# Objective
- Another way of specifying rotations was requested in
https://github.com/bevyengine/bevy/issues/11132#issuecomment-2344603178
## Solution
- Add methods on `Rot2`
- `turn_fraction(fraction: f32) -> Self`
- `as_turn_fraction(self) -> f32`
- Also add some documentation on range of rotation
## Testing
- extended existing tests
- added new tests
## Showcase
```rust
let rotation1 = Rot2::degrees(90.0);
let rotation2 = Rot2::turn_fraction(0.25);
// rotations should be equal
assert_relative_eq!(rotation1, rotation2);
// The rotation should be 90 degrees
assert_relative_eq!(rotation2.as_radians(), FRAC_PI_2);
assert_relative_eq!(rotation2.as_degrees(), 90.0);
```
---------
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
# Objective
Closes#14474
Previously, the `libm` feature of bevy_math would just pass the same
feature flag down to glam. However, bevy_math itself had many uses of
floating-point arithmetic with unspecified precision. For example,
`f32::sin_cos` and `f32::powi` have unspecified precision, which means
that the exact details of their output are not guaranteed to be stable
across different systems and/or versions of Rust. This means that users
of bevy_math could observe slightly different behavior on different
systems if these methods were used.
The goal of this PR is to make it so that the `libm` feature flag
actually guarantees some degree of determinacy within bevy_math itself
by switching to the libm versions of these functions when the `libm`
feature is enabled.
## Solution
bevy_math now has an internal module `bevy_math::ops`, which re-exports
either the standard versions of the operations or the libm versions
depending on whether the `libm` feature is enabled. For example,
`ops::sin` compiles to `f32::sin` without the `libm` feature and to
`libm::sinf` with it.
This approach has a small shortfall, which is that `f32::powi` (integer
powers of floating point numbers) does not have an equivalent in `libm`.
On the other hand, this method is only used for squaring and cubing
numbers in bevy_math. Accordingly, this deficit is covered by the
introduction of a trait `ops::FloatPow`:
```rust
pub(crate) trait FloatPow {
fn squared(self) -> Self;
fn cubed(self) -> Self;
}
```
Next, each current usage of the unspecified-precision methods has been
replaced by its equivalent in `ops`, so that when `libm` is enabled, the
libm version is used instead. The exception, of course, is that
`.powi(2)`/`.powi(3)` have been replaced with `.squared()`/`.cubed()`.
Finally, the usage of the plain `f32` methods with unspecified precision
is now linted out of bevy_math (and hence disallowed in CI). For
example, using `f32::sin` within bevy_math produces a warning that tells
the user to use the `ops::sin` version instead.
## Testing
Ran existing tests. It would be nice to check some benchmarks on NURBS
things once #14677 merges. I'm happy to wait until then if the rest of
this PR is fine.
---
## Discussion
In the future, it might make sense to actually expose `bevy_math::ops`
as public if any downstream Bevy crates want to provide similar
determinacy guarantees. For now, it's all just `pub(crate)`.
This PR also only covers `f32`. If we find ourselves using `f64`
internally in parts of bevy_math for better robustness, we could extend
the module and lints to cover the `f64` versions easily enough.
I don't know how feasible it is, but it would also be nice if we could
standardize the bevy_math tests with the `libm` feature in CI, since
their success is currently platform-dependent (e.g. 8 of them fail on my
machine when run locally).
---------
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
# Objective
- `Rotation2d` is a very long name for a commonly used type.
## Solution
- Rename it to `Rot2` to match `glam`'s naming convention (e.g. `Vec2`)
I ran a poll, and `Rot2` was the favorite of the candidate names.
This is not actually a breaking change, since `Rotation2d` has not been
shipped yet.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
# Objective
Filling a hole in the API: Previously, there was no particularly
ergonomic way to go from, e.g., a pair of directions to the rotation
that links them.
## Solution
We introduce a small suite of API methods to `Dir2` to address this:
```rust
/// Get the rotation that rotates this direction to `other`.
pub fn rotation_to(self, other: Self) -> Rotation2d { //... }
/// Get the rotation that rotates `other` to this direction.
pub fn rotation_from(self, other: Self) -> Rotation2d { //... }
/// Get the rotation that rotates the X-axis to this direction.
pub fn rotation_from_x(self) -> Rotation2d { //... }
/// Get the rotation that rotates this direction to the X-axis.
pub fn rotation_to_x(self) -> Rotation2d { //... }
/// Get the rotation that rotates this direction to the Y-axis.
pub fn rotation_from_y(self) -> Rotation2d { //... }
/// Get the rotation that rotates the Y-axis to this direction.
pub fn rotation_to_y(self) -> Rotation2d { //... }
```
I also removed some language from the `Rotation2d` docs that is
misleading: the radian and angle conversion functions are already clear
about which angles they spit out, and `Rotation2d` itself doesn't have
any bounds on angles or anything.
# Objective
When working on `leafwing-input-manager` and in my games, I've found
these compass directions to be both clear and useful when attempting to
describe angles in 2 dimensions.
This was directly used when mapping gamepad inputs into 4-way movement
as a virtual dpad, and I expect other uses are common in games.
## Solution
- Add constants corresponding to the 4 cardinal and 4 semi-cardinal
directions.
## Testing
- I've validated the quadrants of each of the directions through
self-review.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
# Objective
Fixes#13456
## Solution
Moved `bevy_math`'s `Reflect` impls from `bevy_reflect` to `bevy_math`.
### Quick note
I accidentally used the same commit message while resolving a merge
conflict (first time I had to resolve a conflict). Sorry about that.
# Objective
Adopted #11748
## Solution
I've rebased on main to fix the merge conflicts. ~~Not quite ready to
merge yet~~
* Clippy is happy and the tests are passing, but...
* ~~The new shapes in `examples/2d/2d_shapes.rs` don't look right at
all~~ Never mind, looks like radians and degrees just got mixed up at
some point?
* I have updated one doc comment based on a review in the original PR.
---------
Co-authored-by: Alexis "spectria" Horizon <spectria.limina@gmail.com>
Co-authored-by: Alexis "spectria" Horizon <118812919+spectria-limina@users.noreply.github.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Ben Harper <ben@tukom.org>
# Objective
Rotating vectors is a very common task. It is required for a variety of
things both within Bevy itself and in many third party plugins, for
example all over physics and collision detection, and for things like
Bevy's bounding volumes and several gizmo implementations.
For 3D, we can do this using a `Quat`, but for 2D, we do not have a
clear and efficient option. `Mat2` can be used for rotating vectors if
created using `Mat2::from_angle`, but this is not obvious to many users,
it doesn't have many rotation helpers, and the type does not give any
guarantees that it represents a valid rotation.
We should have a proper type for 2D rotations. In addition to allowing
for potential optimization, it would allow us to have a consistent and
explicitly documented representation used throughout the engine, i.e.
counterclockwise and in radians.
## Representation
The mathematical formula for rotating a 2D vector is the following:
```
new_x = x * cos - y * sin
new_y = x * sin + y * cos
```
Here, `sin` and `cos` are the sine and cosine of the rotation angle.
Computing these every time when a vector needs to be rotated can be
expensive, so the rotation shouldn't be just an `f32` angle. Instead, it
is often more efficient to represent the rotation using the sine and
cosine of the angle instead of storing the angle itself. This can be
freely passed around and reused without unnecessary computations.
The two options are either a 2x2 rotation matrix or a unit complex
number where the cosine is the real part and the sine is the imaginary
part. These are equivalent for the most part, but the unit complex
representation is a bit more memory efficient (two `f32`s instead of
four), so I chose that. This is like Nalgebra's
[`UnitComplex`](https://docs.rs/nalgebra/latest/nalgebra/geometry/type.UnitComplex.html)
type, which can be used for the
[`Rotation2`](https://docs.rs/nalgebra/latest/nalgebra/geometry/type.Rotation2.html)
type.
## Implementation
Add a `Rotation2d` type represented as a unit complex number:
```rust
/// A counterclockwise 2D rotation in radians.
///
/// The rotation angle is wrapped to be within the `]-pi, pi]` range.
pub struct Rotation2d {
/// The cosine of the rotation angle in radians.
///
/// This is the real part of the unit complex number representing the rotation.
pub cos: f32,
/// The sine of the rotation angle in radians.
///
/// This is the imaginary part of the unit complex number representing the rotation.
pub sin: f32,
}
```
Using it is similar to using `Quat`, but in 2D:
```rust
let rotation = Rotation2d::radians(PI / 2.0);
// Rotate vector (also works on Direction2d!)
assert_eq!(rotation * Vec2::X, Vec2::Y);
// Get angle as degrees
assert_eq!(rotation.as_degrees(), 90.0);
// Getting sin and cos is free
let (sin, cos) = rotation.sin_cos();
// "Subtract" rotations
let rotation2 = Rotation2d::FRAC_PI_4; // there are constants!
let diff = rotation * rotation2.inverse();
assert_eq!(diff.as_radians(), PI / 4.0);
// This is equivalent to the above
assert_eq!(rotation2.angle_between(rotation), PI / 4.0);
// Lerp
let rotation1 = Rotation2d::IDENTITY;
let rotation2 = Rotation2d::FRAC_PI_2;
let result = rotation1.lerp(rotation2, 0.5);
assert_eq!(result.as_radians(), std::f32::consts::FRAC_PI_4);
// Slerp
let rotation1 = Rotation2d::FRAC_PI_4);
let rotation2 = Rotation2d::degrees(-180.0); // we can use degrees too!
let result = rotation1.slerp(rotation2, 1.0 / 3.0);
assert_eq!(result.as_radians(), std::f32::consts::FRAC_PI_2);
```
There's also a `From<f32>` implementation for `Rotation2d`, which means
that methods can still accept radians as floats if the argument uses
`impl Into<Rotation2d>`. This means that adding `Rotation2d` shouldn't
even be a breaking change.
---
## Changelog
- Added `Rotation2d`
- Bounding volume methods now take an `impl Into<Rotation2d>`
- Gizmo methods with rotation now take an `impl Into<Rotation2d>`
## Future use cases
- Collision detection (a type like this is quite essential considering
how common vector rotations are)
- `Transform` helpers (e.g. return a 2D rotation about the Z axis from a
`Transform`)
- The rotation used for `Transform2d` (#8268)
- More gizmos, maybe meshes... everything in 2D that uses rotation
---------
Co-authored-by: Tristan Guichaoua <33934311+tguichaoua@users.noreply.github.com>
Co-authored-by: Robert Walter <robwalter96@gmail.com>
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>