0);
|
||||
for (other_entity, other_boid, other_transform) in query.iter() {
|
||||
if entity == other_entity {
|
||||
continue;
|
||||
}
|
||||
let delta = transform.translation.xy() - other_transform.translation.xy();
|
||||
let distance = delta.length();
|
||||
if distance < model_config.protected_range {
|
||||
if distance > f32::EPSILON {
|
||||
let direction = delta / distance;
|
||||
let strength = 1.0 - distance / model_config.protected_range;
|
||||
separation += direction * strength;
|
||||
}
|
||||
} else if distance < model_config.visible_range {
|
||||
avg_speed += other_boid.velocity;
|
||||
avg_pos += other_transform.translation.xy();
|
||||
nb_neighbors += 1;
|
||||
}
|
||||
}
|
||||
if nb_neighbors > 0 {
|
||||
avg_speed /= nb_neighbors as f32;
|
||||
avg_pos /= nb_neighbors as f32;
|
||||
}
|
||||
model_updates.insert(
|
||||
entity,
|
||||
Model {
|
||||
separation,
|
||||
alignment: avg_speed - boid.velocity,
|
||||
cohesion: avg_pos - transform.translation.xy(),
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
for (entity, mut boid, mut transform) in query.iter_mut() {
|
||||
let mut out_of_bounds_acceleration = Vec2::new(0.0, 0.0);
|
||||
if transform.translation.x < -x_bound / 2.0 {
|
||||
out_of_bounds_acceleration.x = 1.0;
|
||||
} else if transform.translation.x > x_bound / 2.0 {
|
||||
out_of_bounds_acceleration.x = -1.0;
|
||||
}
|
||||
|
||||
if transform.translation.y < -y_bound / 2.0 {
|
||||
out_of_bounds_acceleration.y = 1.0;
|
||||
} else if transform.translation.y > y_bound / 2.0 {
|
||||
out_of_bounds_acceleration.y = -1.0;
|
||||
}
|
||||
let out_of_bounds_acceleration = out_of_bounds_acceleration.normalize_or_zero();
|
||||
|
||||
let model_update = model_updates.get(&entity).unwrap();
|
||||
|
||||
let boundary_force = out_of_bounds_acceleration * model_config.max_velocity;
|
||||
let separation_force = model_update.separation * model_config.separation_factor;
|
||||
let alignment_force = model_update.alignment * model_config.alignment_factor;
|
||||
let cohesion_force = model_update.cohesion * model_config.cohesion_factor;
|
||||
|
||||
let acceleration = boundary_force + separation_force + alignment_force + cohesion_force;
|
||||
boid.velocity += acceleration * dt;
|
||||
boid.velocity = boid.velocity.clamp_length_max(model_config.max_velocity);
|
||||
|
||||
transform.translation.x += boid.velocity.x * dt;
|
||||
transform.translation.y += boid.velocity.y * dt;
|
||||
transform.rotation = Quat::from_rotation_z(boid.velocity.y.atan2(boid.velocity.x));
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,28 +0,0 @@
|
|||
use bevy::{prelude::*, window::PrimaryWindow};
|
||||
|
||||
pub struct PointerPlugin;
|
||||
|
||||
impl Plugin for PointerPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.init_resource::<PointerTarget>()
|
||||
.add_systems(Update, update_pointer_target);
|
||||
}
|
||||
}
|
||||
|
||||
/// World position of the active touch or mouse cursor, if any.
|
||||
#[derive(Resource, Default)]
|
||||
pub struct PointerTarget(pub Option<Vec2>);
|
||||
|
||||
fn update_pointer_target(
|
||||
window: Single<&Window, With<PrimaryWindow>>,
|
||||
camera: Single<(&Camera, &GlobalTransform)>,
|
||||
touches: Res<Touches>,
|
||||
mut target: ResMut<PointerTarget>,
|
||||
) {
|
||||
let (camera, camera_transform) = *camera;
|
||||
// Touch and cursor positions are both in logical window pixels
|
||||
target.0 = touches
|
||||
.first_pressed_position()
|
||||
.or_else(|| window.cursor_position())
|
||||
.and_then(|position| camera.viewport_to_world_2d(camera_transform, position).ok());
|
||||
}
|
||||
51
src/sky.rs
51
src/sky.rs
|
|
@ -1,51 +0,0 @@
|
|||
use bevy::{
|
||||
prelude::*,
|
||||
render::render_resource::AsBindGroup,
|
||||
shader::ShaderRef,
|
||||
sprite_render::{Material2d, Material2dPlugin},
|
||||
window::PrimaryWindow,
|
||||
};
|
||||
|
||||
pub struct SkyPlugin;
|
||||
|
||||
impl Plugin for SkyPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_plugins(Material2dPlugin::<SkyMaterial>::default())
|
||||
.add_systems(Startup, setup_sky)
|
||||
.add_systems(Update, fit_sky_to_window);
|
||||
}
|
||||
}
|
||||
|
||||
/// Animated sky, driven by the global shader time.
|
||||
#[derive(Asset, TypePath, AsBindGroup, Clone)]
|
||||
struct SkyMaterial {}
|
||||
|
||||
impl Material2d for SkyMaterial {
|
||||
fn fragment_shader() -> ShaderRef {
|
||||
"shaders/sky.wgsl".into()
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
struct Sky;
|
||||
|
||||
fn setup_sky(
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<SkyMaterial>>,
|
||||
) {
|
||||
commands.spawn((
|
||||
Sky,
|
||||
Mesh2d(meshes.add(Rectangle::new(1.0, 1.0))),
|
||||
MeshMaterial2d(materials.add(SkyMaterial {})),
|
||||
// Behind the boids
|
||||
Transform::from_xyz(0.0, 0.0, -10.0),
|
||||
));
|
||||
}
|
||||
|
||||
fn fit_sky_to_window(
|
||||
window: Single<&Window, (With<PrimaryWindow>, Changed<Window>)>,
|
||||
mut sky: Single<&mut Transform, With<Sky>>,
|
||||
) {
|
||||
sky.scale = window.size().extend(1.0);
|
||||
}
|
||||
|
|
@ -1,44 +0,0 @@
|
|||
use bevy::{platform::collections::HashMap, prelude::*};
|
||||
|
||||
use crate::{boids::Boid, config::ModelConfig};
|
||||
|
||||
#[derive(Resource, Default)]
|
||||
pub struct SpatialGrid {
|
||||
pub cell_size: f32,
|
||||
// Maps a grid coordinate (x, y) to the boids (and their positions) in that cell
|
||||
pub cells: HashMap<(i32, i32), Vec<(Entity, Vec2)>>,
|
||||
}
|
||||
|
||||
impl SpatialGrid {
|
||||
fn cell(&self, position: Vec2) -> (i32, i32) {
|
||||
let cell = (position / self.cell_size).floor();
|
||||
(cell.x as i32, cell.y as i32)
|
||||
}
|
||||
|
||||
/// Entries in the 3x3 block of cells around `position`. With `cell_size` at
|
||||
/// least the search radius, this covers every boid within that radius.
|
||||
pub fn neighbors(&self, position: Vec2) -> impl Iterator<Item = &(Entity, Vec2)> {
|
||||
let (cx, cy) = self.cell(position);
|
||||
(cx - 1..=cx + 1)
|
||||
.flat_map(move |x| (cy - 1..=cy + 1).map(move |y| (x, y)))
|
||||
.filter_map(|key| self.cells.get(&key))
|
||||
.flatten()
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update_spatial_grid(
|
||||
model_config: Res<ModelConfig>,
|
||||
mut grid: ResMut<SpatialGrid>,
|
||||
boids: Query<(Entity, &Transform), With<Boid>>,
|
||||
) {
|
||||
grid.cell_size = model_config
|
||||
.visible_range
|
||||
.max(model_config.protected_range)
|
||||
.max(1.0);
|
||||
grid.cells.clear();
|
||||
for (entity, transform) in &boids {
|
||||
let position = transform.translation.xy();
|
||||
let cell = grid.cell(position);
|
||||
grid.cells.entry(cell).or_default().push((entity, position));
|
||||
}
|
||||
}
|
||||
146
src/ui.rs
146
src/ui.rs
|
|
@ -1,146 +0,0 @@
|
|||
use bevy::{prelude::*, reflect::structs::Struct};
|
||||
|
||||
use crate::config::ModelConfig;
|
||||
|
||||
pub struct ConfigUiPlugin;
|
||||
|
||||
impl Plugin for ConfigUiPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_systems(Startup, setup_ui).add_systems(
|
||||
Update,
|
||||
(
|
||||
toggle_panel,
|
||||
update_config_labels.run_if(resource_changed::<ModelConfig>),
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// Editable `ModelConfig` fields and the amount each -/+ click changes them by.
|
||||
const CONFIG_FIELDS: &[(&str, f32)] = &[
|
||||
("num_boids", 5.0),
|
||||
("x_bound", 0.05),
|
||||
("y_bound", 0.05),
|
||||
("max_velocity", 10.0),
|
||||
("protected_range", 5.0),
|
||||
("visible_range", 10.0),
|
||||
("alignment_factor", 0.05),
|
||||
("cohesion_factor", 0.05),
|
||||
("separation_factor", 10.0),
|
||||
("self_acceleration", 5.0),
|
||||
("attraction_force", 10.0),
|
||||
];
|
||||
|
||||
#[derive(Component)]
|
||||
struct ConfigPanel;
|
||||
|
||||
#[derive(Component)]
|
||||
struct ConfigLabel(&'static str);
|
||||
|
||||
fn read_field(config: &ModelConfig, name: &str) -> String {
|
||||
let field = config.field(name).unwrap();
|
||||
if let Some(v) = field.try_downcast_ref::<f32>() {
|
||||
format!("{v:.2}")
|
||||
} else if let Some(v) = field.try_downcast_ref::<usize>() {
|
||||
v.to_string()
|
||||
} else {
|
||||
unreachable!("unsupported ModelConfig field type for {name}")
|
||||
}
|
||||
}
|
||||
|
||||
fn step_field(config: &mut ModelConfig, name: &str, delta: f32) {
|
||||
let field = config.field_mut(name).unwrap();
|
||||
if let Some(v) = field.try_downcast_mut::<f32>() {
|
||||
*v = (*v + delta).max(0.0);
|
||||
} else if let Some(v) = field.try_downcast_mut::<usize>() {
|
||||
*v = v.saturating_add_signed(delta as isize);
|
||||
}
|
||||
}
|
||||
|
||||
fn setup_ui(mut commands: Commands, model_config: Res<ModelConfig>) {
|
||||
let font = TextFont::from_font_size(14.0);
|
||||
commands
|
||||
.spawn((
|
||||
Node {
|
||||
position_type: PositionType::Absolute,
|
||||
top: px(10),
|
||||
left: px(10),
|
||||
padding: UiRect::all(px(8)),
|
||||
display: Display::Grid,
|
||||
// name, -, value, +
|
||||
grid_template_columns: vec![RepeatedGridTrack::auto(4)],
|
||||
row_gap: px(4),
|
||||
column_gap: px(6),
|
||||
align_items: AlignItems::Center,
|
||||
border_radius: BorderRadius::all(px(6)),
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(Color::srgba(0.0, 0.0, 0.0, 0.6)),
|
||||
Visibility::Hidden,
|
||||
ConfigPanel,
|
||||
))
|
||||
.with_children(|panel| {
|
||||
for &(name, step) in CONFIG_FIELDS {
|
||||
panel.spawn((Text::new(name), font.clone()));
|
||||
spawn_step_button(panel, "-", name, -step, &font);
|
||||
panel.spawn((
|
||||
Text::new(read_field(&model_config, name)),
|
||||
font.clone(),
|
||||
TextLayout::justify(Justify::Center),
|
||||
Node {
|
||||
min_width: px(60),
|
||||
..default()
|
||||
},
|
||||
ConfigLabel(name),
|
||||
));
|
||||
spawn_step_button(panel, "+", name, step, &font);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
fn spawn_step_button(
|
||||
parent: &mut ChildSpawnerCommands,
|
||||
label: &str,
|
||||
field: &'static str,
|
||||
delta: f32,
|
||||
font: &TextFont,
|
||||
) {
|
||||
parent
|
||||
.spawn((
|
||||
Button,
|
||||
Node {
|
||||
width: px(22),
|
||||
height: px(22),
|
||||
justify_content: JustifyContent::Center,
|
||||
align_items: AlignItems::Center,
|
||||
border_radius: BorderRadius::all(px(4)),
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(Color::srgb(0.25, 0.25, 0.4)),
|
||||
children![(Text::new(label), font.clone())],
|
||||
))
|
||||
.observe(
|
||||
move |_: On<Pointer<Click>>, mut config: ResMut<ModelConfig>| {
|
||||
step_field(&mut config, field, delta);
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
/// Shows or hides the config panel when M is pressed.
|
||||
fn toggle_panel(
|
||||
keys: Res<ButtonInput<KeyCode>>,
|
||||
mut panel: Single<&mut Visibility, With<ConfigPanel>>,
|
||||
) {
|
||||
if keys.just_pressed(KeyCode::KeyM) {
|
||||
panel.toggle_visible_hidden();
|
||||
}
|
||||
}
|
||||
|
||||
fn update_config_labels(
|
||||
model_config: Res<ModelConfig>,
|
||||
mut labels: Query<(&ConfigLabel, &mut Text)>,
|
||||
) {
|
||||
for (label, mut text) in &mut labels {
|
||||
text.0 = read_field(&model_config, label.0);
|
||||
}
|
||||
}
|
||||
Loading…
Reference in a new issue