Add associated constant IDENTITY to Transform and friends. (#5340)

# Objective
Since `identity` is a const fn that takes no arguments it seems logical to make it an associated constant.
This is also more in line with types from glam (eg. `Quat::IDENTITY`).

## Migration Guide

The method `identity()` on `Transform`, `GlobalTransform` and `TransformBundle` has been deprecated.
Use the associated constant `IDENTITY` instead.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
This commit is contained in:
ira 2022-08-30 22:10:24 +00:00
parent ed773dbe30
commit b42f426fc3
14 changed files with 65 additions and 79 deletions

View file

@ -466,7 +466,7 @@ async fn load_gltf<'a, 'b>(
world
.spawn()
.insert_bundle(SpatialBundle::visible_identity())
.insert_bundle(SpatialBundle::VISIBLE_IDENTITY)
.with_children(|parent| {
for node in scene.nodes() {
let result = load_node(
@ -1169,7 +1169,7 @@ mod test {
GltfNode {
children: vec![],
mesh: None,
transform: bevy_transform::prelude::Transform::identity(),
transform: bevy_transform::prelude::Transform::IDENTITY,
}
}
}

View file

@ -1450,7 +1450,7 @@ pub fn update_point_light_frusta(
Mat4::perspective_infinite_reverse_rh(std::f32::consts::FRAC_PI_2, 1.0, POINT_LIGHT_NEAR_Z);
let view_rotations = CUBE_MAP_FACES
.iter()
.map(|CubeMapFace { target, up }| Transform::identity().looking_at(*target, *up))
.map(|CubeMapFace { target, up }| Transform::IDENTITY.looking_at(*target, *up))
.collect::<Vec<_>>();
for (entity, transform, point_light, mut cubemap_frusta) in &mut views {

View file

@ -781,7 +781,7 @@ pub fn prepare_lights(
Mat4::perspective_infinite_reverse_rh(std::f32::consts::FRAC_PI_2, 1.0, POINT_LIGHT_NEAR_Z);
let cube_face_rotations = CUBE_MAP_FACES
.iter()
.map(|CubeMapFace { target, up }| Transform::identity().looking_at(*target, *up))
.map(|CubeMapFace { target, up }| Transform::IDENTITY.looking_at(*target, *up))
.collect::<Vec<_>>();
global_light_meta.entity_to_index.clear();

View file

@ -33,22 +33,23 @@ impl SpatialBundle {
pub const fn from_transform(transform: Transform) -> Self {
SpatialBundle {
transform,
// Note: `..Default::default()` cannot be used here, because it isn't const
..Self::visible_identity()
..Self::VISIBLE_IDENTITY
}
}
/// Creates a new identity [`SpatialBundle`], with no translation, rotation, and a scale of 1
/// on all axes.
#[inline]
pub const fn visible_identity() -> Self {
SpatialBundle {
transform: Transform::identity(),
global_transform: GlobalTransform::identity(),
visibility: Visibility::visible(),
computed: ComputedVisibility::not_visible(),
}
}
/// A visible [`SpatialBundle`], with no translation, rotation, and a scale of 1 on all axes.
pub const VISIBLE_IDENTITY: Self = SpatialBundle {
visibility: Visibility::VISIBLE,
computed: ComputedVisibility::INVISIBLE,
transform: Transform::IDENTITY,
global_transform: GlobalTransform::IDENTITY,
};
/// An invisible [`SpatialBundle`], with no translation, rotation, and a scale of 1 on all axes.
pub const INVISIBLE_IDENTITY: Self = SpatialBundle {
visibility: Visibility::INVISIBLE,
..Self::VISIBLE_IDENTITY
};
}
impl From<Transform> for SpatialBundle {

View file

@ -37,15 +37,16 @@ pub struct Visibility {
impl Default for Visibility {
fn default() -> Self {
Self::visible()
Visibility::VISIBLE
}
}
impl Visibility {
/// Creates a new [`Visibility`], set as visible
pub const fn visible() -> Self {
Self { is_visible: true }
}
/// A [`Visibility`], set as visible.
pub const VISIBLE: Self = Visibility { is_visible: true };
/// A [`Visibility`], set as invisible.
pub const INVISIBLE: Self = Visibility { is_visible: false };
}
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
@ -58,18 +59,16 @@ pub struct ComputedVisibility {
impl Default for ComputedVisibility {
fn default() -> Self {
Self::not_visible()
Self::INVISIBLE
}
}
impl ComputedVisibility {
/// Creates a new [`ComputedVisibility`], set as not visible
pub const fn not_visible() -> Self {
Self {
is_visible_in_hierarchy: false,
is_visible_in_view: false,
}
}
/// A [`ComputedVisibility`], set as invisible.
pub const INVISIBLE: Self = ComputedVisibility {
is_visible_in_hierarchy: false,
is_visible_in_view: false,
};
/// Whether this entity is visible to something this frame. This is true if and only if [`Self::is_visible_in_hierarchy`] and [`Self::is_visible_in_view`]
/// are true. This is the canonical method to call to determine if an entity should be drawn.

View file

@ -46,6 +46,9 @@ macro_rules! impl_local_axis {
}
impl GlobalTransform {
/// An identity [`GlobalTransform`] that maps all points in space to themselves.
pub const IDENTITY: Self = Self(Affine3A::IDENTITY);
#[doc(hidden)]
#[inline]
pub fn from_xyz(x: f32, y: f32, z: f32) -> Self {
@ -105,12 +108,6 @@ impl GlobalTransform {
self.0.to_scale_rotation_translation()
}
/// Creates a new identity [`GlobalTransform`], that maps all points in space to themselves.
#[inline]
pub const fn identity() -> Self {
Self(Affine3A::IDENTITY)
}
impl_local_axis!(right, left, X);
impl_local_axis!(up, down, Y);
impl_local_axis!(back, forward, Z);
@ -154,7 +151,7 @@ impl GlobalTransform {
impl Default for GlobalTransform {
fn default() -> Self {
Self::identity()
Self::IDENTITY
}
}

View file

@ -38,6 +38,13 @@ pub struct Transform {
}
impl Transform {
/// An identity [`Transform`] with no translation, rotation, and a scale of 1 on all axes.
pub const IDENTITY: Self = Transform {
translation: Vec3::ZERO,
rotation: Quat::IDENTITY,
scale: Vec3::ONE,
};
/// Creates a new [`Transform`] at the position `(x, y, z)`. In 2d, the `z` component
/// is used for z-ordering elements: higher `z`-value will be in front of lower
/// `z`-value.
@ -46,17 +53,6 @@ impl Transform {
Self::from_translation(Vec3::new(x, y, z))
}
/// Creates a new identity [`Transform`], with no translation, rotation, and a scale of 1 on
/// all axes.
#[inline]
pub const fn identity() -> Self {
Transform {
translation: Vec3::ZERO,
rotation: Quat::IDENTITY,
scale: Vec3::ONE,
}
}
/// Extracts the translation, rotation, and scale from `matrix`. It must be a 3d affine
/// transformation matrix.
#[inline]
@ -76,7 +72,7 @@ impl Transform {
pub const fn from_translation(translation: Vec3) -> Self {
Transform {
translation,
..Self::identity()
..Self::IDENTITY
}
}
@ -86,7 +82,7 @@ impl Transform {
pub const fn from_rotation(rotation: Quat) -> Self {
Transform {
rotation,
..Self::identity()
..Self::IDENTITY
}
}
@ -96,7 +92,7 @@ impl Transform {
pub const fn from_scale(scale: Vec3) -> Self {
Transform {
scale,
..Self::identity()
..Self::IDENTITY
}
}
@ -335,7 +331,7 @@ impl Transform {
impl Default for Transform {
fn default() -> Self {
Self::identity()
Self::IDENTITY
}
}

View file

@ -46,6 +46,12 @@ pub struct TransformBundle {
}
impl TransformBundle {
/// An identity [`TransformBundle`] with no translation, rotation, and a scale of 1 on all axes.
pub const IDENTITY: Self = TransformBundle {
local: Transform::IDENTITY,
global: GlobalTransform::IDENTITY,
};
/// Creates a new [`TransformBundle`] from a [`Transform`].
///
/// This initializes [`GlobalTransform`] as identity, to be updated later by the
@ -54,18 +60,7 @@ impl TransformBundle {
pub const fn from_transform(transform: Transform) -> Self {
TransformBundle {
local: transform,
// Note: `..Default::default()` cannot be used here, because it isn't const
..Self::identity()
}
}
/// Creates a new identity [`TransformBundle`], with no translation, rotation, and a scale of 1
/// on all axes.
#[inline]
pub const fn identity() -> Self {
TransformBundle {
local: Transform::identity(),
global: GlobalTransform::identity(),
..Self::IDENTITY
}
}
}

View file

@ -297,14 +297,12 @@ mod test {
.world
.spawn()
.insert(Transform::from_translation(translation))
.insert(GlobalTransform::default())
.insert(GlobalTransform::IDENTITY)
.with_children(|builder| {
child = builder
.spawn_bundle((Transform::identity(), GlobalTransform::default()))
.spawn_bundle(TransformBundle::IDENTITY)
.with_children(|builder| {
grandchild = builder
.spawn_bundle((Transform::identity(), GlobalTransform::default()))
.id();
grandchild = builder.spawn_bundle(TransformBundle::IDENTITY).id();
})
.id();
})
@ -338,11 +336,11 @@ mod test {
let mut grandchild = Entity::from_raw(0);
let child = world
.spawn()
.insert_bundle((Transform::identity(), GlobalTransform::default()))
.insert_bundle(TransformBundle::IDENTITY)
.with_children(|builder| {
grandchild = builder
.spawn()
.insert_bundle((Transform::identity(), GlobalTransform::default()))
.insert_bundle(TransformBundle::IDENTITY)
.id();
})
.id();
@ -357,7 +355,7 @@ mod test {
app.world
.spawn()
.insert_bundle((Transform::default(), GlobalTransform::default()))
.insert_bundle(TransformBundle::IDENTITY)
.push_children(&[child]);
std::mem::swap(
&mut *app.world.get_mut::<Parent>(child).unwrap(),

View file

@ -150,7 +150,7 @@ mod tests {
struct Label(&'static str);
fn node_with_transform(name: &'static str) -> (Label, Node, Transform) {
(Label(name), Node::default(), Transform::identity())
(Label(name), Node::default(), Transform::IDENTITY)
}
fn node_without_transform(name: &'static str) -> (Label, Node) {

View file

@ -125,7 +125,7 @@ fn setup(
.insert_bundle((planet, player))
.with_children(|p| {
// This entity is just used for animation, but doesn't display anything
p.spawn_bundle(SpatialBundle::default())
p.spawn_bundle(SpatialBundle::VISIBLE_IDENTITY)
// Add the Name component
.insert(orbit_controller)
.with_children(|p| {

View file

@ -123,14 +123,14 @@ fn setup(
let joint_0 = commands
.spawn_bundle((
Transform::from_xyz(i as f32 * 1.5, 0.0, 0.0),
GlobalTransform::identity(),
GlobalTransform::IDENTITY,
))
.id();
let joint_1 = commands
.spawn_bundle((
AnimatedJoint,
Transform::identity(),
GlobalTransform::identity(),
Transform::IDENTITY,
GlobalTransform::IDENTITY,
))
.id();

View file

@ -18,7 +18,7 @@ struct MyComponent(f64);
fn setup(mut commands: Commands) {
commands.spawn().insert(MyComponent(0.));
commands.spawn().insert(Transform::identity());
commands.spawn().insert(Transform::IDENTITY);
}
fn change_component(time: Res<Time>, mut query: Query<(Entity, &mut MyComponent)>) {

View file

@ -84,7 +84,7 @@ fn save_scene_system(world: &mut World) {
scene_world.spawn().insert_bundle((
component_b,
ComponentA { x: 1.0, y: 2.0 },
Transform::identity(),
Transform::IDENTITY,
));
scene_world
.spawn()