| Name | Message | Date |
|---|---|---|
| 📄 bunny.rs | 1 month ago | |
| 📄 heart.rs | 1 month ago | |
| 📄 locator.rs | 1 month ago | |
| 📄 mod.rs | 1 month ago |
📄
src/bunnies/bunny.rs
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use std::{ops::DerefMut, time::Duration}; use bevy::{ app::{App, Startup, Update}, asset::{AssetServer, Assets}, ecs::{ component::Component, entity::Entity, query::{With, Without}, system::{Commands, In, Query, Res, ResMut, Single}, }, gltf::GltfAssetLabel, math::{Dir3, Vec3, primitives::Cuboid}, mesh::{Mesh, Mesh3d, MeshBuilder, Meshable}, scene::SceneRoot, time::Time, transform::components::Transform, }; use rand::RngExt; use crate::{ Rng, bunnies::{ heart::{add_heart_system, spawn_heart}, locator::Locator, }, dog::Dog, obstacles::Obstacles, }; pub(super) fn add_bunny_systems(app: &mut App) -> &mut App { app.add_systems(Startup, setup) .add_systems(Update, (calculate, jump, look_for_partner, breed)); add_heart_system(app) } #[derive(Component)] pub(super) struct Bunny; #[derive(Component)] enum JumpState { Jumping { from: Vec3, to: Vec3 }, Cooldown { ready: Duration }, } #[derive(Component)] enum Breeding { Initiator { done: Duration, mid_point: Vec3 }, Partner { done: Duration }, } const BUNNY_COUNT: usize = 5; const DETECTION_DISTANCE: f32 = 5.0; const SHORT_JUMP_DISTANCE: f32 = 1.0; const LONG_JUMP_DISTANCE: f32 = 3.0; const BREED_DISTANCE: f32 = 3.0; const BREED_PROBABILITY: f64 = 0.05; const BREEDING_DURATION: f64 = 1.0; const LONE_JUMPS_PER_SECOND: f64 = 1.0; const COLLECTIVE_JUMPS_PER_SECOND: f64 = 1.0; const JUMP_HEIGHT: f32 = 1.0; const JUMP_COOLDOWN: f32 = 0.05; const DESIRED_SPEED: f32 = 10.0; const SPEED: f32 = LONG_JUMP_DISTANCE / (LONG_JUMP_DISTANCE / DESIRED_SPEED - JUMP_COOLDOWN); fn setup( mut commands: Commands, asset_server: Res<AssetServer>, mut meshes: ResMut<Assets<Mesh>>, mut rng: ResMut<Rng>, ) { let model = asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/cube-pets/animal-bunny.glb")); let mesh = meshes.add(Cuboid::from_length(2.0).mesh().build()); for _ in 0..BUNNY_COUNT { commands.spawn(( SceneRoot(model.clone()), Transform::from_xyz( rng.random_range(-15.0..=15.0), 0.0, rng.random_range(-15.0..=15.0), ), Mesh3d(mesh.clone()), Bunny, )); } } type IdleBunniesQuery<'w, 's, 't> = Query< 'w, 's, (Entity, &'t mut Transform), (With<Bunny>, Without<JumpState>, Without<Breeding>), >; fn calculate( mut commands: Commands, time: Res<Time>, locator: Res<Locator>, dog: Single<&Transform, (With<Dog>, Without<Bunny>)>, mut bunnies: IdleBunniesQuery, mut obstacles: Obstacles, mut rng: ResMut<Rng>, ) { bunnies.iter_mut().for_each(|(bunny, mut bunny_transform)| { calculate_next_move( &mut commands, &time, &locator, &dog, &mut bunny_transform, bunny, &mut obstacles, &mut rng, ); }); } fn calculate_next_move( commands: &mut Commands, time: &Time, locator: &Locator, dog: &Transform, bunny_transform: &mut Transform, bunny: Entity, obstacles: &mut Obstacles, rng: &mut Rng, ) { if let Some(direction) = is_dog_nearby(dog, bunny_transform) { jump_away_from_dog(commands, bunny_transform, bunny, obstacles, direction); } else if let Some(nearby_bunnies) = is_near_others(locator, bunny, bunny_transform) { jump_with_others( commands, time, obstacles, bunny, bunny_transform, nearby_bunnies, rng, ); } else { jump_alone(commands, time, obstacles, bunny, bunny_transform, rng); } } fn is_dog_nearby(dog: &Transform, bunny_transform: &mut Transform) -> Option<Vec3> { let direction = bunny_transform.translation - dog.translation; if direction.length_squared() > DETECTION_DISTANCE * DETECTION_DISTANCE { return None; } Some(direction) } fn jump_away_from_dog( commands: &mut Commands, bunny_transform: &mut Transform, bunny: Entity, obstacles: &mut Obstacles, direction: Vec3, ) { let dog_direction = direction.with_y(0.0).normalize(); let Some(to) = obstacles.avoid( bunny_transform.translation, bunny_transform.translation + dog_direction * LONG_JUMP_DISTANCE, ) else { return; }; start_jump(commands, bunny, bunny_transform, to); } fn is_near_others( locator: &Locator, bunny: Entity, bunny_transform: &Transform, ) -> Option<Vec<(Entity, (Vec3, Dir3))>> { let nearby_bunnies = locator.get_nearby(bunny, bunny_transform.translation, DETECTION_DISTANCE); if nearby_bunnies.is_empty() { None } else { Some(nearby_bunnies) } } fn jump_with_others( commands: &mut Commands, time: &Time, obstacles: &mut Obstacles, bunny: Entity, bunny_transform: &mut Transform, nearby_bunnies: Vec<(Entity, (Vec3, Dir3))>, rng: &mut Rng, ) { if !rng.random_bool((COLLECTIVE_JUMPS_PER_SECOND * time.delta_secs_f64()).clamp(0.0, 1.0)) { return; } let average_direction = calculate_average_direction(nearby_bunnies); let Some(to) = obstacles.avoid( bunny_transform.translation, bunny_transform.translation + average_direction * SHORT_JUMP_DISTANCE, ) else { return; }; start_jump(commands, bunny, bunny_transform, to); fn calculate_average_direction(nearby_bunnies: Vec<(Entity, (Vec3, Dir3))>) -> Vec3 { let (sin, cos) = nearby_bunnies .iter() .skip(1) .fold((0.0, 0.0), |a, (_, (_, d))| { let angle = d.angle_between(Vec3::Z); (a.0 + angle.sin(), a.1 + angle.cos()) }); let average_angle = sin.atan2(cos); let average_direction = Dir3::Z.rotate_y(average_angle); average_direction } } fn jump_alone( commands: &mut Commands, time: &Time, obstacles: &mut Obstacles, bunny: Entity, bunny_transform: &mut Transform, rng: &mut Rng, ) { if !rng.random_bool((LONE_JUMPS_PER_SECOND * time.delta_secs_f64()).clamp(0.0, 1.0)) { return; } let angle = rng.random_range(-std::f32::consts::PI..=std::f32::consts::PI); let direction = Dir3::Z.rotate_y(angle); let Some(to) = obstacles.avoid( bunny_transform.translation, bunny_transform.translation + direction * LONG_JUMP_DISTANCE, ) else { return; }; start_jump(commands, bunny, bunny_transform, to); } fn start_jump(commands: &mut Commands, bunny: Entity, bunny_transform: &mut Transform, to: Vec3) { commands.entity(bunny).insert(JumpState::Jumping { from: bunny_transform.translation, to, }); bunny_transform.look_to(-(to - bunny_transform.translation), Vec3::Y); } fn jump( mut commands: Commands, time: Res<Time>, mut bunnies: Query<(Entity, &mut Transform, &mut JumpState), With<Bunny>>, ) { bunnies.iter_mut().for_each( |(bunny, mut bunny_transform, ref mut jump_state)| match jump_state.deref_mut() { JumpState::Jumping { from, to } => { let from = *from; let to = *to; animate_jumping( &time, &mut bunny_transform, jump_state.deref_mut(), from, to, ) } JumpState::Cooldown { ready } => { let ready = *ready; cooldown(&mut commands, &time, bunny, ready); } }, ); } fn animate_jumping( time: &Time, bunny_transform: &mut Transform, jump_state: &mut JumpState, from: Vec3, to: Vec3, ) { let current = bunny_transform.translation.with_y(to.y); let direction = to - current; let delta = SPEED * time.delta_secs(); let (direction, length) = direction.normalize_and_length(); if length <= delta { bunny_transform.translation = to; *jump_state = JumpState::Cooldown { ready: time.elapsed() + Duration::from_secs_f32(JUMP_COOLDOWN), }; return; } let next = current + direction.normalize() * delta; let total_distance = from.distance(to); bunny_transform.translation = next + Vec3::Y * JUMP_HEIGHT * (std::f32::consts::PI * from.distance(next) / total_distance).sin(); } fn cooldown(commands: &mut Commands, time: &Time, bunny: Entity, ready: Duration) { if time.elapsed() >= ready { commands.entity(bunny).remove::<JumpState>(); } } fn look_for_partner( mut commands: Commands, bunnies: IdleBunniesQuery, time: Res<Time>, locator: Res<Locator>, mut rng: ResMut<Rng>, ) { bunnies.iter().for_each(|(bunny, bunny_transform)| { if !rng.random_bool((time.delta_secs_f64() * BREED_PROBABILITY).clamp(0.0, 1.0)) { return; } let Some((partner, _)) = locator .get_nearby(bunny, bunny_transform.translation, BREED_DISTANCE) .drain(..) .find(|(_, (p, _))| bunny_transform.translation.x < p.x) else { return; }; commands.run_system_cached_with(start_breeding, (bunny, partner)); }); } fn start_breeding( In((a, b)): In<(Entity, Entity)>, mut commands: Commands, time: Res<Time>, mut transforms: Query<&mut Transform>, ) { let Ok([mut a_transform, mut b_transform]) = transforms.get_many_mut([a, b]) else { return; }; let mid_point = (a_transform.translation + b_transform.translation) / 2.0; let breeding_duration = Duration::from_secs_f64(BREEDING_DURATION); let done = time.elapsed() + breeding_duration; let dir = a_transform.translation - b_transform.translation; a_transform.look_to(dir, Vec3::Y); let dir = b_transform.translation - a_transform.translation; b_transform.look_to(dir, Vec3::Y); commands .entity(a) .insert(Breeding::Initiator { done, mid_point }); commands.entity(b).insert(Breeding::Partner { done }); commands.run_system_cached_with(spawn_heart, (mid_point, breeding_duration)); } fn breed( mut commands: Commands, time: Res<Time>, bunnies: Query<(Entity, &Breeding, &SceneRoot, &Mesh3d), With<Bunny>>, ) { bunnies .iter() .for_each(|(bunny, breeding, model, mesh)| match breeding { Breeding::Initiator { done, mid_point } => { if time.elapsed() < *done { return; } commands.entity(bunny).remove::<Breeding>(); commands.spawn(( model.clone(), Transform::from_translation(*mid_point), mesh.clone(), Bunny, )); } Breeding::Partner { done } => { if time.elapsed() < *done { return; } commands.entity(bunny).remove::<Breeding>(); } }); }