bevy/examples/2d/rotation.rs
BD103 97131e1909
Move close_on_esc to bevy_dev_tools (#12855)
# Objective

- As @james7132 said [on
Discord](https://discord.com/channels/691052431525675048/692572690833473578/1224626740773523536),
the `close_on_esc` system is forcing `bevy_window` to depend on
`bevy_input`.
- `close_on_esc` is not likely to be used in production, so it arguably
does not have a place in `bevy_window`.

## Solution

- As suggested by @afonsolage, move `close_on_esc` into
`bevy_dev_tools`.
  - Add an example to the documentation too.
- Remove `bevy_window`'s dependency on `bevy_input`.
- Add `bevy_reflect`'s `smol_str` feature to `bevy_window` because it
was implicitly depended upon with `bevy_input` before it was removed.
- Remove any usage of `close_on_esc` from the examples.
- `bevy_dev_tools` is not enabled by default. I personally find it
frustrating to run examples with additional features, so I opted to
remove it entirely.
  - This is up for discussion if you have an alternate solution.

---

## Changelog

- Moved `bevy_window::close_on_esc` to `bevy_dev_tools::close_on_esc`.
- Removed usage of `bevy_dev_tools::close_on_esc` from all examples.

## Migration Guide

`bevy_window::close_on_esc` has been moved to
`bevy_dev_tools::close_on_esc`. You will first need to enable
`bevy_dev_tools` as a feature in your `Cargo.toml`:

```toml
[dependencies]
bevy = { version = "0.14", features = ["bevy_dev_tools"] }
```

Finally, modify any imports to use `bevy_dev_tools` instead:

```rust
// Old:
// use bevy:🪟:close_on_esc;

// New:
use bevy::dev_tools::close_on_esc;

App::new()
    .add_systems(Update, close_on_esc)
    // ...
    .run();
```
2024-04-03 01:29:06 +00:00

253 lines
9.9 KiB
Rust

//! Demonstrates rotating entities in 2D using quaternions.
use bevy::prelude::*;
const BOUNDS: Vec2 = Vec2::new(1200.0, 640.0);
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(Time::<Fixed>::from_hz(60.0))
.add_systems(Startup, setup)
.add_systems(
FixedUpdate,
(
player_movement_system,
snap_to_player_system,
rotate_to_player_system,
),
)
.run();
}
/// player component
#[derive(Component)]
struct Player {
/// linear speed in meters per second
movement_speed: f32,
/// rotation speed in radians per second
rotation_speed: f32,
}
/// snap to player ship behavior
#[derive(Component)]
struct SnapToPlayer;
/// rotate to face player ship behavior
#[derive(Component)]
struct RotateToPlayer {
/// rotation speed in radians per second
rotation_speed: f32,
}
/// Add the game's entities to our world and creates an orthographic camera for 2D rendering.
///
/// The Bevy coordinate system is the same for 2D and 3D, in terms of 2D this means that:
///
/// * `X` axis goes from left to right (`+X` points right)
/// * `Y` axis goes from bottom to top (`+Y` point up)
/// * `Z` axis goes from far to near (`+Z` points towards you, out of the screen)
///
/// The origin is at the center of the screen.
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let ship_handle = asset_server.load("textures/simplespace/ship_C.png");
let enemy_a_handle = asset_server.load("textures/simplespace/enemy_A.png");
let enemy_b_handle = asset_server.load("textures/simplespace/enemy_B.png");
// 2D orthographic camera
commands.spawn(Camera2dBundle::default());
let horizontal_margin = BOUNDS.x / 4.0;
let vertical_margin = BOUNDS.y / 4.0;
// player controlled ship
commands.spawn((
SpriteBundle {
texture: ship_handle,
..default()
},
Player {
movement_speed: 500.0, // meters per second
rotation_speed: f32::to_radians(360.0), // degrees per second
},
));
// enemy that snaps to face the player spawns on the bottom and left
commands.spawn((
SpriteBundle {
texture: enemy_a_handle.clone(),
transform: Transform::from_xyz(0.0 - horizontal_margin, 0.0, 0.0),
..default()
},
SnapToPlayer,
));
commands.spawn((
SpriteBundle {
texture: enemy_a_handle,
transform: Transform::from_xyz(0.0, 0.0 - vertical_margin, 0.0),
..default()
},
SnapToPlayer,
));
// enemy that rotates to face the player enemy spawns on the top and right
commands.spawn((
SpriteBundle {
texture: enemy_b_handle.clone(),
transform: Transform::from_xyz(0.0 + horizontal_margin, 0.0, 0.0),
..default()
},
RotateToPlayer {
rotation_speed: f32::to_radians(45.0), // degrees per second
},
));
commands.spawn((
SpriteBundle {
texture: enemy_b_handle,
transform: Transform::from_xyz(0.0, 0.0 + vertical_margin, 0.0),
..default()
},
RotateToPlayer {
rotation_speed: f32::to_radians(90.0), // degrees per second
},
));
}
/// Demonstrates applying rotation and movement based on keyboard input.
fn player_movement_system(
time: Res<Time>,
keyboard_input: Res<ButtonInput<KeyCode>>,
mut query: Query<(&Player, &mut Transform)>,
) {
let (ship, mut transform) = query.single_mut();
let mut rotation_factor = 0.0;
let mut movement_factor = 0.0;
if keyboard_input.pressed(KeyCode::ArrowLeft) {
rotation_factor += 1.0;
}
if keyboard_input.pressed(KeyCode::ArrowRight) {
rotation_factor -= 1.0;
}
if keyboard_input.pressed(KeyCode::ArrowUp) {
movement_factor += 1.0;
}
// update the ship rotation around the Z axis (perpendicular to the 2D plane of the screen)
transform.rotate_z(rotation_factor * ship.rotation_speed * time.delta_seconds());
// get the ship's forward vector by applying the current rotation to the ships initial facing
// vector
let movement_direction = transform.rotation * Vec3::Y;
// get the distance the ship will move based on direction, the ship's movement speed and delta
// time
let movement_distance = movement_factor * ship.movement_speed * time.delta_seconds();
// create the change in translation using the new movement direction and distance
let translation_delta = movement_direction * movement_distance;
// update the ship translation with our new translation delta
transform.translation += translation_delta;
// bound the ship within the invisible level bounds
let extents = Vec3::from((BOUNDS / 2.0, 0.0));
transform.translation = transform.translation.min(extents).max(-extents);
}
/// Demonstrates snapping the enemy ship to face the player ship immediately.
fn snap_to_player_system(
mut query: Query<&mut Transform, (With<SnapToPlayer>, Without<Player>)>,
player_query: Query<&Transform, With<Player>>,
) {
let player_transform = player_query.single();
// get the player translation in 2D
let player_translation = player_transform.translation.xy();
for mut enemy_transform in &mut query {
// get the vector from the enemy ship to the player ship in 2D and normalize it.
let to_player = (player_translation - enemy_transform.translation.xy()).normalize();
// get the quaternion to rotate from the initial enemy facing direction to the direction
// facing the player
let rotate_to_player = Quat::from_rotation_arc(Vec3::Y, to_player.extend(0.));
// rotate the enemy to face the player
enemy_transform.rotation = rotate_to_player;
}
}
/// Demonstrates rotating an enemy ship to face the player ship at a given rotation speed.
///
/// This method uses the vector dot product to determine if the enemy is facing the player and
/// if not, which way to rotate to face the player. The dot product on two unit length vectors
/// will return a value between -1.0 and +1.0 which tells us the following about the two vectors:
///
/// * If the result is 1.0 the vectors are pointing in the same direction, the angle between them is
/// 0 degrees.
/// * If the result is 0.0 the vectors are perpendicular, the angle between them is 90 degrees.
/// * If the result is -1.0 the vectors are parallel but pointing in opposite directions, the angle
/// between them is 180 degrees.
/// * If the result is positive the vectors are pointing in roughly the same direction, the angle
/// between them is greater than 0 and less than 90 degrees.
/// * If the result is negative the vectors are pointing in roughly opposite directions, the angle
/// between them is greater than 90 and less than 180 degrees.
///
/// It is possible to get the angle by taking the arc cosine (`acos`) of the dot product. It is
/// often unnecessary to do this though. Beware than `acos` will return `NaN` if the input is less
/// than -1.0 or greater than 1.0. This can happen even when working with unit vectors due to
/// floating point precision loss, so it pays to clamp your dot product value before calling
/// `acos`.
fn rotate_to_player_system(
time: Res<Time>,
mut query: Query<(&RotateToPlayer, &mut Transform), Without<Player>>,
player_query: Query<&Transform, With<Player>>,
) {
let player_transform = player_query.single();
// get the player translation in 2D
let player_translation = player_transform.translation.xy();
for (config, mut enemy_transform) in &mut query {
// get the enemy ship forward vector in 2D (already unit length)
let enemy_forward = (enemy_transform.rotation * Vec3::Y).xy();
// get the vector from the enemy ship to the player ship in 2D and normalize it.
let to_player = (player_translation - enemy_transform.translation.xy()).normalize();
// get the dot product between the enemy forward vector and the direction to the player.
let forward_dot_player = enemy_forward.dot(to_player);
// if the dot product is approximately 1.0 then the enemy is already facing the player and
// we can early out.
if (forward_dot_player - 1.0).abs() < f32::EPSILON {
continue;
}
// get the right vector of the enemy ship in 2D (already unit length)
let enemy_right = (enemy_transform.rotation * Vec3::X).xy();
// get the dot product of the enemy right vector and the direction to the player ship.
// if the dot product is negative them we need to rotate counter clockwise, if it is
// positive we need to rotate clockwise. Note that `copysign` will still return 1.0 if the
// dot product is 0.0 (because the player is directly behind the enemy, so perpendicular
// with the right vector).
let right_dot_player = enemy_right.dot(to_player);
// determine the sign of rotation from the right dot player. We need to negate the sign
// here as the 2D bevy co-ordinate system rotates around +Z, which is pointing out of the
// screen. Due to the right hand rule, positive rotation around +Z is counter clockwise and
// negative is clockwise.
let rotation_sign = -f32::copysign(1.0, right_dot_player);
// limit rotation so we don't overshoot the target. We need to convert our dot product to
// an angle here so we can get an angle of rotation to clamp against.
let max_angle = forward_dot_player.clamp(-1.0, 1.0).acos(); // clamp acos for safety
// calculate angle of rotation with limit
let rotation_angle =
rotation_sign * (config.rotation_speed * time.delta_seconds()).min(max_angle);
// rotate the enemy to face the player
enemy_transform.rotate_z(rotation_angle);
}
}