bevy/crates/bevy_math/src/lib.rs

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//! Provides math types and functionality for the Bevy game engine.
//!
//! The commonly used types are vectors like [`Vec2`] and [`Vec3`],
//! matrices like [`Mat2`], [`Mat3`] and [`Mat4`] and orientation representations
//! like [`Quat`].
#![warn(missing_docs)]
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Add Beziers to `bevy_math` (#7653) # Objective - Adds foundational math for Bezier curves, useful for UI/2D/3D animation and smooth paths. https://user-images.githubusercontent.com/2632925/218883143-e138f994-1795-40da-8c59-21d779666991.mp4 ## Solution - Adds the generic `Bezier` type, and a `Point` trait. The `Point` trait allows us to use control points of any dimension, as long as they support vector math. I've implemented it for `f32`(1D), `Vec2`(2D), and `Vec3`/`Vec3A`(3D). - Adds `CubicBezierEasing` on top of `Bezier` with the addition of an implementation of cubic Bezier easing, which is a foundational tool for UI animation. - This involves solving for $t$ in the parametric Bezier function $B(t)$ using the Newton-Raphson method to find a value with error $\leq$ 1e-7, capped at 8 iterations. - Added type aliases for common Bezier curves: `CubicBezier2d`, `CubicBezier3d`, `QuadraticBezier2d`, and `QuadraticBezier3d`. These types use `Vec3A` to represent control points, as this was found to have an 80-90% speedup over using `Vec3`. - Benchmarking shows quadratic/cubic Bezier evaluations $B(t)$ take \~1.8/2.4ns respectively. Easing, which requires an iterative solve takes \~50ns for cubic Beziers. --- ## Changelog - Added `CubicBezier2d`, `CubicBezier3d`, `QuadraticBezier2d`, and `QuadraticBezier3d` types with methods for sampling position, velocity, and acceleration. The generic `Bezier` type is also available, and generic over any degree of Bezier curve. - Added `CubicBezierEasing`, with additional methods to allow for smooth easing animations.
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mod bezier;
mod ray;
Move `sprite::Rect` into `bevy_math` (#5686) # Objective Promote the `Rect` utility of `sprite::Rect`, which defines a rectangle by its minimum and maximum corners, to the `bevy_math` crate to make it available as a general math type to all crates without the need to depend on the `bevy_sprite` crate. Fixes #5575 ## Solution Move `sprite::Rect` into `bevy_math` and fix all uses. Implement `Reflect` for `Rect` directly into the `bevy_reflect` crate by having `bevy_reflect` depend on `bevy_math`. This looks like a new dependency, but the `bevy_reflect` was "cheating" for other math types by directly depending on `glam` to reflect other math types, thereby giving the illusion that there was no dependency on `bevy_math`. In practice conceptually Bevy's math types are reflected into the `bevy_reflect` crate to avoid a dependency of that crate to a "lower level" utility crate like `bevy_math` (which in turn would make `bevy_reflect` be a dependency of most other crates, and increase the risk of circular dependencies). So this change simply formalizes that dependency in `Cargo.toml`. The `Rect` struct is also augmented in this change with a collection of utility methods to improve its usability. A few uses cases are updated to use those new methods, resulting is more clear and concise syntax. --- ## Changelog ### Changed - Moved the `sprite::Rect` type into `bevy_math`. ### Added - Added several utility methods to the `math::Rect` type. ## Migration Guide The `bevy::sprite::Rect` type moved to the math utility crate as `bevy::math::Rect`. You should change your imports from `use bevy::sprite::Rect` to `use bevy::math::Rect`.
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mod rect;
Add Beziers to `bevy_math` (#7653) # Objective - Adds foundational math for Bezier curves, useful for UI/2D/3D animation and smooth paths. https://user-images.githubusercontent.com/2632925/218883143-e138f994-1795-40da-8c59-21d779666991.mp4 ## Solution - Adds the generic `Bezier` type, and a `Point` trait. The `Point` trait allows us to use control points of any dimension, as long as they support vector math. I've implemented it for `f32`(1D), `Vec2`(2D), and `Vec3`/`Vec3A`(3D). - Adds `CubicBezierEasing` on top of `Bezier` with the addition of an implementation of cubic Bezier easing, which is a foundational tool for UI animation. - This involves solving for $t$ in the parametric Bezier function $B(t)$ using the Newton-Raphson method to find a value with error $\leq$ 1e-7, capped at 8 iterations. - Added type aliases for common Bezier curves: `CubicBezier2d`, `CubicBezier3d`, `QuadraticBezier2d`, and `QuadraticBezier3d`. These types use `Vec3A` to represent control points, as this was found to have an 80-90% speedup over using `Vec3`. - Benchmarking shows quadratic/cubic Bezier evaluations $B(t)$ take \~1.8/2.4ns respectively. Easing, which requires an iterative solve takes \~50ns for cubic Beziers. --- ## Changelog - Added `CubicBezier2d`, `CubicBezier3d`, `QuadraticBezier2d`, and `QuadraticBezier3d` types with methods for sampling position, velocity, and acceleration. The generic `Bezier` type is also available, and generic over any degree of Bezier curve. - Added `CubicBezierEasing`, with additional methods to allow for smooth easing animations.
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pub use bezier::{
generic as generic_bezier, Bezier, CubicBezier2d, CubicBezier3d, CubicBezierEasing,
QuadraticBezier2d, QuadraticBezier3d,
};
pub use ray::Ray;
Move `sprite::Rect` into `bevy_math` (#5686) # Objective Promote the `Rect` utility of `sprite::Rect`, which defines a rectangle by its minimum and maximum corners, to the `bevy_math` crate to make it available as a general math type to all crates without the need to depend on the `bevy_sprite` crate. Fixes #5575 ## Solution Move `sprite::Rect` into `bevy_math` and fix all uses. Implement `Reflect` for `Rect` directly into the `bevy_reflect` crate by having `bevy_reflect` depend on `bevy_math`. This looks like a new dependency, but the `bevy_reflect` was "cheating" for other math types by directly depending on `glam` to reflect other math types, thereby giving the illusion that there was no dependency on `bevy_math`. In practice conceptually Bevy's math types are reflected into the `bevy_reflect` crate to avoid a dependency of that crate to a "lower level" utility crate like `bevy_math` (which in turn would make `bevy_reflect` be a dependency of most other crates, and increase the risk of circular dependencies). So this change simply formalizes that dependency in `Cargo.toml`. The `Rect` struct is also augmented in this change with a collection of utility methods to improve its usability. A few uses cases are updated to use those new methods, resulting is more clear and concise syntax. --- ## Changelog ### Changed - Moved the `sprite::Rect` type into `bevy_math`. ### Added - Added several utility methods to the `math::Rect` type. ## Migration Guide The `bevy::sprite::Rect` type moved to the math utility crate as `bevy::math::Rect`. You should change your imports from `use bevy::sprite::Rect` to `use bevy::math::Rect`.
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pub use rect::Rect;
/// The `bevy_math` prelude.
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pub mod prelude {
#[doc(hidden)]
pub use crate::{
Add Beziers to `bevy_math` (#7653) # Objective - Adds foundational math for Bezier curves, useful for UI/2D/3D animation and smooth paths. https://user-images.githubusercontent.com/2632925/218883143-e138f994-1795-40da-8c59-21d779666991.mp4 ## Solution - Adds the generic `Bezier` type, and a `Point` trait. The `Point` trait allows us to use control points of any dimension, as long as they support vector math. I've implemented it for `f32`(1D), `Vec2`(2D), and `Vec3`/`Vec3A`(3D). - Adds `CubicBezierEasing` on top of `Bezier` with the addition of an implementation of cubic Bezier easing, which is a foundational tool for UI animation. - This involves solving for $t$ in the parametric Bezier function $B(t)$ using the Newton-Raphson method to find a value with error $\leq$ 1e-7, capped at 8 iterations. - Added type aliases for common Bezier curves: `CubicBezier2d`, `CubicBezier3d`, `QuadraticBezier2d`, and `QuadraticBezier3d`. These types use `Vec3A` to represent control points, as this was found to have an 80-90% speedup over using `Vec3`. - Benchmarking shows quadratic/cubic Bezier evaluations $B(t)$ take \~1.8/2.4ns respectively. Easing, which requires an iterative solve takes \~50ns for cubic Beziers. --- ## Changelog - Added `CubicBezier2d`, `CubicBezier3d`, `QuadraticBezier2d`, and `QuadraticBezier3d` types with methods for sampling position, velocity, and acceleration. The generic `Bezier` type is also available, and generic over any degree of Bezier curve. - Added `CubicBezierEasing`, with additional methods to allow for smooth easing animations.
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BVec2, BVec3, BVec4, Bezier, CubicBezier2d, CubicBezier3d, CubicBezierEasing, EulerRot,
IVec2, IVec3, IVec4, Mat2, Mat3, Mat4, QuadraticBezier2d, QuadraticBezier3d, Quat, Ray,
Rect, UVec2, UVec3, UVec4, Vec2, Vec3, Vec4,
};
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}
pub use glam::*;