3484bd916f
# Objective Fill a gap in the functionality of our curve constructions by allowing users to easily build cyclic curves from control data. ## Solution Here I opted for something lightweight and discoverable. There is a new `CyclicCubicGenerator` trait with a method `to_curve_cyclic` which uses splines' control data to create curves that are cyclic. For now, its signature is exactly like that of `CubicGenerator` — `to_curve_cyclic` just yields a `CubicCurve`: ```rust /// Implement this on cubic splines that can generate a cyclic cubic curve from their spline parameters. /// /// This makes sense only when the control data can be interpreted cyclically. pub trait CyclicCubicGenerator<P: VectorSpace> { /// Build a cyclic [`CubicCurve`] by computing the interpolation coefficients for each curve segment. fn to_curve_cyclic(&self) -> CubicCurve<P>; } ``` This trait has been implemented for `CubicHermite`, `CubicCardinalSpline`, `CubicBSpline`, and `LinearSpline`: <img width="753" alt="Screenshot 2024-07-01 at 8 58 27 PM" src="https://github.com/bevyengine/bevy/assets/2975848/69ae0802-3b78-4fb9-b73a-6f842cf3b33c"> <img width="628" alt="Screenshot 2024-07-01 at 9 00 14 PM" src="https://github.com/bevyengine/bevy/assets/2975848/2992175a-a96c-40fc-b1a1-5206c3572cde"> <img width="606" alt="Screenshot 2024-07-01 at 8 59 36 PM" src="https://github.com/bevyengine/bevy/assets/2975848/9e99eb3a-dbe6-42da-886c-3d3e00410d03"> <img width="603" alt="Screenshot 2024-07-01 at 8 59 01 PM" src="https://github.com/bevyengine/bevy/assets/2975848/d037bc0c-396a-43af-ab5c-fad9a29417ef"> (Each type pictured respectively with the control points rendered as green spheres; tangents not pictured in the case of the Hermite spline.) These curves are all parametrized so that the output of `to_curve` and the output of `to_curve_cyclic` are similar. For instance, in `CubicCardinalSpline`, the first output segment is a curve segment joining the first and second control points in each, although it is constructed differently. In the other cases, the segments from `to_curve` are a subset of those in `to_curve_cyclic`, with the new segments appearing at the end. ## Testing I rendered cyclic splines from control data and made sure they looked reasonable. Existing tests are intact for splines where previous code was modified. (Note that the coefficient computation for cyclic spline segments is almost verbatim identical to that of their non-cyclic counterparts.) The Bezier benchmarks also look fine. --- ## Changelog - Added `CyclicCubicGenerator` trait to `bevy_math::cubic_splines` for creating cyclic curves from control data. - Implemented `CyclicCubicGenerator` for `CubicHermite`, `CubicCardinalSpline`, `CubicBSpline`, and `LinearSpline`. - `bevy_math` now depends on `itertools`. --- ## Discussion ### Design decisions The biggest thing here is just the approach taken in the first place: namely, the cyclic constructions use new methods on the same old structs. This choice was made to reduce friction and increase discoverability but also because creating new ones just seemed unnecessary: the underlying data would have been the same, so creating something like "`CyclicCubicBSpline`" whose internally-held control data is regarded as cyclic in nature doesn't really accomplish much — the end result for the user is basically the same either way. Similarly, I don't presently see a pressing need for `to_curve_cyclic` to output something other than a `CubicCurve`, although changing this in the future may be useful. See below. A notable omission here is that `CyclicCubicGenerator` is not implemented for `CubicBezier`. This is not a gap waiting to be filled — `CubicBezier` just doesn't have enough data to join its start with its end without just making up the requisite control points wholesale. In all the cases where `CyclicCubicGenerator` has been implemented here, the fashion in which the ends are connected is quite natural and follows the semantics of the associated spline construction. ### Future direction There are two main things here: 1. We should investigate whether we should do something similar for NURBS. I just don't know that much about NURBS at the moment, so I regarded this as out of scope for the PR. 2. We may eventually want to change the output type of `CyclicCubicGenerator::to_curve_cyclic` to a type which reifies the cyclic nature of the curve output. This wasn't done in this PR because I'm unsure how much value a type-level guarantee of cyclicity actually has, but if some useful features make sense only in the case of cyclic curves, this might be worth pursuing. |
||
---|---|---|
.cargo | ||
.github | ||
assets | ||
benches | ||
crates | ||
docs | ||
docs-template | ||
errors | ||
examples | ||
src | ||
tests | ||
tools | ||
.gitattributes | ||
.gitignore | ||
Cargo.toml | ||
CHANGELOG.md | ||
clippy.toml | ||
CODE_OF_CONDUCT.md | ||
CONTRIBUTING.md | ||
CREDITS.md | ||
deny.toml | ||
LICENSE-APACHE | ||
LICENSE-MIT | ||
README.md | ||
rustfmt.toml | ||
typos.toml |
What is Bevy?
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
WARNING
Bevy is still in the early stages of development. Important features are missing. Documentation is sparse. A new version of Bevy containing breaking changes to the API is released approximately once every 3 months. We provide migration guides, but we can't guarantee migrations will always be easy. Use only if you are willing to work in this environment.
MSRV: Bevy relies heavily on improvements in the Rust language and compiler. As a result, the Minimum Supported Rust Version (MSRV) is generally close to "the latest stable release" of Rust.
Design Goals
- Capable: Offer a complete 2D and 3D feature set
- Simple: Easy for newbies to pick up, but infinitely flexible for power users
- Data Focused: Data-oriented architecture using the Entity Component System paradigm
- Modular: Use only what you need. Replace what you don't like
- Fast: App logic should run quickly, and when possible, in parallel
- Productive: Changes should compile quickly ... waiting isn't fun
About
- Features: A quick overview of Bevy's features.
- News: A development blog that covers our progress, plans and shiny new features.
Docs
- Quick Start Guide: Bevy's official Quick Start Guide. The best place to start learning Bevy.
- Bevy Rust API Docs: Bevy's Rust API docs, which are automatically generated from the doc comments in this repo.
- Official Examples: Bevy's dedicated, runnable examples, which are great for digging into specific concepts.
- Community-Made Learning Resources: More tutorials, documentation, and examples made by the Bevy community.
Community
Before contributing or participating in discussions with the community, you should familiarize yourself with our Code of Conduct.
- Discord: Bevy's official discord server.
- Reddit: Bevy's official subreddit.
- GitHub Discussions: The best place for questions about Bevy, answered right here!
- Bevy Assets: A collection of awesome Bevy projects, tools, plugins and learning materials.
Contributing
If you'd like to help build Bevy, check out the Contributor's Guide. For simple problems, feel free to open an issue or PR and tackle it yourself!
For more complex architecture decisions and experimental mad science, please open an RFC (Request For Comments) so we can brainstorm together effectively!
Getting Started
We recommend checking out the Quick Start Guide for a brief introduction.
Follow the Setup guide to ensure your development environment is set up correctly. Once set up, you can quickly try out the examples by cloning this repo and running the following commands:
# Switch to the correct version (latest release, default is main development branch)
git checkout latest
# Runs the "breakout" example
cargo run --example breakout
To draw a window with standard functionality enabled, use:
use bevy::prelude::*;
fn main(){
App::new()
.add_plugins(DefaultPlugins)
.run();
}
Fast Compiles
Bevy can be built just fine using default configuration on stable Rust. However for really fast iterative compiles, you should enable the "fast compiles" setup by following the instructions here.
Bevy Cargo Features
This list outlines the different cargo features supported by Bevy. These allow you to customize the Bevy feature set for your use-case.
Thanks
Bevy is the result of the hard work of many people. A huge thanks to all Bevy contributors, the many open source projects that have come before us, the Rust gamedev ecosystem, and the many libraries we build on.
A huge thanks to Bevy's generous sponsors. Bevy will always be free and open source, but it isn't free to make. Please consider sponsoring our work if you like what we're building.
This project is tested with BrowserStack.
License
Bevy is free, open source and permissively licensed! Except where noted (below and/or in individual files), all code in this repository is dual-licensed under either:
- MIT License (LICENSE-MIT or http://opensource.org/licenses/MIT)
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
at your option. This means you can select the license you prefer! This dual-licensing approach is the de-facto standard in the Rust ecosystem and there are very good reasons to include both.
Some of the engine's code carries additional copyright notices and license terms due to their external origins.
These are generally BSD-like, but exact details vary by crate:
If the README of a crate contains a 'License' header (or similar), the additional copyright notices and license terms applicable to that crate will be listed.
The above licensing requirement still applies to contributions to those crates, and sections of those crates will carry those license terms.
The license field of each crate will also reflect this.
For example, bevy_mikktspace
has code under the Zlib license (as well as a copyright notice when choosing the MIT license).
The assets included in this repository (for our examples) typically fall under different open licenses. These will not be included in your game (unless copied in by you), and they are not distributed in the published bevy crates. See CREDITS.md for the details of the licenses of those files.
Your contributions
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.