Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
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//! This example shows how to align the orientations of objects in 3D space along two axes using the `Transform::align` API.
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2024-09-24 11:42:59 +00:00
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use bevy::{
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color::palettes::basic::{GRAY, RED, WHITE},
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input::mouse::{AccumulatedMouseMotion, MouseButtonInput},
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math::StableInterpolate,
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prelude::*,
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};
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2024-03-22 20:25:49 +00:00
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use rand::{Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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Use a ship in Transform::align example (#13935)
# Objective
The documentation for
[`Transform::align`](https://docs.rs/bevy/0.14.0-rc.3/bevy/transform/components/struct.Transform.html#method.align)
mentions a hypothetical ship model. Showing this concretely would be a
nice improvement over using a cube.
> For example, if a spaceship model has its nose pointing in the
X-direction in its own local coordinates and its dorsal fin pointing in
the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the
spaceship’s nose point in the direction of v, while the dorsal fin does
its best to point in the direction w.
## Solution
This commit makes the ship less hypothetical by using a kenney ship
model in the example.
The local axes for the ship needed to change to accommodate the gltf, so
the hypothetical in the documentation and this example's local axes
don't necessarily match. Docs use `align(Dir3::X, v, Dir3::Y, w)` and
this example now uses `(Vec3::NEG_Z, *first, Vec3::X, *second)`.
I manually modified the `craft_speederD` Node's `translation` to be
0,0,0 in the gltf file, which means it now differs from kenney's
original model.
Original ship from: https://kenney.nl/assets/space-kit
## Testing
```
cargo run --example align
```
![screenshot-2024-06-19-at-14 27
05@2x](https://github.com/bevyengine/bevy/assets/551247/ab1afc8f-76b2-42b6-b455-f0d1c77cfed7)
![screenshot-2024-06-19-at-14 27
12@2x](https://github.com/bevyengine/bevy/assets/551247/4a01031c-4ea1-43ab-8078-3656db67efe0)
![screenshot-2024-06-19-at-14 27
20@2x](https://github.com/bevyengine/bevy/assets/551247/06830f38-ba2b-4e3a-a265-2d10f9ea9de9)
2024-06-20 00:58:00 +00:00
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.add_systems(Update, (draw_ship_axes, draw_random_axes))
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.add_systems(Update, (handle_keypress, handle_mouse, rotate_ship).chain())
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Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
.run();
|
|
|
|
}
|
|
|
|
|
Use a ship in Transform::align example (#13935)
# Objective
The documentation for
[`Transform::align`](https://docs.rs/bevy/0.14.0-rc.3/bevy/transform/components/struct.Transform.html#method.align)
mentions a hypothetical ship model. Showing this concretely would be a
nice improvement over using a cube.
> For example, if a spaceship model has its nose pointing in the
X-direction in its own local coordinates and its dorsal fin pointing in
the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the
spaceship’s nose point in the direction of v, while the dorsal fin does
its best to point in the direction w.
## Solution
This commit makes the ship less hypothetical by using a kenney ship
model in the example.
The local axes for the ship needed to change to accommodate the gltf, so
the hypothetical in the documentation and this example's local axes
don't necessarily match. Docs use `align(Dir3::X, v, Dir3::Y, w)` and
this example now uses `(Vec3::NEG_Z, *first, Vec3::X, *second)`.
I manually modified the `craft_speederD` Node's `translation` to be
0,0,0 in the gltf file, which means it now differs from kenney's
original model.
Original ship from: https://kenney.nl/assets/space-kit
## Testing
```
cargo run --example align
```
![screenshot-2024-06-19-at-14 27
05@2x](https://github.com/bevyengine/bevy/assets/551247/ab1afc8f-76b2-42b6-b455-f0d1c77cfed7)
![screenshot-2024-06-19-at-14 27
12@2x](https://github.com/bevyengine/bevy/assets/551247/4a01031c-4ea1-43ab-8078-3656db67efe0)
![screenshot-2024-06-19-at-14 27
20@2x](https://github.com/bevyengine/bevy/assets/551247/06830f38-ba2b-4e3a-a265-2d10f9ea9de9)
2024-06-20 00:58:00 +00:00
|
|
|
/// This struct stores metadata for a single rotational move of the ship
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
#[derive(Component, Default)]
|
Use a ship in Transform::align example (#13935)
# Objective
The documentation for
[`Transform::align`](https://docs.rs/bevy/0.14.0-rc.3/bevy/transform/components/struct.Transform.html#method.align)
mentions a hypothetical ship model. Showing this concretely would be a
nice improvement over using a cube.
> For example, if a spaceship model has its nose pointing in the
X-direction in its own local coordinates and its dorsal fin pointing in
the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the
spaceship’s nose point in the direction of v, while the dorsal fin does
its best to point in the direction w.
## Solution
This commit makes the ship less hypothetical by using a kenney ship
model in the example.
The local axes for the ship needed to change to accommodate the gltf, so
the hypothetical in the documentation and this example's local axes
don't necessarily match. Docs use `align(Dir3::X, v, Dir3::Y, w)` and
this example now uses `(Vec3::NEG_Z, *first, Vec3::X, *second)`.
I manually modified the `craft_speederD` Node's `translation` to be
0,0,0 in the gltf file, which means it now differs from kenney's
original model.
Original ship from: https://kenney.nl/assets/space-kit
## Testing
```
cargo run --example align
```
![screenshot-2024-06-19-at-14 27
05@2x](https://github.com/bevyengine/bevy/assets/551247/ab1afc8f-76b2-42b6-b455-f0d1c77cfed7)
![screenshot-2024-06-19-at-14 27
12@2x](https://github.com/bevyengine/bevy/assets/551247/4a01031c-4ea1-43ab-8078-3656db67efe0)
![screenshot-2024-06-19-at-14 27
20@2x](https://github.com/bevyengine/bevy/assets/551247/06830f38-ba2b-4e3a-a265-2d10f9ea9de9)
2024-06-20 00:58:00 +00:00
|
|
|
struct Ship {
|
|
|
|
/// The target transform of the ship move, the endpoint of interpolation
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
target_transform: Transform,
|
|
|
|
|
Use a ship in Transform::align example (#13935)
# Objective
The documentation for
[`Transform::align`](https://docs.rs/bevy/0.14.0-rc.3/bevy/transform/components/struct.Transform.html#method.align)
mentions a hypothetical ship model. Showing this concretely would be a
nice improvement over using a cube.
> For example, if a spaceship model has its nose pointing in the
X-direction in its own local coordinates and its dorsal fin pointing in
the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the
spaceship’s nose point in the direction of v, while the dorsal fin does
its best to point in the direction w.
## Solution
This commit makes the ship less hypothetical by using a kenney ship
model in the example.
The local axes for the ship needed to change to accommodate the gltf, so
the hypothetical in the documentation and this example's local axes
don't necessarily match. Docs use `align(Dir3::X, v, Dir3::Y, w)` and
this example now uses `(Vec3::NEG_Z, *first, Vec3::X, *second)`.
I manually modified the `craft_speederD` Node's `translation` to be
0,0,0 in the gltf file, which means it now differs from kenney's
original model.
Original ship from: https://kenney.nl/assets/space-kit
## Testing
```
cargo run --example align
```
![screenshot-2024-06-19-at-14 27
05@2x](https://github.com/bevyengine/bevy/assets/551247/ab1afc8f-76b2-42b6-b455-f0d1c77cfed7)
![screenshot-2024-06-19-at-14 27
12@2x](https://github.com/bevyengine/bevy/assets/551247/4a01031c-4ea1-43ab-8078-3656db67efe0)
![screenshot-2024-06-19-at-14 27
20@2x](https://github.com/bevyengine/bevy/assets/551247/06830f38-ba2b-4e3a-a265-2d10f9ea9de9)
2024-06-20 00:58:00 +00:00
|
|
|
/// Whether the ship is currently in motion; allows motion to be paused
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
in_motion: bool,
|
|
|
|
}
|
|
|
|
|
|
|
|
#[derive(Component)]
|
2024-05-06 20:53:02 +00:00
|
|
|
struct RandomAxes(Dir3, Dir3);
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
|
|
|
|
#[derive(Component)]
|
|
|
|
struct Instructions;
|
|
|
|
|
|
|
|
#[derive(Resource)]
|
|
|
|
struct MousePressed(bool);
|
|
|
|
|
2024-03-17 18:36:43 +00:00
|
|
|
#[derive(Resource)]
|
2024-03-22 20:25:49 +00:00
|
|
|
struct SeededRng(ChaCha8Rng);
|
2024-03-17 18:36:43 +00:00
|
|
|
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
// Setup
|
|
|
|
|
|
|
|
fn setup(
|
|
|
|
mut commands: Commands,
|
|
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
Use a ship in Transform::align example (#13935)
# Objective
The documentation for
[`Transform::align`](https://docs.rs/bevy/0.14.0-rc.3/bevy/transform/components/struct.Transform.html#method.align)
mentions a hypothetical ship model. Showing this concretely would be a
nice improvement over using a cube.
> For example, if a spaceship model has its nose pointing in the
X-direction in its own local coordinates and its dorsal fin pointing in
the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the
spaceship’s nose point in the direction of v, while the dorsal fin does
its best to point in the direction w.
## Solution
This commit makes the ship less hypothetical by using a kenney ship
model in the example.
The local axes for the ship needed to change to accommodate the gltf, so
the hypothetical in the documentation and this example's local axes
don't necessarily match. Docs use `align(Dir3::X, v, Dir3::Y, w)` and
this example now uses `(Vec3::NEG_Z, *first, Vec3::X, *second)`.
I manually modified the `craft_speederD` Node's `translation` to be
0,0,0 in the gltf file, which means it now differs from kenney's
original model.
Original ship from: https://kenney.nl/assets/space-kit
## Testing
```
cargo run --example align
```
![screenshot-2024-06-19-at-14 27
05@2x](https://github.com/bevyengine/bevy/assets/551247/ab1afc8f-76b2-42b6-b455-f0d1c77cfed7)
![screenshot-2024-06-19-at-14 27
12@2x](https://github.com/bevyengine/bevy/assets/551247/4a01031c-4ea1-43ab-8078-3656db67efe0)
![screenshot-2024-06-19-at-14 27
20@2x](https://github.com/bevyengine/bevy/assets/551247/06830f38-ba2b-4e3a-a265-2d10f9ea9de9)
2024-06-20 00:58:00 +00:00
|
|
|
asset_server: Res<AssetServer>,
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
) {
|
2024-03-26 19:40:18 +00:00
|
|
|
// We're seeding the PRNG here to make this example deterministic for testing purposes.
|
|
|
|
// This isn't strictly required in practical use unless you need your app to be deterministic.
|
2024-03-22 20:25:49 +00:00
|
|
|
let mut seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712);
|
2024-03-17 18:36:43 +00:00
|
|
|
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
// A camera looking at the origin
|
2024-10-05 01:59:52 +00:00
|
|
|
commands.spawn((
|
|
|
|
Camera3d::default(),
|
|
|
|
Transform::from_xyz(3., 2.5, 4.).looking_at(Vec3::ZERO, Vec3::Y),
|
|
|
|
));
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
|
|
|
|
// A plane that we can sit on top of
|
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
|
|
|
commands.spawn((
|
|
|
|
Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))),
|
|
|
|
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
|
|
|
|
Transform::from_xyz(0., -2., 0.),
|
|
|
|
));
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
|
|
|
|
// A light source
|
2024-10-01 03:20:43 +00:00
|
|
|
commands.spawn((
|
|
|
|
PointLight {
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
shadows_enabled: true,
|
|
|
|
..default()
|
|
|
|
},
|
2024-10-01 03:20:43 +00:00
|
|
|
Transform::from_xyz(4.0, 7.0, -4.0),
|
|
|
|
));
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
|
|
|
|
// Initialize random axes
|
2024-05-06 20:53:02 +00:00
|
|
|
let first = seeded_rng.gen();
|
|
|
|
let second = seeded_rng.gen();
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
commands.spawn(RandomAxes(first, second));
|
|
|
|
|
Use a ship in Transform::align example (#13935)
# Objective
The documentation for
[`Transform::align`](https://docs.rs/bevy/0.14.0-rc.3/bevy/transform/components/struct.Transform.html#method.align)
mentions a hypothetical ship model. Showing this concretely would be a
nice improvement over using a cube.
> For example, if a spaceship model has its nose pointing in the
X-direction in its own local coordinates and its dorsal fin pointing in
the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the
spaceship’s nose point in the direction of v, while the dorsal fin does
its best to point in the direction w.
## Solution
This commit makes the ship less hypothetical by using a kenney ship
model in the example.
The local axes for the ship needed to change to accommodate the gltf, so
the hypothetical in the documentation and this example's local axes
don't necessarily match. Docs use `align(Dir3::X, v, Dir3::Y, w)` and
this example now uses `(Vec3::NEG_Z, *first, Vec3::X, *second)`.
I manually modified the `craft_speederD` Node's `translation` to be
0,0,0 in the gltf file, which means it now differs from kenney's
original model.
Original ship from: https://kenney.nl/assets/space-kit
## Testing
```
cargo run --example align
```
![screenshot-2024-06-19-at-14 27
05@2x](https://github.com/bevyengine/bevy/assets/551247/ab1afc8f-76b2-42b6-b455-f0d1c77cfed7)
![screenshot-2024-06-19-at-14 27
12@2x](https://github.com/bevyengine/bevy/assets/551247/4a01031c-4ea1-43ab-8078-3656db67efe0)
![screenshot-2024-06-19-at-14 27
20@2x](https://github.com/bevyengine/bevy/assets/551247/06830f38-ba2b-4e3a-a265-2d10f9ea9de9)
2024-06-20 00:58:00 +00:00
|
|
|
// Finally, our ship that is going to rotate
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
commands.spawn((
|
Migrate scenes to required components (#15579)
# Objective
A step in the migration to required components: scenes!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2FPJtNGVMMQhyM0zIvCJSkbA):
- Deprecate `SceneBundle` and `DynamicSceneBundle`.
- Add `SceneRoot` and `DynamicSceneRoot` components, which wrap a
`Handle<Scene>` and `Handle<DynamicScene>` respectively.
## Migration Guide
Asset handles for scenes and dynamic scenes must now be wrapped in the
`SceneRoot` and `DynamicSceneRoot` components. Raw handles as components
no longer spawn scenes.
Additionally, `SceneBundle` and `DynamicSceneBundle` have been
deprecated. Instead, use the scene components directly.
Previously:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));
commands.spawn(SceneBundle {
scene: model_scene,
transform: Transform::from_xyz(-4.0, 0.0, -3.0),
..default()
});
```
Now:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));
commands.spawn((
SceneRoot(model_scene),
Transform::from_xyz(-4.0, 0.0, -3.0),
));
```
2024-10-01 22:42:11 +00:00
|
|
|
SceneRoot(
|
|
|
|
asset_server
|
Use a ship in Transform::align example (#13935)
# Objective
The documentation for
[`Transform::align`](https://docs.rs/bevy/0.14.0-rc.3/bevy/transform/components/struct.Transform.html#method.align)
mentions a hypothetical ship model. Showing this concretely would be a
nice improvement over using a cube.
> For example, if a spaceship model has its nose pointing in the
X-direction in its own local coordinates and its dorsal fin pointing in
the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the
spaceship’s nose point in the direction of v, while the dorsal fin does
its best to point in the direction w.
## Solution
This commit makes the ship less hypothetical by using a kenney ship
model in the example.
The local axes for the ship needed to change to accommodate the gltf, so
the hypothetical in the documentation and this example's local axes
don't necessarily match. Docs use `align(Dir3::X, v, Dir3::Y, w)` and
this example now uses `(Vec3::NEG_Z, *first, Vec3::X, *second)`.
I manually modified the `craft_speederD` Node's `translation` to be
0,0,0 in the gltf file, which means it now differs from kenney's
original model.
Original ship from: https://kenney.nl/assets/space-kit
## Testing
```
cargo run --example align
```
![screenshot-2024-06-19-at-14 27
05@2x](https://github.com/bevyengine/bevy/assets/551247/ab1afc8f-76b2-42b6-b455-f0d1c77cfed7)
![screenshot-2024-06-19-at-14 27
12@2x](https://github.com/bevyengine/bevy/assets/551247/4a01031c-4ea1-43ab-8078-3656db67efe0)
![screenshot-2024-06-19-at-14 27
20@2x](https://github.com/bevyengine/bevy/assets/551247/06830f38-ba2b-4e3a-a265-2d10f9ea9de9)
2024-06-20 00:58:00 +00:00
|
|
|
.load(GltfAssetLabel::Scene(0).from_asset("models/ship/craft_speederD.gltf")),
|
Migrate scenes to required components (#15579)
# Objective
A step in the migration to required components: scenes!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2FPJtNGVMMQhyM0zIvCJSkbA):
- Deprecate `SceneBundle` and `DynamicSceneBundle`.
- Add `SceneRoot` and `DynamicSceneRoot` components, which wrap a
`Handle<Scene>` and `Handle<DynamicScene>` respectively.
## Migration Guide
Asset handles for scenes and dynamic scenes must now be wrapped in the
`SceneRoot` and `DynamicSceneRoot` components. Raw handles as components
no longer spawn scenes.
Additionally, `SceneBundle` and `DynamicSceneBundle` have been
deprecated. Instead, use the scene components directly.
Previously:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));
commands.spawn(SceneBundle {
scene: model_scene,
transform: Transform::from_xyz(-4.0, 0.0, -3.0),
..default()
});
```
Now:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));
commands.spawn((
SceneRoot(model_scene),
Transform::from_xyz(-4.0, 0.0, -3.0),
));
```
2024-10-01 22:42:11 +00:00
|
|
|
),
|
Use a ship in Transform::align example (#13935)
# Objective
The documentation for
[`Transform::align`](https://docs.rs/bevy/0.14.0-rc.3/bevy/transform/components/struct.Transform.html#method.align)
mentions a hypothetical ship model. Showing this concretely would be a
nice improvement over using a cube.
> For example, if a spaceship model has its nose pointing in the
X-direction in its own local coordinates and its dorsal fin pointing in
the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the
spaceship’s nose point in the direction of v, while the dorsal fin does
its best to point in the direction w.
## Solution
This commit makes the ship less hypothetical by using a kenney ship
model in the example.
The local axes for the ship needed to change to accommodate the gltf, so
the hypothetical in the documentation and this example's local axes
don't necessarily match. Docs use `align(Dir3::X, v, Dir3::Y, w)` and
this example now uses `(Vec3::NEG_Z, *first, Vec3::X, *second)`.
I manually modified the `craft_speederD` Node's `translation` to be
0,0,0 in the gltf file, which means it now differs from kenney's
original model.
Original ship from: https://kenney.nl/assets/space-kit
## Testing
```
cargo run --example align
```
![screenshot-2024-06-19-at-14 27
05@2x](https://github.com/bevyengine/bevy/assets/551247/ab1afc8f-76b2-42b6-b455-f0d1c77cfed7)
![screenshot-2024-06-19-at-14 27
12@2x](https://github.com/bevyengine/bevy/assets/551247/4a01031c-4ea1-43ab-8078-3656db67efe0)
![screenshot-2024-06-19-at-14 27
20@2x](https://github.com/bevyengine/bevy/assets/551247/06830f38-ba2b-4e3a-a265-2d10f9ea9de9)
2024-06-20 00:58:00 +00:00
|
|
|
Ship {
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
target_transform: random_axes_target_alignment(&RandomAxes(first, second)),
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
));
|
|
|
|
|
|
|
|
// Instructions for the example
|
|
|
|
commands.spawn((
|
Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**
# Objective
- Implement https://github.com/bevyengine/bevy/discussions/15014
## Solution
This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.
Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.
## Testing
- [x] Text examples all work.
---
## Showcase
TODO: showcase-worthy
## Migration Guide
TODO: very breaking
### Accessing text spans by index
Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.
Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
let text = query.single_mut();
text.sections[1].value = format_time(time.elapsed());
}
```
After:
```rust
fn refresh_text(
query: Query<Entity, With<TimeText>>,
mut writer: UiTextWriter,
time: Res<Time>
) {
let entity = query.single();
*writer.text(entity, 1) = format_time(time.elapsed());
}
```
### Iterating text spans
Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
|
|
|
Text::new(
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
"The bright red axis is the primary alignment axis, and it will always be\n\
|
|
|
|
made to coincide with the primary target direction (white) exactly.\n\
|
|
|
|
The fainter red axis is the secondary alignment axis, and it is made to\n\
|
|
|
|
line up with the secondary target direction (gray) as closely as possible.\n\
|
|
|
|
Press 'R' to generate random target directions.\n\
|
Use a ship in Transform::align example (#13935)
# Objective
The documentation for
[`Transform::align`](https://docs.rs/bevy/0.14.0-rc.3/bevy/transform/components/struct.Transform.html#method.align)
mentions a hypothetical ship model. Showing this concretely would be a
nice improvement over using a cube.
> For example, if a spaceship model has its nose pointing in the
X-direction in its own local coordinates and its dorsal fin pointing in
the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the
spaceship’s nose point in the direction of v, while the dorsal fin does
its best to point in the direction w.
## Solution
This commit makes the ship less hypothetical by using a kenney ship
model in the example.
The local axes for the ship needed to change to accommodate the gltf, so
the hypothetical in the documentation and this example's local axes
don't necessarily match. Docs use `align(Dir3::X, v, Dir3::Y, w)` and
this example now uses `(Vec3::NEG_Z, *first, Vec3::X, *second)`.
I manually modified the `craft_speederD` Node's `translation` to be
0,0,0 in the gltf file, which means it now differs from kenney's
original model.
Original ship from: https://kenney.nl/assets/space-kit
## Testing
```
cargo run --example align
```
![screenshot-2024-06-19-at-14 27
05@2x](https://github.com/bevyengine/bevy/assets/551247/ab1afc8f-76b2-42b6-b455-f0d1c77cfed7)
![screenshot-2024-06-19-at-14 27
12@2x](https://github.com/bevyengine/bevy/assets/551247/4a01031c-4ea1-43ab-8078-3656db67efe0)
![screenshot-2024-06-19-at-14 27
20@2x](https://github.com/bevyengine/bevy/assets/551247/06830f38-ba2b-4e3a-a265-2d10f9ea9de9)
2024-06-20 00:58:00 +00:00
|
|
|
Press 'T' to align the ship to those directions.\n\
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
Click and drag the mouse to rotate the camera.\n\
|
|
|
|
Press 'H' to hide/show these instructions.",
|
Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**
# Objective
- Implement https://github.com/bevyengine/bevy/discussions/15014
## Solution
This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.
Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.
## Testing
- [x] Text examples all work.
---
## Showcase
TODO: showcase-worthy
## Migration Guide
TODO: very breaking
### Accessing text spans by index
Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.
Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
let text = query.single_mut();
text.sections[1].value = format_time(time.elapsed());
}
```
After:
```rust
fn refresh_text(
query: Query<Entity, With<TimeText>>,
mut writer: UiTextWriter,
time: Res<Time>
) {
let entity = query.single();
*writer.text(entity, 1) = format_time(time.elapsed());
}
```
### Iterating text spans
Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
|
|
|
),
|
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975)
# Objective
Continue improving the user experience of our UI Node API in the
direction specified by [Bevy's Next Generation Scene / UI
System](https://github.com/bevyengine/bevy/discussions/14437)
## Solution
As specified in the document above, merge `Style` fields into `Node`,
and move "computed Node fields" into `ComputedNode` (I chose this name
over something like `ComputedNodeLayout` because it currently contains
more than just layout info. If we want to break this up / rename these
concepts, lets do that in a separate PR). `Style` has been removed.
This accomplishes a number of goals:
## Ergonomics wins
Specifying both `Node` and `Style` is now no longer required for
non-default styles
Before:
```rust
commands.spawn((
Node::default(),
Style {
width: Val::Px(100.),
..default()
},
));
```
After:
```rust
commands.spawn(Node {
width: Val::Px(100.),
..default()
});
```
## Conceptual clarity
`Style` was never a comprehensive "style sheet". It only defined "core"
style properties that all `Nodes` shared. Any "styled property" that
couldn't fit that mold had to be in a separate component. A "real" style
system would style properties _across_ components (`Node`, `Button`,
etc). We have plans to build a true style system (see the doc linked
above).
By moving the `Style` fields to `Node`, we fully embrace `Node` as the
driving concept and remove the "style system" confusion.
## Next Steps
* Consider identifying and splitting out "style properties that aren't
core to Node". This should not happen for Bevy 0.15.
---
## Migration Guide
Move any fields set on `Style` into `Node` and replace all `Style`
component usage with `Node`.
Before:
```rust
commands.spawn((
Node::default(),
Style {
width: Val::Px(100.),
..default()
},
));
```
After:
```rust
commands.spawn(Node {
width: Val::Px(100.),
..default()
});
```
For any usage of the "computed node properties" that used to live on
`Node`, use `ComputedNode` instead:
Before:
```rust
fn system(nodes: Query<&Node>) {
for node in &nodes {
let computed_size = node.size();
}
}
```
After:
```rust
fn system(computed_nodes: Query<&ComputedNode>) {
for computed_node in &computed_nodes {
let computed_size = computed_node.size();
}
}
```
2024-10-18 22:25:33 +00:00
|
|
|
Node {
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
position_type: PositionType::Absolute,
|
|
|
|
top: Val::Px(12.0),
|
|
|
|
left: Val::Px(12.0),
|
|
|
|
..default()
|
Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**
# Objective
- Implement https://github.com/bevyengine/bevy/discussions/15014
## Solution
This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.
Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.
## Testing
- [x] Text examples all work.
---
## Showcase
TODO: showcase-worthy
## Migration Guide
TODO: very breaking
### Accessing text spans by index
Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.
Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
let text = query.single_mut();
text.sections[1].value = format_time(time.elapsed());
}
```
After:
```rust
fn refresh_text(
query: Query<Entity, With<TimeText>>,
mut writer: UiTextWriter,
time: Res<Time>
) {
let entity = query.single();
*writer.text(entity, 1) = format_time(time.elapsed());
}
```
### Iterating text spans
Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
|
|
|
},
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
Instructions,
|
|
|
|
));
|
|
|
|
|
|
|
|
commands.insert_resource(MousePressed(false));
|
2024-03-17 18:36:43 +00:00
|
|
|
commands.insert_resource(SeededRng(seeded_rng));
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Update systems
|
|
|
|
|
Use a ship in Transform::align example (#13935)
# Objective
The documentation for
[`Transform::align`](https://docs.rs/bevy/0.14.0-rc.3/bevy/transform/components/struct.Transform.html#method.align)
mentions a hypothetical ship model. Showing this concretely would be a
nice improvement over using a cube.
> For example, if a spaceship model has its nose pointing in the
X-direction in its own local coordinates and its dorsal fin pointing in
the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the
spaceship’s nose point in the direction of v, while the dorsal fin does
its best to point in the direction w.
## Solution
This commit makes the ship less hypothetical by using a kenney ship
model in the example.
The local axes for the ship needed to change to accommodate the gltf, so
the hypothetical in the documentation and this example's local axes
don't necessarily match. Docs use `align(Dir3::X, v, Dir3::Y, w)` and
this example now uses `(Vec3::NEG_Z, *first, Vec3::X, *second)`.
I manually modified the `craft_speederD` Node's `translation` to be
0,0,0 in the gltf file, which means it now differs from kenney's
original model.
Original ship from: https://kenney.nl/assets/space-kit
## Testing
```
cargo run --example align
```
![screenshot-2024-06-19-at-14 27
05@2x](https://github.com/bevyengine/bevy/assets/551247/ab1afc8f-76b2-42b6-b455-f0d1c77cfed7)
![screenshot-2024-06-19-at-14 27
12@2x](https://github.com/bevyengine/bevy/assets/551247/4a01031c-4ea1-43ab-8078-3656db67efe0)
![screenshot-2024-06-19-at-14 27
20@2x](https://github.com/bevyengine/bevy/assets/551247/06830f38-ba2b-4e3a-a265-2d10f9ea9de9)
2024-06-20 00:58:00 +00:00
|
|
|
// Draw the main and secondary axes on the rotating ship
|
2024-10-13 20:32:06 +00:00
|
|
|
fn draw_ship_axes(mut gizmos: Gizmos, ship_transform: Single<&Transform, With<Ship>>) {
|
Use a ship in Transform::align example (#13935)
# Objective
The documentation for
[`Transform::align`](https://docs.rs/bevy/0.14.0-rc.3/bevy/transform/components/struct.Transform.html#method.align)
mentions a hypothetical ship model. Showing this concretely would be a
nice improvement over using a cube.
> For example, if a spaceship model has its nose pointing in the
X-direction in its own local coordinates and its dorsal fin pointing in
the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the
spaceship’s nose point in the direction of v, while the dorsal fin does
its best to point in the direction w.
## Solution
This commit makes the ship less hypothetical by using a kenney ship
model in the example.
The local axes for the ship needed to change to accommodate the gltf, so
the hypothetical in the documentation and this example's local axes
don't necessarily match. Docs use `align(Dir3::X, v, Dir3::Y, w)` and
this example now uses `(Vec3::NEG_Z, *first, Vec3::X, *second)`.
I manually modified the `craft_speederD` Node's `translation` to be
0,0,0 in the gltf file, which means it now differs from kenney's
original model.
Original ship from: https://kenney.nl/assets/space-kit
## Testing
```
cargo run --example align
```
![screenshot-2024-06-19-at-14 27
05@2x](https://github.com/bevyengine/bevy/assets/551247/ab1afc8f-76b2-42b6-b455-f0d1c77cfed7)
![screenshot-2024-06-19-at-14 27
12@2x](https://github.com/bevyengine/bevy/assets/551247/4a01031c-4ea1-43ab-8078-3656db67efe0)
![screenshot-2024-06-19-at-14 27
20@2x](https://github.com/bevyengine/bevy/assets/551247/06830f38-ba2b-4e3a-a265-2d10f9ea9de9)
2024-06-20 00:58:00 +00:00
|
|
|
// Local Z-axis arrow, negative direction
|
2024-10-13 20:32:06 +00:00
|
|
|
let z_ends = arrow_ends(*ship_transform, Vec3::NEG_Z, 1.5);
|
Use a ship in Transform::align example (#13935)
# Objective
The documentation for
[`Transform::align`](https://docs.rs/bevy/0.14.0-rc.3/bevy/transform/components/struct.Transform.html#method.align)
mentions a hypothetical ship model. Showing this concretely would be a
nice improvement over using a cube.
> For example, if a spaceship model has its nose pointing in the
X-direction in its own local coordinates and its dorsal fin pointing in
the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the
spaceship’s nose point in the direction of v, while the dorsal fin does
its best to point in the direction w.
## Solution
This commit makes the ship less hypothetical by using a kenney ship
model in the example.
The local axes for the ship needed to change to accommodate the gltf, so
the hypothetical in the documentation and this example's local axes
don't necessarily match. Docs use `align(Dir3::X, v, Dir3::Y, w)` and
this example now uses `(Vec3::NEG_Z, *first, Vec3::X, *second)`.
I manually modified the `craft_speederD` Node's `translation` to be
0,0,0 in the gltf file, which means it now differs from kenney's
original model.
Original ship from: https://kenney.nl/assets/space-kit
## Testing
```
cargo run --example align
```
![screenshot-2024-06-19-at-14 27
05@2x](https://github.com/bevyengine/bevy/assets/551247/ab1afc8f-76b2-42b6-b455-f0d1c77cfed7)
![screenshot-2024-06-19-at-14 27
12@2x](https://github.com/bevyengine/bevy/assets/551247/4a01031c-4ea1-43ab-8078-3656db67efe0)
![screenshot-2024-06-19-at-14 27
20@2x](https://github.com/bevyengine/bevy/assets/551247/06830f38-ba2b-4e3a-a265-2d10f9ea9de9)
2024-06-20 00:58:00 +00:00
|
|
|
gizmos.arrow(z_ends.0, z_ends.1, RED);
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
|
Use a ship in Transform::align example (#13935)
# Objective
The documentation for
[`Transform::align`](https://docs.rs/bevy/0.14.0-rc.3/bevy/transform/components/struct.Transform.html#method.align)
mentions a hypothetical ship model. Showing this concretely would be a
nice improvement over using a cube.
> For example, if a spaceship model has its nose pointing in the
X-direction in its own local coordinates and its dorsal fin pointing in
the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the
spaceship’s nose point in the direction of v, while the dorsal fin does
its best to point in the direction w.
## Solution
This commit makes the ship less hypothetical by using a kenney ship
model in the example.
The local axes for the ship needed to change to accommodate the gltf, so
the hypothetical in the documentation and this example's local axes
don't necessarily match. Docs use `align(Dir3::X, v, Dir3::Y, w)` and
this example now uses `(Vec3::NEG_Z, *first, Vec3::X, *second)`.
I manually modified the `craft_speederD` Node's `translation` to be
0,0,0 in the gltf file, which means it now differs from kenney's
original model.
Original ship from: https://kenney.nl/assets/space-kit
## Testing
```
cargo run --example align
```
![screenshot-2024-06-19-at-14 27
05@2x](https://github.com/bevyengine/bevy/assets/551247/ab1afc8f-76b2-42b6-b455-f0d1c77cfed7)
![screenshot-2024-06-19-at-14 27
12@2x](https://github.com/bevyengine/bevy/assets/551247/4a01031c-4ea1-43ab-8078-3656db67efe0)
![screenshot-2024-06-19-at-14 27
20@2x](https://github.com/bevyengine/bevy/assets/551247/06830f38-ba2b-4e3a-a265-2d10f9ea9de9)
2024-06-20 00:58:00 +00:00
|
|
|
// local X-axis arrow
|
2024-10-13 20:32:06 +00:00
|
|
|
let x_ends = arrow_ends(*ship_transform, Vec3::X, 1.5);
|
Use a ship in Transform::align example (#13935)
# Objective
The documentation for
[`Transform::align`](https://docs.rs/bevy/0.14.0-rc.3/bevy/transform/components/struct.Transform.html#method.align)
mentions a hypothetical ship model. Showing this concretely would be a
nice improvement over using a cube.
> For example, if a spaceship model has its nose pointing in the
X-direction in its own local coordinates and its dorsal fin pointing in
the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the
spaceship’s nose point in the direction of v, while the dorsal fin does
its best to point in the direction w.
## Solution
This commit makes the ship less hypothetical by using a kenney ship
model in the example.
The local axes for the ship needed to change to accommodate the gltf, so
the hypothetical in the documentation and this example's local axes
don't necessarily match. Docs use `align(Dir3::X, v, Dir3::Y, w)` and
this example now uses `(Vec3::NEG_Z, *first, Vec3::X, *second)`.
I manually modified the `craft_speederD` Node's `translation` to be
0,0,0 in the gltf file, which means it now differs from kenney's
original model.
Original ship from: https://kenney.nl/assets/space-kit
## Testing
```
cargo run --example align
```
![screenshot-2024-06-19-at-14 27
05@2x](https://github.com/bevyengine/bevy/assets/551247/ab1afc8f-76b2-42b6-b455-f0d1c77cfed7)
![screenshot-2024-06-19-at-14 27
12@2x](https://github.com/bevyengine/bevy/assets/551247/4a01031c-4ea1-43ab-8078-3656db67efe0)
![screenshot-2024-06-19-at-14 27
20@2x](https://github.com/bevyengine/bevy/assets/551247/06830f38-ba2b-4e3a-a265-2d10f9ea9de9)
2024-06-20 00:58:00 +00:00
|
|
|
gizmos.arrow(x_ends.0, x_ends.1, Color::srgb(0.65, 0., 0.));
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Draw the randomly generated axes
|
2024-10-13 20:32:06 +00:00
|
|
|
fn draw_random_axes(mut gizmos: Gizmos, random_axes: Single<&RandomAxes>) {
|
|
|
|
let RandomAxes(v1, v2) = *random_axes;
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
gizmos.arrow(Vec3::ZERO, 1.5 * *v1, WHITE);
|
|
|
|
gizmos.arrow(Vec3::ZERO, 1.5 * *v2, GRAY);
|
|
|
|
}
|
|
|
|
|
Use a ship in Transform::align example (#13935)
# Objective
The documentation for
[`Transform::align`](https://docs.rs/bevy/0.14.0-rc.3/bevy/transform/components/struct.Transform.html#method.align)
mentions a hypothetical ship model. Showing this concretely would be a
nice improvement over using a cube.
> For example, if a spaceship model has its nose pointing in the
X-direction in its own local coordinates and its dorsal fin pointing in
the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the
spaceship’s nose point in the direction of v, while the dorsal fin does
its best to point in the direction w.
## Solution
This commit makes the ship less hypothetical by using a kenney ship
model in the example.
The local axes for the ship needed to change to accommodate the gltf, so
the hypothetical in the documentation and this example's local axes
don't necessarily match. Docs use `align(Dir3::X, v, Dir3::Y, w)` and
this example now uses `(Vec3::NEG_Z, *first, Vec3::X, *second)`.
I manually modified the `craft_speederD` Node's `translation` to be
0,0,0 in the gltf file, which means it now differs from kenney's
original model.
Original ship from: https://kenney.nl/assets/space-kit
## Testing
```
cargo run --example align
```
![screenshot-2024-06-19-at-14 27
05@2x](https://github.com/bevyengine/bevy/assets/551247/ab1afc8f-76b2-42b6-b455-f0d1c77cfed7)
![screenshot-2024-06-19-at-14 27
12@2x](https://github.com/bevyengine/bevy/assets/551247/4a01031c-4ea1-43ab-8078-3656db67efe0)
![screenshot-2024-06-19-at-14 27
20@2x](https://github.com/bevyengine/bevy/assets/551247/06830f38-ba2b-4e3a-a265-2d10f9ea9de9)
2024-06-20 00:58:00 +00:00
|
|
|
// Actually update the ship's transform according to its initial source and target
|
2024-10-13 20:32:06 +00:00
|
|
|
fn rotate_ship(ship: Single<(&mut Ship, &mut Transform)>, time: Res<Time>) {
|
|
|
|
let (mut ship, mut ship_transform) = ship.into_inner();
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
|
Use a ship in Transform::align example (#13935)
# Objective
The documentation for
[`Transform::align`](https://docs.rs/bevy/0.14.0-rc.3/bevy/transform/components/struct.Transform.html#method.align)
mentions a hypothetical ship model. Showing this concretely would be a
nice improvement over using a cube.
> For example, if a spaceship model has its nose pointing in the
X-direction in its own local coordinates and its dorsal fin pointing in
the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the
spaceship’s nose point in the direction of v, while the dorsal fin does
its best to point in the direction w.
## Solution
This commit makes the ship less hypothetical by using a kenney ship
model in the example.
The local axes for the ship needed to change to accommodate the gltf, so
the hypothetical in the documentation and this example's local axes
don't necessarily match. Docs use `align(Dir3::X, v, Dir3::Y, w)` and
this example now uses `(Vec3::NEG_Z, *first, Vec3::X, *second)`.
I manually modified the `craft_speederD` Node's `translation` to be
0,0,0 in the gltf file, which means it now differs from kenney's
original model.
Original ship from: https://kenney.nl/assets/space-kit
## Testing
```
cargo run --example align
```
![screenshot-2024-06-19-at-14 27
05@2x](https://github.com/bevyengine/bevy/assets/551247/ab1afc8f-76b2-42b6-b455-f0d1c77cfed7)
![screenshot-2024-06-19-at-14 27
12@2x](https://github.com/bevyengine/bevy/assets/551247/4a01031c-4ea1-43ab-8078-3656db67efe0)
![screenshot-2024-06-19-at-14 27
20@2x](https://github.com/bevyengine/bevy/assets/551247/06830f38-ba2b-4e3a-a265-2d10f9ea9de9)
2024-06-20 00:58:00 +00:00
|
|
|
if !ship.in_motion {
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2024-08-23 16:21:23 +00:00
|
|
|
let target_rotation = ship.target_transform.rotation;
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
|
2024-08-23 16:21:23 +00:00
|
|
|
ship_transform
|
|
|
|
.rotation
|
2024-10-16 21:09:32 +00:00
|
|
|
.smooth_nudge(&target_rotation, 3.0, time.delta_secs());
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
|
2024-08-23 16:21:23 +00:00
|
|
|
if ship_transform.rotation.angle_between(target_rotation) <= f32::EPSILON {
|
Use a ship in Transform::align example (#13935)
# Objective
The documentation for
[`Transform::align`](https://docs.rs/bevy/0.14.0-rc.3/bevy/transform/components/struct.Transform.html#method.align)
mentions a hypothetical ship model. Showing this concretely would be a
nice improvement over using a cube.
> For example, if a spaceship model has its nose pointing in the
X-direction in its own local coordinates and its dorsal fin pointing in
the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the
spaceship’s nose point in the direction of v, while the dorsal fin does
its best to point in the direction w.
## Solution
This commit makes the ship less hypothetical by using a kenney ship
model in the example.
The local axes for the ship needed to change to accommodate the gltf, so
the hypothetical in the documentation and this example's local axes
don't necessarily match. Docs use `align(Dir3::X, v, Dir3::Y, w)` and
this example now uses `(Vec3::NEG_Z, *first, Vec3::X, *second)`.
I manually modified the `craft_speederD` Node's `translation` to be
0,0,0 in the gltf file, which means it now differs from kenney's
original model.
Original ship from: https://kenney.nl/assets/space-kit
## Testing
```
cargo run --example align
```
![screenshot-2024-06-19-at-14 27
05@2x](https://github.com/bevyengine/bevy/assets/551247/ab1afc8f-76b2-42b6-b455-f0d1c77cfed7)
![screenshot-2024-06-19-at-14 27
12@2x](https://github.com/bevyengine/bevy/assets/551247/4a01031c-4ea1-43ab-8078-3656db67efe0)
![screenshot-2024-06-19-at-14 27
20@2x](https://github.com/bevyengine/bevy/assets/551247/06830f38-ba2b-4e3a-a265-2d10f9ea9de9)
2024-06-20 00:58:00 +00:00
|
|
|
ship.in_motion = false;
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Handle user inputs from the keyboard for dynamically altering the scenario
|
|
|
|
fn handle_keypress(
|
2024-10-13 20:32:06 +00:00
|
|
|
mut ship: Single<&mut Ship>,
|
|
|
|
mut random_axes: Single<&mut RandomAxes>,
|
|
|
|
mut instructions_viz: Single<&mut Visibility, With<Instructions>>,
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
keyboard: Res<ButtonInput<KeyCode>>,
|
2024-03-17 18:36:43 +00:00
|
|
|
mut seeded_rng: ResMut<SeededRng>,
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
) {
|
|
|
|
if keyboard.just_pressed(KeyCode::KeyR) {
|
|
|
|
// Randomize the target axes
|
2024-05-06 20:53:02 +00:00
|
|
|
let first = seeded_rng.0.gen();
|
|
|
|
let second = seeded_rng.0.gen();
|
2024-10-13 20:32:06 +00:00
|
|
|
**random_axes = RandomAxes(first, second);
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
|
Use a ship in Transform::align example (#13935)
# Objective
The documentation for
[`Transform::align`](https://docs.rs/bevy/0.14.0-rc.3/bevy/transform/components/struct.Transform.html#method.align)
mentions a hypothetical ship model. Showing this concretely would be a
nice improvement over using a cube.
> For example, if a spaceship model has its nose pointing in the
X-direction in its own local coordinates and its dorsal fin pointing in
the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the
spaceship’s nose point in the direction of v, while the dorsal fin does
its best to point in the direction w.
## Solution
This commit makes the ship less hypothetical by using a kenney ship
model in the example.
The local axes for the ship needed to change to accommodate the gltf, so
the hypothetical in the documentation and this example's local axes
don't necessarily match. Docs use `align(Dir3::X, v, Dir3::Y, w)` and
this example now uses `(Vec3::NEG_Z, *first, Vec3::X, *second)`.
I manually modified the `craft_speederD` Node's `translation` to be
0,0,0 in the gltf file, which means it now differs from kenney's
original model.
Original ship from: https://kenney.nl/assets/space-kit
## Testing
```
cargo run --example align
```
![screenshot-2024-06-19-at-14 27
05@2x](https://github.com/bevyengine/bevy/assets/551247/ab1afc8f-76b2-42b6-b455-f0d1c77cfed7)
![screenshot-2024-06-19-at-14 27
12@2x](https://github.com/bevyengine/bevy/assets/551247/4a01031c-4ea1-43ab-8078-3656db67efe0)
![screenshot-2024-06-19-at-14 27
20@2x](https://github.com/bevyengine/bevy/assets/551247/06830f38-ba2b-4e3a-a265-2d10f9ea9de9)
2024-06-20 00:58:00 +00:00
|
|
|
// Stop the ship and set it up to transform from its present orientation to the new one
|
|
|
|
ship.in_motion = false;
|
|
|
|
ship.target_transform = random_axes_target_alignment(&random_axes);
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if keyboard.just_pressed(KeyCode::KeyT) {
|
Use a ship in Transform::align example (#13935)
# Objective
The documentation for
[`Transform::align`](https://docs.rs/bevy/0.14.0-rc.3/bevy/transform/components/struct.Transform.html#method.align)
mentions a hypothetical ship model. Showing this concretely would be a
nice improvement over using a cube.
> For example, if a spaceship model has its nose pointing in the
X-direction in its own local coordinates and its dorsal fin pointing in
the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the
spaceship’s nose point in the direction of v, while the dorsal fin does
its best to point in the direction w.
## Solution
This commit makes the ship less hypothetical by using a kenney ship
model in the example.
The local axes for the ship needed to change to accommodate the gltf, so
the hypothetical in the documentation and this example's local axes
don't necessarily match. Docs use `align(Dir3::X, v, Dir3::Y, w)` and
this example now uses `(Vec3::NEG_Z, *first, Vec3::X, *second)`.
I manually modified the `craft_speederD` Node's `translation` to be
0,0,0 in the gltf file, which means it now differs from kenney's
original model.
Original ship from: https://kenney.nl/assets/space-kit
## Testing
```
cargo run --example align
```
![screenshot-2024-06-19-at-14 27
05@2x](https://github.com/bevyengine/bevy/assets/551247/ab1afc8f-76b2-42b6-b455-f0d1c77cfed7)
![screenshot-2024-06-19-at-14 27
12@2x](https://github.com/bevyengine/bevy/assets/551247/4a01031c-4ea1-43ab-8078-3656db67efe0)
![screenshot-2024-06-19-at-14 27
20@2x](https://github.com/bevyengine/bevy/assets/551247/06830f38-ba2b-4e3a-a265-2d10f9ea9de9)
2024-06-20 00:58:00 +00:00
|
|
|
ship.in_motion ^= true;
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
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Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
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} else {
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**instructions_viz = Visibility::Hidden;
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Handle user mouse input for panning the camera around
|
|
|
|
fn handle_mouse(
|
2024-07-29 23:38:59 +00:00
|
|
|
accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
mut button_events: EventReader<MouseButtonInput>,
|
2024-10-13 20:32:06 +00:00
|
|
|
mut camera_transform: Single<&mut Transform, With<Camera>>,
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
mut mouse_pressed: ResMut<MousePressed>,
|
|
|
|
) {
|
|
|
|
// Store left-pressed state in the MousePressed resource
|
|
|
|
for button_event in button_events.read() {
|
|
|
|
if button_event.button != MouseButton::Left {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
*mouse_pressed = MousePressed(button_event.state.is_pressed());
|
|
|
|
}
|
|
|
|
|
|
|
|
// If the mouse is not pressed, just ignore motion events
|
|
|
|
if !mouse_pressed.0 {
|
|
|
|
return;
|
|
|
|
}
|
2024-07-29 23:38:59 +00:00
|
|
|
if accumulated_mouse_motion.delta != Vec2::ZERO {
|
|
|
|
let displacement = accumulated_mouse_motion.delta.x;
|
|
|
|
camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(-displacement / 75.));
|
|
|
|
}
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Helper functions (i.e. non-system functions)
|
|
|
|
|
|
|
|
fn arrow_ends(transform: &Transform, axis: Vec3, length: f32) -> (Vec3, Vec3) {
|
|
|
|
let local_vector = length * (transform.rotation * axis);
|
|
|
|
(transform.translation, transform.translation + local_vector)
|
|
|
|
}
|
|
|
|
|
|
|
|
// This is where `Transform::align` is actually used!
|
Use a ship in Transform::align example (#13935)
# Objective
The documentation for
[`Transform::align`](https://docs.rs/bevy/0.14.0-rc.3/bevy/transform/components/struct.Transform.html#method.align)
mentions a hypothetical ship model. Showing this concretely would be a
nice improvement over using a cube.
> For example, if a spaceship model has its nose pointing in the
X-direction in its own local coordinates and its dorsal fin pointing in
the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the
spaceship’s nose point in the direction of v, while the dorsal fin does
its best to point in the direction w.
## Solution
This commit makes the ship less hypothetical by using a kenney ship
model in the example.
The local axes for the ship needed to change to accommodate the gltf, so
the hypothetical in the documentation and this example's local axes
don't necessarily match. Docs use `align(Dir3::X, v, Dir3::Y, w)` and
this example now uses `(Vec3::NEG_Z, *first, Vec3::X, *second)`.
I manually modified the `craft_speederD` Node's `translation` to be
0,0,0 in the gltf file, which means it now differs from kenney's
original model.
Original ship from: https://kenney.nl/assets/space-kit
## Testing
```
cargo run --example align
```
![screenshot-2024-06-19-at-14 27
05@2x](https://github.com/bevyengine/bevy/assets/551247/ab1afc8f-76b2-42b6-b455-f0d1c77cfed7)
![screenshot-2024-06-19-at-14 27
12@2x](https://github.com/bevyengine/bevy/assets/551247/4a01031c-4ea1-43ab-8078-3656db67efe0)
![screenshot-2024-06-19-at-14 27
20@2x](https://github.com/bevyengine/bevy/assets/551247/06830f38-ba2b-4e3a-a265-2d10f9ea9de9)
2024-06-20 00:58:00 +00:00
|
|
|
// Note that the choice of `Vec3::X` and `Vec3::Y` here matches the use of those in `draw_ship_axes`.
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
fn random_axes_target_alignment(random_axes: &RandomAxes) -> Transform {
|
|
|
|
let RandomAxes(first, second) = random_axes;
|
Use a ship in Transform::align example (#13935)
# Objective
The documentation for
[`Transform::align`](https://docs.rs/bevy/0.14.0-rc.3/bevy/transform/components/struct.Transform.html#method.align)
mentions a hypothetical ship model. Showing this concretely would be a
nice improvement over using a cube.
> For example, if a spaceship model has its nose pointing in the
X-direction in its own local coordinates and its dorsal fin pointing in
the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the
spaceship’s nose point in the direction of v, while the dorsal fin does
its best to point in the direction w.
## Solution
This commit makes the ship less hypothetical by using a kenney ship
model in the example.
The local axes for the ship needed to change to accommodate the gltf, so
the hypothetical in the documentation and this example's local axes
don't necessarily match. Docs use `align(Dir3::X, v, Dir3::Y, w)` and
this example now uses `(Vec3::NEG_Z, *first, Vec3::X, *second)`.
I manually modified the `craft_speederD` Node's `translation` to be
0,0,0 in the gltf file, which means it now differs from kenney's
original model.
Original ship from: https://kenney.nl/assets/space-kit
## Testing
```
cargo run --example align
```
![screenshot-2024-06-19-at-14 27
05@2x](https://github.com/bevyengine/bevy/assets/551247/ab1afc8f-76b2-42b6-b455-f0d1c77cfed7)
![screenshot-2024-06-19-at-14 27
12@2x](https://github.com/bevyengine/bevy/assets/551247/4a01031c-4ea1-43ab-8078-3656db67efe0)
![screenshot-2024-06-19-at-14 27
20@2x](https://github.com/bevyengine/bevy/assets/551247/06830f38-ba2b-4e3a-a265-2d10f9ea9de9)
2024-06-20 00:58:00 +00:00
|
|
|
Transform::IDENTITY.aligned_by(Vec3::NEG_Z, *first, Vec3::X, *second)
|
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
|
|
|
}
|