mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
21b78b5990
# Objective Several of our APIs (namely gizmos and bounding) use isometries on current Bevy main. This is nicer than separate properties in a lot of cases, but users have still expressed usability concerns. One problem is that in a lot of cases, you only care about e.g. translation, so you end up with this: ```rust gizmos.cross_2d( Isometry2d::from_translation(Vec2::new(-160.0, 120.0)), 12.0, FUCHSIA, ); ``` The isometry adds quite a lot of length and verbosity, and isn't really that relevant since only the translation is important here. It would be nice if you could use the translation directly, and only supply an isometry if both translation and rotation are needed. This would make the following possible: ```rust gizmos.cross_2d(Vec2::new(-160.0, 120.0), 12.0, FUCHSIA); ``` removing a lot of verbosity. ## Solution Implement `From<Vec2>` and `From<Rot2>` for `Isometry2d`, and `From<Vec3>`, `From<Vec3A>`, and `From<Quat>` for `Isometry3d`. These are lossless conversions that fit the semantics of `From`. This makes the proposed API possible! The methods must now simply take an `impl Into<IsometryNd>`, and this works: ```rust gizmos.cross_2d(Vec2::new(-160.0, 120.0), 12.0, FUCHSIA); ```
122 lines
4.3 KiB
Rust
122 lines
4.3 KiB
Rust
//! Demonstrates UV mappings of the [`CircularSector`] and [`CircularSegment`] primitives.
|
|
//!
|
|
//! Also draws the bounding boxes and circles of the primitives.
|
|
|
|
use std::f32::consts::FRAC_PI_2;
|
|
|
|
use bevy::{
|
|
color::palettes::css::{BLUE, DARK_SLATE_GREY, RED},
|
|
math::{
|
|
bounding::{Bounded2d, BoundingVolume},
|
|
Isometry2d,
|
|
},
|
|
prelude::*,
|
|
render::mesh::{CircularMeshUvMode, CircularSectorMeshBuilder, CircularSegmentMeshBuilder},
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(
|
|
Update,
|
|
(
|
|
draw_bounds::<CircularSector>,
|
|
draw_bounds::<CircularSegment>,
|
|
),
|
|
)
|
|
.run();
|
|
}
|
|
|
|
#[derive(Component, Debug)]
|
|
struct DrawBounds<Shape: Bounded2d + Send + Sync + 'static>(Shape);
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<ColorMaterial>>,
|
|
) {
|
|
let material = materials.add(asset_server.load("branding/icon.png"));
|
|
|
|
commands.spawn((
|
|
Camera2d,
|
|
Camera {
|
|
clear_color: ClearColorConfig::Custom(DARK_SLATE_GREY.into()),
|
|
..default()
|
|
},
|
|
));
|
|
|
|
const UPPER_Y: f32 = 50.0;
|
|
const LOWER_Y: f32 = -50.0;
|
|
const FIRST_X: f32 = -450.0;
|
|
const OFFSET: f32 = 100.0;
|
|
const NUM_SLICES: i32 = 8;
|
|
|
|
// This draws NUM_SLICES copies of the Bevy logo as circular sectors and segments,
|
|
// with successively larger angles up to a complete circle.
|
|
for i in 0..NUM_SLICES {
|
|
let fraction = (i + 1) as f32 / NUM_SLICES as f32;
|
|
|
|
let sector = CircularSector::from_turns(40.0, fraction);
|
|
// We want to rotate the circular sector so that the sectors appear clockwise from north.
|
|
// We must rotate it both in the Transform and in the mesh's UV mappings.
|
|
let sector_angle = -sector.half_angle();
|
|
let sector_mesh =
|
|
CircularSectorMeshBuilder::new(sector).uv_mode(CircularMeshUvMode::Mask {
|
|
angle: sector_angle,
|
|
});
|
|
commands.spawn((
|
|
Mesh2d(meshes.add(sector_mesh)),
|
|
MeshMaterial2d(material.clone()),
|
|
Transform {
|
|
translation: Vec3::new(FIRST_X + OFFSET * i as f32, 2.0 * UPPER_Y, 0.0),
|
|
rotation: Quat::from_rotation_z(sector_angle),
|
|
..default()
|
|
},
|
|
DrawBounds(sector),
|
|
));
|
|
|
|
let segment = CircularSegment::from_turns(40.0, fraction);
|
|
// For the circular segment, we will draw Bevy charging forward, which requires rotating the
|
|
// shape and texture by 90 degrees.
|
|
//
|
|
// Note that this may be unintuitive; it may feel like we should rotate the texture by the
|
|
// opposite angle to preserve the orientation of Bevy. But the angle is not the angle of the
|
|
// texture itself, rather it is the angle at which the vertices are mapped onto the texture.
|
|
// so it is the negative of what you might otherwise expect.
|
|
let segment_angle = -FRAC_PI_2;
|
|
let segment_mesh =
|
|
CircularSegmentMeshBuilder::new(segment).uv_mode(CircularMeshUvMode::Mask {
|
|
angle: -segment_angle,
|
|
});
|
|
commands.spawn((
|
|
Mesh2d(meshes.add(segment_mesh)),
|
|
MeshMaterial2d(material.clone()),
|
|
Transform {
|
|
translation: Vec3::new(FIRST_X + OFFSET * i as f32, LOWER_Y, 0.0),
|
|
rotation: Quat::from_rotation_z(segment_angle),
|
|
..default()
|
|
},
|
|
DrawBounds(segment),
|
|
));
|
|
}
|
|
}
|
|
|
|
fn draw_bounds<Shape: Bounded2d + Send + Sync + 'static>(
|
|
q: Query<(&DrawBounds<Shape>, &GlobalTransform)>,
|
|
mut gizmos: Gizmos,
|
|
) {
|
|
for (shape, transform) in &q {
|
|
let (_, rotation, translation) = transform.to_scale_rotation_translation();
|
|
let translation = translation.truncate();
|
|
let rotation = rotation.to_euler(EulerRot::XYZ).2;
|
|
let isometry = Isometry2d::new(translation, Rot2::radians(rotation));
|
|
|
|
let aabb = shape.0.aabb_2d(isometry);
|
|
gizmos.rect_2d(aabb.center(), aabb.half_size() * 2.0, RED);
|
|
|
|
let bounding_circle = shape.0.bounding_circle(isometry);
|
|
gizmos.circle_2d(bounding_circle.center, bounding_circle.radius(), BLUE);
|
|
}
|
|
}
|