bevy/examples/2d/mesh2d_arcs.rs

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//! Demonstrates UV mappings of the [`CircularSector`] and [`CircularSegment`] primitives.
//!
//! Also draws the bounding boxes and circles of the primitives.
Add `core` and `alloc` over `std` Lints (#15281) # Objective - Fixes #6370 - Closes #6581 ## Solution - Added the following lints to the workspace: - `std_instead_of_core` - `std_instead_of_alloc` - `alloc_instead_of_core` - Used `cargo +nightly fmt` with [item level use formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A) to split all `use` statements into single items. - Used `cargo clippy --workspace --all-targets --all-features --fix --allow-dirty` to _attempt_ to resolve the new linting issues, and intervened where the lint was unable to resolve the issue automatically (usually due to needing an `extern crate alloc;` statement in a crate root). - Manually removed certain uses of `std` where negative feature gating prevented `--all-features` from finding the offending uses. - Used `cargo +nightly fmt` with [crate level use formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A) to re-merge all `use` statements matching Bevy's previous styling. - Manually fixed cases where the `fmt` tool could not re-merge `use` statements due to conditional compilation attributes. ## Testing - Ran CI locally ## Migration Guide The MSRV is now 1.81. Please update to this version or higher. ## Notes - This is a _massive_ change to try and push through, which is why I've outlined the semi-automatic steps I used to create this PR, in case this fails and someone else tries again in the future. - Making this change has no impact on user code, but does mean Bevy contributors will be warned to use `core` and `alloc` instead of `std` where possible. - This lint is a critical first step towards investigating `no_std` options for Bevy. --------- Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-09-27 00:59:59 +00:00
use std::f32::consts::FRAC_PI_2;
use bevy::{
color::palettes::css::{BLUE, DARK_SLATE_GREY, RED},
Refactor Bounded2d/Bounded3d to use isometries (#14485) # Objective Previously, this area of bevy_math used raw translation and rotations to encode isometries, which did not exist earlier. The goal of this PR is to make the codebase of bevy_math more harmonious by using actual isometries (`Isometry2d`/`Isometry3d`) in these places instead — this will hopefully make the interfaces more digestible for end-users, in addition to facilitating conversions. For instance, together with the addition of #14478, this means that a bounding box for a collider with an isometric `Transform` can be computed as ```rust collider.aabb_3d(collider_transform.to_isometry()) ``` instead of using manual destructuring. ## Solution - The traits `Bounded2d` and `Bounded3d` now use `Isometry2d` and `Isometry3d` (respectively) instead of `translation` and `rotation` parameters; e.g.: ```rust /// A trait with methods that return 3D bounding volumes for a shape. pub trait Bounded3d { /// Get an axis-aligned bounding box for the shape translated and rotated by the given isometry. fn aabb_3d(&self, isometry: Isometry3d) -> Aabb3d; /// Get a bounding sphere for the shape translated and rotated by the given isometry. fn bounding_sphere(&self, isometry: Isometry3d) -> BoundingSphere; } ``` - Similarly, the `from_point_cloud` constructors for axis-aligned bounding boxes and bounding circles/spheres now take isometries instead of separate `translation` and `rotation`; e.g.: ```rust /// Computes the smallest [`Aabb3d`] containing the given set of points, /// transformed by the rotation and translation of the given isometry. /// /// # Panics /// /// Panics if the given set of points is empty. #[inline(always)] pub fn from_point_cloud( isometry: Isometry3d, points: impl Iterator<Item = impl Into<Vec3A>>, ) -> Aabb3d { //... } ``` This has a couple additional results: 1. The end-user no longer interacts directly with `Into<Vec3A>` or `Into<Rot2>` parameters; these conversions all happen earlier now, inside the isometry types. 2. Similarly, almost all intermediate `Vec3 -> Vec3A` conversions have been eliminated from the `Bounded3d` implementations for primitives. This probably has some performance benefit, but I have not measured it as of now. ## Testing Existing unit tests help ensure that nothing has been broken in the refactor. --- ## Migration Guide The `Bounded2d` and `Bounded3d` traits now take `Isometry2d` and `Isometry3d` parameters (respectively) instead of separate translation and rotation arguments. Existing calls to `aabb_2d`, `bounding_circle`, `aabb_3d`, and `bounding_sphere` will have to be changed to use isometries instead. A straightforward conversion is to refactor just by calling `Isometry2d/3d::new`, as follows: ```rust // Old: let aabb = my_shape.aabb_2d(my_translation, my_rotation); // New: let aabb = my_shape.aabb_2d(Isometry2d::new(my_translation, my_rotation)); ``` However, if the old translation and rotation are 3d translation/rotations originating from a `Transform` or `GlobalTransform`, then `to_isometry` may be used instead. For example: ```rust // Old: let bounding_sphere = my_shape.bounding_sphere(shape_transform.translation, shape_transform.rotation); // New: let bounding_sphere = my_shape.bounding_sphere(shape_transform.to_isometry()); ``` This discussion also applies to the `from_point_cloud` construction method of `Aabb2d`/`BoundingCircle`/`Aabb3d`/`BoundingSphere`, which has similarly been altered to use isometries.
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math::{
bounding::{Bounded2d, BoundingVolume},
Isometry2d,
},
prelude::*,
render::mesh::{CircularMeshUvMode, CircularSectorMeshBuilder, CircularSegmentMeshBuilder},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(
Update,
(
draw_bounds::<CircularSector>,
draw_bounds::<CircularSegment>,
),
)
.run();
}
#[derive(Component, Debug)]
struct DrawBounds<Shape: Bounded2d + Send + Sync + 'static>(Shape);
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
let material = materials.add(asset_server.load("branding/icon.png"));
commands.spawn(Camera2dBundle {
camera: Camera {
clear_color: ClearColorConfig::Custom(DARK_SLATE_GREY.into()),
..default()
},
..default()
});
const UPPER_Y: f32 = 50.0;
const LOWER_Y: f32 = -50.0;
const FIRST_X: f32 = -450.0;
const OFFSET: f32 = 100.0;
const NUM_SLICES: i32 = 8;
// This draws NUM_SLICES copies of the Bevy logo as circular sectors and segments,
// with successively larger angles up to a complete circle.
for i in 0..NUM_SLICES {
let fraction = (i + 1) as f32 / NUM_SLICES as f32;
let sector = CircularSector::from_turns(40.0, fraction);
// We want to rotate the circular sector so that the sectors appear clockwise from north.
// We must rotate it both in the Transform and in the mesh's UV mappings.
let sector_angle = -sector.half_angle();
let sector_mesh =
CircularSectorMeshBuilder::new(sector).uv_mode(CircularMeshUvMode::Mask {
angle: sector_angle,
});
commands.spawn((
Migrate meshes and materials to required components (#15524) # Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material: ![Näyttökuva 2024-09-29 181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a) ![Näyttökuva 2024-09-29 181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909) Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
Mesh2d(meshes.add(sector_mesh)),
MeshMaterial2d(material.clone()),
Transform {
translation: Vec3::new(FIRST_X + OFFSET * i as f32, 2.0 * UPPER_Y, 0.0),
rotation: Quat::from_rotation_z(sector_angle),
..default()
},
DrawBounds(sector),
));
let segment = CircularSegment::from_turns(40.0, fraction);
// For the circular segment, we will draw Bevy charging forward, which requires rotating the
// shape and texture by 90 degrees.
//
// Note that this may be unintuitive; it may feel like we should rotate the texture by the
// opposite angle to preserve the orientation of Bevy. But the angle is not the angle of the
// texture itself, rather it is the angle at which the vertices are mapped onto the texture.
// so it is the negative of what you might otherwise expect.
let segment_angle = -FRAC_PI_2;
let segment_mesh =
CircularSegmentMeshBuilder::new(segment).uv_mode(CircularMeshUvMode::Mask {
angle: -segment_angle,
});
commands.spawn((
Migrate meshes and materials to required components (#15524) # Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material: ![Näyttökuva 2024-09-29 181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a) ![Näyttökuva 2024-09-29 181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909) Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
Mesh2d(meshes.add(segment_mesh)),
MeshMaterial2d(material.clone()),
Transform {
translation: Vec3::new(FIRST_X + OFFSET * i as f32, LOWER_Y, 0.0),
rotation: Quat::from_rotation_z(segment_angle),
..default()
},
DrawBounds(segment),
));
}
}
fn draw_bounds<Shape: Bounded2d + Send + Sync + 'static>(
q: Query<(&DrawBounds<Shape>, &GlobalTransform)>,
mut gizmos: Gizmos,
) {
for (shape, transform) in &q {
let (_, rotation, translation) = transform.to_scale_rotation_translation();
let translation = translation.truncate();
let rotation = rotation.to_euler(EulerRot::XYZ).2;
Refactor Bounded2d/Bounded3d to use isometries (#14485) # Objective Previously, this area of bevy_math used raw translation and rotations to encode isometries, which did not exist earlier. The goal of this PR is to make the codebase of bevy_math more harmonious by using actual isometries (`Isometry2d`/`Isometry3d`) in these places instead — this will hopefully make the interfaces more digestible for end-users, in addition to facilitating conversions. For instance, together with the addition of #14478, this means that a bounding box for a collider with an isometric `Transform` can be computed as ```rust collider.aabb_3d(collider_transform.to_isometry()) ``` instead of using manual destructuring. ## Solution - The traits `Bounded2d` and `Bounded3d` now use `Isometry2d` and `Isometry3d` (respectively) instead of `translation` and `rotation` parameters; e.g.: ```rust /// A trait with methods that return 3D bounding volumes for a shape. pub trait Bounded3d { /// Get an axis-aligned bounding box for the shape translated and rotated by the given isometry. fn aabb_3d(&self, isometry: Isometry3d) -> Aabb3d; /// Get a bounding sphere for the shape translated and rotated by the given isometry. fn bounding_sphere(&self, isometry: Isometry3d) -> BoundingSphere; } ``` - Similarly, the `from_point_cloud` constructors for axis-aligned bounding boxes and bounding circles/spheres now take isometries instead of separate `translation` and `rotation`; e.g.: ```rust /// Computes the smallest [`Aabb3d`] containing the given set of points, /// transformed by the rotation and translation of the given isometry. /// /// # Panics /// /// Panics if the given set of points is empty. #[inline(always)] pub fn from_point_cloud( isometry: Isometry3d, points: impl Iterator<Item = impl Into<Vec3A>>, ) -> Aabb3d { //... } ``` This has a couple additional results: 1. The end-user no longer interacts directly with `Into<Vec3A>` or `Into<Rot2>` parameters; these conversions all happen earlier now, inside the isometry types. 2. Similarly, almost all intermediate `Vec3 -> Vec3A` conversions have been eliminated from the `Bounded3d` implementations for primitives. This probably has some performance benefit, but I have not measured it as of now. ## Testing Existing unit tests help ensure that nothing has been broken in the refactor. --- ## Migration Guide The `Bounded2d` and `Bounded3d` traits now take `Isometry2d` and `Isometry3d` parameters (respectively) instead of separate translation and rotation arguments. Existing calls to `aabb_2d`, `bounding_circle`, `aabb_3d`, and `bounding_sphere` will have to be changed to use isometries instead. A straightforward conversion is to refactor just by calling `Isometry2d/3d::new`, as follows: ```rust // Old: let aabb = my_shape.aabb_2d(my_translation, my_rotation); // New: let aabb = my_shape.aabb_2d(Isometry2d::new(my_translation, my_rotation)); ``` However, if the old translation and rotation are 3d translation/rotations originating from a `Transform` or `GlobalTransform`, then `to_isometry` may be used instead. For example: ```rust // Old: let bounding_sphere = my_shape.bounding_sphere(shape_transform.translation, shape_transform.rotation); // New: let bounding_sphere = my_shape.bounding_sphere(shape_transform.to_isometry()); ``` This discussion also applies to the `from_point_cloud` construction method of `Aabb2d`/`BoundingCircle`/`Aabb3d`/`BoundingSphere`, which has similarly been altered to use isometries.
2024-07-29 23:37:02 +00:00
let isometry = Isometry2d::new(translation, Rot2::radians(rotation));
Refactor Bounded2d/Bounded3d to use isometries (#14485) # Objective Previously, this area of bevy_math used raw translation and rotations to encode isometries, which did not exist earlier. The goal of this PR is to make the codebase of bevy_math more harmonious by using actual isometries (`Isometry2d`/`Isometry3d`) in these places instead — this will hopefully make the interfaces more digestible for end-users, in addition to facilitating conversions. For instance, together with the addition of #14478, this means that a bounding box for a collider with an isometric `Transform` can be computed as ```rust collider.aabb_3d(collider_transform.to_isometry()) ``` instead of using manual destructuring. ## Solution - The traits `Bounded2d` and `Bounded3d` now use `Isometry2d` and `Isometry3d` (respectively) instead of `translation` and `rotation` parameters; e.g.: ```rust /// A trait with methods that return 3D bounding volumes for a shape. pub trait Bounded3d { /// Get an axis-aligned bounding box for the shape translated and rotated by the given isometry. fn aabb_3d(&self, isometry: Isometry3d) -> Aabb3d; /// Get a bounding sphere for the shape translated and rotated by the given isometry. fn bounding_sphere(&self, isometry: Isometry3d) -> BoundingSphere; } ``` - Similarly, the `from_point_cloud` constructors for axis-aligned bounding boxes and bounding circles/spheres now take isometries instead of separate `translation` and `rotation`; e.g.: ```rust /// Computes the smallest [`Aabb3d`] containing the given set of points, /// transformed by the rotation and translation of the given isometry. /// /// # Panics /// /// Panics if the given set of points is empty. #[inline(always)] pub fn from_point_cloud( isometry: Isometry3d, points: impl Iterator<Item = impl Into<Vec3A>>, ) -> Aabb3d { //... } ``` This has a couple additional results: 1. The end-user no longer interacts directly with `Into<Vec3A>` or `Into<Rot2>` parameters; these conversions all happen earlier now, inside the isometry types. 2. Similarly, almost all intermediate `Vec3 -> Vec3A` conversions have been eliminated from the `Bounded3d` implementations for primitives. This probably has some performance benefit, but I have not measured it as of now. ## Testing Existing unit tests help ensure that nothing has been broken in the refactor. --- ## Migration Guide The `Bounded2d` and `Bounded3d` traits now take `Isometry2d` and `Isometry3d` parameters (respectively) instead of separate translation and rotation arguments. Existing calls to `aabb_2d`, `bounding_circle`, `aabb_3d`, and `bounding_sphere` will have to be changed to use isometries instead. A straightforward conversion is to refactor just by calling `Isometry2d/3d::new`, as follows: ```rust // Old: let aabb = my_shape.aabb_2d(my_translation, my_rotation); // New: let aabb = my_shape.aabb_2d(Isometry2d::new(my_translation, my_rotation)); ``` However, if the old translation and rotation are 3d translation/rotations originating from a `Transform` or `GlobalTransform`, then `to_isometry` may be used instead. For example: ```rust // Old: let bounding_sphere = my_shape.bounding_sphere(shape_transform.translation, shape_transform.rotation); // New: let bounding_sphere = my_shape.bounding_sphere(shape_transform.to_isometry()); ``` This discussion also applies to the `from_point_cloud` construction method of `Aabb2d`/`BoundingCircle`/`Aabb3d`/`BoundingSphere`, which has similarly been altered to use isometries.
2024-07-29 23:37:02 +00:00
let aabb = shape.0.aabb_2d(isometry);
gizmos.rect_2d(
Isometry2d::from_translation(aabb.center()),
aabb.half_size() * 2.0,
RED,
);
Refactor Bounded2d/Bounded3d to use isometries (#14485) # Objective Previously, this area of bevy_math used raw translation and rotations to encode isometries, which did not exist earlier. The goal of this PR is to make the codebase of bevy_math more harmonious by using actual isometries (`Isometry2d`/`Isometry3d`) in these places instead — this will hopefully make the interfaces more digestible for end-users, in addition to facilitating conversions. For instance, together with the addition of #14478, this means that a bounding box for a collider with an isometric `Transform` can be computed as ```rust collider.aabb_3d(collider_transform.to_isometry()) ``` instead of using manual destructuring. ## Solution - The traits `Bounded2d` and `Bounded3d` now use `Isometry2d` and `Isometry3d` (respectively) instead of `translation` and `rotation` parameters; e.g.: ```rust /// A trait with methods that return 3D bounding volumes for a shape. pub trait Bounded3d { /// Get an axis-aligned bounding box for the shape translated and rotated by the given isometry. fn aabb_3d(&self, isometry: Isometry3d) -> Aabb3d; /// Get a bounding sphere for the shape translated and rotated by the given isometry. fn bounding_sphere(&self, isometry: Isometry3d) -> BoundingSphere; } ``` - Similarly, the `from_point_cloud` constructors for axis-aligned bounding boxes and bounding circles/spheres now take isometries instead of separate `translation` and `rotation`; e.g.: ```rust /// Computes the smallest [`Aabb3d`] containing the given set of points, /// transformed by the rotation and translation of the given isometry. /// /// # Panics /// /// Panics if the given set of points is empty. #[inline(always)] pub fn from_point_cloud( isometry: Isometry3d, points: impl Iterator<Item = impl Into<Vec3A>>, ) -> Aabb3d { //... } ``` This has a couple additional results: 1. The end-user no longer interacts directly with `Into<Vec3A>` or `Into<Rot2>` parameters; these conversions all happen earlier now, inside the isometry types. 2. Similarly, almost all intermediate `Vec3 -> Vec3A` conversions have been eliminated from the `Bounded3d` implementations for primitives. This probably has some performance benefit, but I have not measured it as of now. ## Testing Existing unit tests help ensure that nothing has been broken in the refactor. --- ## Migration Guide The `Bounded2d` and `Bounded3d` traits now take `Isometry2d` and `Isometry3d` parameters (respectively) instead of separate translation and rotation arguments. Existing calls to `aabb_2d`, `bounding_circle`, `aabb_3d`, and `bounding_sphere` will have to be changed to use isometries instead. A straightforward conversion is to refactor just by calling `Isometry2d/3d::new`, as follows: ```rust // Old: let aabb = my_shape.aabb_2d(my_translation, my_rotation); // New: let aabb = my_shape.aabb_2d(Isometry2d::new(my_translation, my_rotation)); ``` However, if the old translation and rotation are 3d translation/rotations originating from a `Transform` or `GlobalTransform`, then `to_isometry` may be used instead. For example: ```rust // Old: let bounding_sphere = my_shape.bounding_sphere(shape_transform.translation, shape_transform.rotation); // New: let bounding_sphere = my_shape.bounding_sphere(shape_transform.to_isometry()); ``` This discussion also applies to the `from_point_cloud` construction method of `Aabb2d`/`BoundingCircle`/`Aabb3d`/`BoundingSphere`, which has similarly been altered to use isometries.
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let bounding_circle = shape.0.bounding_circle(isometry);
gizmos.circle_2d(
Isometry2d::from_translation(bounding_circle.center),
bounding_circle.radius(),
BLUE,
);
}
}