bevy/examples/2d/mesh2d_arcs.rs
Matty 601cf6b9e5
Refactor Bounded2d/Bounded3d to use isometries (#14485)
# Objective

Previously, this area of bevy_math used raw translation and rotations to
encode isometries, which did not exist earlier. The goal of this PR is
to make the codebase of bevy_math more harmonious by using actual
isometries (`Isometry2d`/`Isometry3d`) in these places instead — this
will hopefully make the interfaces more digestible for end-users, in
addition to facilitating conversions.

For instance, together with the addition of #14478, this means that a
bounding box for a collider with an isometric `Transform` can be
computed as
```rust
collider.aabb_3d(collider_transform.to_isometry())
```
instead of using manual destructuring. 

## Solution

- The traits `Bounded2d` and `Bounded3d` now use `Isometry2d` and
`Isometry3d` (respectively) instead of `translation` and `rotation`
parameters; e.g.:
  ```rust
  /// A trait with methods that return 3D bounding volumes for a shape.
  pub trait Bounded3d {
/// Get an axis-aligned bounding box for the shape translated and
rotated by the given isometry.
      fn aabb_3d(&self, isometry: Isometry3d) -> Aabb3d;
/// Get a bounding sphere for the shape translated and rotated by the
given isometry.
      fn bounding_sphere(&self, isometry: Isometry3d) -> BoundingSphere;
  }
  ```
- Similarly, the `from_point_cloud` constructors for axis-aligned
bounding boxes and bounding circles/spheres now take isometries instead
of separate `translation` and `rotation`; e.g.:
  ```rust
/// Computes the smallest [`Aabb3d`] containing the given set of points,
/// transformed by the rotation and translation of the given isometry.
    ///
    /// # Panics
    ///
    /// Panics if the given set of points is empty.
    #[inline(always)]
    pub fn from_point_cloud(
        isometry: Isometry3d,
        points: impl Iterator<Item = impl Into<Vec3A>>,
    ) -> Aabb3d { //... }
  ```

This has a couple additional results:
1. The end-user no longer interacts directly with `Into<Vec3A>` or
`Into<Rot2>` parameters; these conversions all happen earlier now,
inside the isometry types.
2. Similarly, almost all intermediate `Vec3 -> Vec3A` conversions have
been eliminated from the `Bounded3d` implementations for primitives.
This probably has some performance benefit, but I have not measured it
as of now.

## Testing

Existing unit tests help ensure that nothing has been broken in the
refactor.

---

## Migration Guide

The `Bounded2d` and `Bounded3d` traits now take `Isometry2d` and
`Isometry3d` parameters (respectively) instead of separate translation
and rotation arguments. Existing calls to `aabb_2d`, `bounding_circle`,
`aabb_3d`, and `bounding_sphere` will have to be changed to use
isometries instead. A straightforward conversion is to refactor just by
calling `Isometry2d/3d::new`, as follows:
```rust
// Old:
let aabb = my_shape.aabb_2d(my_translation, my_rotation);

// New:
let aabb = my_shape.aabb_2d(Isometry2d::new(my_translation, my_rotation));
```

However, if the old translation and rotation are 3d
translation/rotations originating from a `Transform` or
`GlobalTransform`, then `to_isometry` may be used instead. For example:
```rust
// Old:
let bounding_sphere = my_shape.bounding_sphere(shape_transform.translation, shape_transform.rotation);

// New:
let bounding_sphere = my_shape.bounding_sphere(shape_transform.to_isometry());
```

This discussion also applies to the `from_point_cloud` construction
method of `Aabb2d`/`BoundingCircle`/`Aabb3d`/`BoundingSphere`, which has
similarly been altered to use isometries.
2024-07-29 23:37:02 +00:00

128 lines
4.6 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},
sprite::MaterialMesh2dBundle,
};
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(Camera2dBundle {
camera: Camera {
clear_color: ClearColorConfig::Custom(DARK_SLATE_GREY.into()),
..default()
},
..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((
MaterialMesh2dBundle {
mesh: meshes.add(sector_mesh).into(),
material: material.clone(),
transform: Transform {
translation: Vec3::new(FIRST_X + OFFSET * i as f32, 2.0 * UPPER_Y, 0.0),
rotation: Quat::from_rotation_z(sector_angle),
..default()
},
..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((
MaterialMesh2dBundle {
mesh: meshes.add(segment_mesh).into(),
material: material.clone(),
transform: Transform {
translation: Vec3::new(FIRST_X + OFFSET * i as f32, LOWER_Y, 0.0),
rotation: Quat::from_rotation_z(segment_angle),
..default()
},
..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(), 0.0, aabb.half_size() * 2.0, RED);
let bounding_circle = shape.0.bounding_circle(isometry);
gizmos.circle_2d(bounding_circle.center, bounding_circle.radius(), BLUE);
}
}