我正在用Bevy做一个小的boids玩具,每个boid的速度/加速度取决于它周围boid的位置和速度值。这意味着对于每个boid,我想运行一些依赖于其他boid的子集的逻辑。
这看起来像是一个嵌套的for循环:
for boid in boids {
for other_boid in boids {
if boid.id == other_boid.id {
continue;
}
if boid.position.distance_to(other_boid.position) < PERCEPTION_DISTANCE {
// change boid's velocity / acceleration
}
}
}但是,我不确定如何使用Bevy中的查询来做到这一点。假设我有一个系统move_boids
fn move_boids(mut query: Query<&Boid>) {
for boid in &mut query.iter() {
// I can't iterate over *other* boids here
}
}我得到一个类似这样的错误,因为我在两个循环中都可变地借用了query:
error[E0499]: cannot borrow `query` as mutable more than once at a time
--> src\main.rs:10:32
|
10 | for boid in &mut query.iter() {
| ------------
| | |
| | ... and the first borrow might be used here, when that temporary is dropped and runs the `Drop` code for type `bevy::bevy_ecs::system::query::QueryBorrow`
| first mutable borrow occurs here
| a temporary with access to the first borrow is created here ...
...
11 | for other_boid in &mut query.iter() {}
| ^^^^^ second mutable borrow occurs here我不能对同一查询进行嵌套迭代,因此我不确定获取每个boid周围boid信息的最佳方法。我是否应该将第一个查询中的每个boid的位置和速度信息复制到一个HashMap<Entity, BoidData>中,然后在其中进行查找?我还能做些什么更地道的事吗?
发布于 2020-09-10 06:37:05
所以我想出了一个非常不优雅的答案,我不确定它是否适用于boids。由于在同一个作用域中有两个可变引用,所以您尝试做的事情将不起作用。
我能够获得其他boids,并使用ids的Vec<u128>对它们进行比较。我不会使用hashmap,因为我听说他们有较慢的查找速度,但我还没有尝试过。
我假设在我的示例中存在恒定数量的boid,但您可以只使用boid向量的长度。我还为我的示例构造了一个随机的boid结构,并使用了rand。
const NUM_BOIDS: u32 = 10;
struct Boids(Vec<u128>);
struct Boid {
position: f32,
velocity: f32,
}
fn main() {
App::build()
...
.add_resource(Boids(Vec::new()))
...
}
fn setup(mut commands: Commands, mut boids: ResMut<Boids>) {
let mut rng = rand::thread_rng();
for i in 0..10 {
// create 10 boids, and add there id's to the boids vec
if let Some(entity) = commands
.spawn((Boid {
position: rng.gen_range(0.0, 100.0),
velocity: rng.gen_range(0.0, 25.0),
},))
.current_entity()
{
boids.0.push(entity.id());
};
}
}
fn get_boids(mut boids: ResMut<Boids>, mut query: Query<(Entity, &mut Boid)>) {
// go through all the boid ids
for (i, boid_id) in boids.0.iter().enumerate() {
// go through a second time
for j in 0..NUM_BOIDS {
// this gets the next boid id unless its at the end
let other_boid_id = match boids.0.get(j as usize..(j as usize + 1)) {
Some(e) => e,
None => {
continue;
}
};
// skip if it is the same boid
if *boid_id == other_boid_id[0] {
continue;
}
// since you can't have two mutable references at the same time
// this gets the positions so those can be compared
// and if the statement is true, a mutable reference can be gotten again.
let mut first_position = 0.0;
{
let en = Entity::from_id(*boid_id);
let first_boid: RefMut<Boid> = query.get_mut::<Boid>(en).unwrap();
first_position = first_boid.position.clone();
}
let mut second_position = 0.0;
{
let en2 = Entity::from_id(other_boid_id[0]);
let second_boid: RefMut<Boid> = query.get_mut::<Boid>(en2).unwrap();
second_position = second_boid.position.clone();
}
if first_position - second_position < 0.001 {
let en = Entity::from_id(*boid_id);
let mut first_boid: RefMut<Boid> = query.get_mut::<Boid>(en).unwrap();
first_boid.velocity = 15.0;
}
}
}
}https://stackoverflow.com/questions/63768244
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