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documentation on Transform and GlobalTransform (#1687)
fixes #1599 * Added doc on `Transform` and `GlobalTransform` to describe usage and how `GlobalTransform` is updated * Documented all methods on `Transform` * `#[doc(hidden)]` most constructors and methods mutating `GlobalTransform`, documented the other * Mentioned z-ordering for `Transform` in 2d
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3 changed files with 114 additions and 16 deletions
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@ -4,6 +4,35 @@ use bevy_math::{Mat3, Mat4, Quat, Vec3};
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use bevy_reflect::Reflect;
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use std::ops::Mul;
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/// Describe the position of an entity relative to the reference frame.
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///
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/// * To place or move an entity, you should set its [`Transform`].
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/// * To be displayed, an entity must have both a [`Transform`] and a [`GlobalTransform`].
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/// * To get the global position of an entity, you should get its [`GlobalTransform`].
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///
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/// ## [`Transform`] and [`GlobalTransform`]
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///
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/// [`Transform`] is the position of an entity relative to its parent position, or the reference
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/// frame if it doesn't have a [`Parent`](super::Parent).
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///
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/// [`GlobalTransform`] is the position of an entity relative to the reference frame.
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///
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/// [`GlobalTransform`] is updated from [`Transform`] in the system
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/// [`transform_propagate_system`](crate::transform_propagate_system::transform_propagate_system).
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///
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/// In pseudo code:
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/// ```ignore
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/// for entity in entities_without_parent:
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/// set entity.global_transform to entity.transform
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/// recursively:
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/// set parent to current entity
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/// for child in parent.children:
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/// set child.global_transform to parent.global_transform * child.transform
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/// ```
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///
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/// This system runs in stage [`CoreStage::PostUpdate`](crate::CoreStage::PostUpdate). If you
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/// update the[`Transform`] of an entity in this stage or after, you will notice a 1 frame lag
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/// before the [`GlobalTransform`] is updated.
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#[derive(Debug, PartialEq, Clone, Copy, Reflect)]
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#[reflect(Component, PartialEq)]
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pub struct GlobalTransform {
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@ -13,12 +42,14 @@ pub struct GlobalTransform {
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}
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impl GlobalTransform {
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/// Create a new [`GlobalTransform`] at the position `(x, y, z)`
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#[doc(hidden)]
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#[inline]
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pub fn from_xyz(x: f32, y: f32, z: f32) -> Self {
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Self::from_translation(Vec3::new(x, y, z))
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}
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/// Creates a new identity [`GlobalTransform`], with no translation, rotation, and a scale of 1
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/// on all axes.
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#[inline]
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pub const fn identity() -> Self {
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GlobalTransform {
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@ -28,6 +59,7 @@ impl GlobalTransform {
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}
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}
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#[doc(hidden)]
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#[inline]
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pub fn from_matrix(matrix: Mat4) -> Self {
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let (scale, rotation, translation) = matrix.to_scale_rotation_translation();
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@ -39,6 +71,7 @@ impl GlobalTransform {
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}
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}
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#[doc(hidden)]
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#[inline]
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pub fn from_translation(translation: Vec3) -> Self {
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GlobalTransform {
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@ -47,6 +80,7 @@ impl GlobalTransform {
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}
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}
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#[doc(hidden)]
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#[inline]
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pub fn from_rotation(rotation: Quat) -> Self {
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GlobalTransform {
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@ -55,6 +89,7 @@ impl GlobalTransform {
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}
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}
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#[doc(hidden)]
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#[inline]
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pub fn from_scale(scale: Vec3) -> Self {
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GlobalTransform {
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@ -63,43 +98,46 @@ impl GlobalTransform {
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}
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}
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/// Returns transform with the same translation and scale, but rotation so that
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/// transform.forward() points at target
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#[doc(hidden)]
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#[inline]
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pub fn looking_at(mut self, target: Vec3, up: Vec3) -> Self {
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self.look_at(target, up);
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self
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}
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/// Returns the 3d affine transformation matrix from this transforms translation,
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/// rotation, and scale.
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#[inline]
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pub fn compute_matrix(&self) -> Mat4 {
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Mat4::from_scale_rotation_translation(self.scale, self.rotation, self.translation)
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}
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#[inline]
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/// Get the unit vector in the local x direction
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#[inline]
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pub fn local_x(&self) -> Vec3 {
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self.rotation * Vec3::X
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}
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#[inline]
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/// Get the unit vector in the local y direction
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#[inline]
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pub fn local_y(&self) -> Vec3 {
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self.rotation * Vec3::Y
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}
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#[inline]
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/// Get the unit vector in the local z direction
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#[inline]
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pub fn local_z(&self) -> Vec3 {
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self.rotation * Vec3::Z
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}
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#[doc(hidden)]
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#[inline]
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/// Rotate the transform by the given rotation
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pub fn rotate(&mut self, rotation: Quat) {
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self.rotation *= rotation;
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}
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/// Multiplies `self` with `transform` component by component, returning the
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/// resulting [`GlobalTransform`]
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#[inline]
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pub fn mul_transform(&self, transform: Transform) -> GlobalTransform {
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let translation = self.mul_vec3(transform.translation);
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@ -112,6 +150,7 @@ impl GlobalTransform {
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}
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}
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/// Returns a [`Vec3`] of this [`Transform`] applied to `value`.
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#[inline]
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pub fn mul_vec3(&self, mut value: Vec3) -> Vec3 {
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value = self.rotation * value;
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@ -120,11 +159,13 @@ impl GlobalTransform {
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value
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}
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#[doc(hidden)]
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#[inline]
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pub fn apply_non_uniform_scale(&mut self, scale: Vec3) {
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self.scale *= scale;
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}
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#[doc(hidden)]
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#[inline]
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pub fn look_at(&mut self, target: Vec3, up: Vec3) {
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let forward = Vec3::normalize(self.translation - target);
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@ -4,21 +4,58 @@ use bevy_math::{Mat3, Mat4, Quat, Vec3};
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use bevy_reflect::Reflect;
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use std::ops::Mul;
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/// Describe the position of an entity. If the entity has a parent, the position is relative
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/// to its parent position.
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///
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/// * To place or move an entity, you should set its [`Transform`].
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/// * To be displayed, an entity must have both a [`Transform`] and a [`GlobalTransform`].
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/// * To get the global position of an entity, you should get its [`GlobalTransform`].
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///
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/// ## [`Transform`] and [`GlobalTransform`]
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///
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/// [`Transform`] is the position of an entity relative to its parent position, or the reference
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/// frame if it doesn't have a [`Parent`](super::Parent).
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///
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/// [`GlobalTransform`] is the position of an entity relative to the reference frame.
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///
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/// [`GlobalTransform`] is updated from [`Transform`] in the system
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/// [`transform_propagate_system`](crate::transform_propagate_system::transform_propagate_system).
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///
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/// In pseudo code:
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/// ```ignore
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/// for entity in entities_without_parent:
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/// set entity.global_transform to entity.transform
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/// recursively:
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/// set parent to current entity
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/// for child in parent.children:
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/// set child.global_transform to parent.global_transform * child.transform
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/// ```
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///
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/// This system runs in stage [`CoreStage::PostUpdate`](crate::CoreStage::PostUpdate). If you
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/// update the[`Transform`] of an entity in this stage or after, you will notice a 1 frame lag
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/// before the [`GlobalTransform`] is updated.
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#[derive(Debug, PartialEq, Clone, Copy, Reflect)]
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#[reflect(Component, PartialEq)]
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pub struct Transform {
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/// Position of the entity. In 2d, the last value of the `Vec3` is used for z-ordering.
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pub translation: Vec3,
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/// Rotation of the entity.
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pub rotation: Quat,
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/// Scale of the entity.
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pub scale: Vec3,
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}
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impl Transform {
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/// Create a new [`Transform`] at the position `(x, y, z)`
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/// Creates a new [`Transform`] at the position `(x, y, z)`. In 2d, the `z` component
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/// is used for z-ordering elements: higher `z`-value will be in front of lower
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/// `z`-value.
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#[inline]
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pub fn from_xyz(x: f32, y: f32, z: f32) -> Self {
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Self::from_translation(Vec3::new(x, y, z))
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}
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/// Creates a new identity [`Transform`], with no translation, rotation, and a scale of 1 on
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/// all axes.
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#[inline]
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pub const fn identity() -> Self {
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Transform {
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@ -28,6 +65,8 @@ impl Transform {
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}
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}
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/// Extracts the translation, rotation, and scale from `matrix`. It must be a 3d affine
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/// transformation matrix.
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#[inline]
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pub fn from_matrix(matrix: Mat4) -> Self {
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let (scale, rotation, translation) = matrix.to_scale_rotation_translation();
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@ -39,6 +78,8 @@ impl Transform {
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}
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}
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/// Creates a new [`Transform`], with `translation`. Rotation will be 0 and scale 1 on
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/// all axes.
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#[inline]
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pub fn from_translation(translation: Vec3) -> Self {
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Transform {
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@ -47,6 +88,8 @@ impl Transform {
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}
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}
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/// Creates a new [`Transform`], with `rotation`. Translation will be 0 and scale 1 on
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/// all axes.
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#[inline]
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pub fn from_rotation(rotation: Quat) -> Self {
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Transform {
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@ -55,6 +98,8 @@ impl Transform {
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}
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}
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/// Creates a new [`Transform`], with `scale`. Translation will be 0 and rotation 0 on
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/// all axes.
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#[inline]
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pub fn from_scale(scale: Vec3) -> Self {
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Transform {
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@ -63,43 +108,48 @@ impl Transform {
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}
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}
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/// Returns transform with the same translation and scale, but rotation so that
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/// transform.forward() points at target
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/// Updates and returns this [`Transform`] by rotating it so that its unit vector in the
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/// local z direction is toward `target` and its unit vector in the local y direction
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/// is toward `up`.
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#[inline]
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pub fn looking_at(mut self, target: Vec3, up: Vec3) -> Self {
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self.look_at(target, up);
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self
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}
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/// Returns the 3d affine transformation matrix from this transforms translation,
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/// rotation, and scale.
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#[inline]
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pub fn compute_matrix(&self) -> Mat4 {
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Mat4::from_scale_rotation_translation(self.scale, self.rotation, self.translation)
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}
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/// Get the unit vector in the local x direction.
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#[inline]
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/// Get the unit vector in the local x direction
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pub fn local_x(&self) -> Vec3 {
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self.rotation * Vec3::X
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}
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/// Get the unit vector in the local y direction.
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#[inline]
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/// Get the unit vector in the local y direction
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pub fn local_y(&self) -> Vec3 {
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self.rotation * Vec3::Y
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}
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/// Get the unit vector in the local z direction.
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#[inline]
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/// Get the unit vector in the local z direction
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pub fn local_z(&self) -> Vec3 {
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self.rotation * Vec3::Z
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}
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/// Rotates the transform by the given rotation.
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#[inline]
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/// Rotate the transform by the given rotation
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pub fn rotate(&mut self, rotation: Quat) {
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self.rotation *= rotation;
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}
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/// Multiplies `self` with `transform` component by component, returning the
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/// resulting [`Transform`]
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#[inline]
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pub fn mul_transform(&self, transform: Transform) -> Self {
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let translation = self.mul_vec3(transform.translation);
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@ -112,6 +162,7 @@ impl Transform {
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}
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}
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/// Returns a [`Vec3`] of this [`Transform`] applied to `value`.
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#[inline]
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pub fn mul_vec3(&self, mut value: Vec3) -> Vec3 {
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value = self.rotation * value;
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@ -120,11 +171,15 @@ impl Transform {
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value
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}
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/// Changes the `scale` of this [`Transform`], multiplying the current `scale` by
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/// `scale_factor`.
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#[inline]
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pub fn apply_non_uniform_scale(&mut self, scale: Vec3) {
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self.scale *= scale;
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pub fn apply_non_uniform_scale(&mut self, scale_factor: Vec3) {
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self.scale *= scale_factor;
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}
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/// Rotates this [`Transform`] so that its unit vector in the local z direction is toward
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/// `target` and its unit vector in the local y direction is toward `up`.
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#[inline]
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pub fn look_at(&mut self, target: Vec3, up: Vec3) {
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let forward = Vec3::normalize(self.translation - target);
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@ -5,6 +5,8 @@ use bevy_ecs::{
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system::Query,
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};
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/// Update [`GlobalTransform`] component of entities based on entity hierarchy and
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/// [`Transform`] component.
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pub fn transform_propagate_system(
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mut root_query: Query<
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(Entity, Option<&Children>, &Transform, &mut GlobalTransform),
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