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# Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
254 lines
9.9 KiB
Rust
254 lines
9.9 KiB
Rust
//! Demonstrates rotating entities in 2D using quaternions.
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use bevy::prelude::*;
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const BOUNDS: Vec2 = Vec2::new(1200.0, 640.0);
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.insert_resource(Time::<Fixed>::from_hz(60.0))
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.add_systems(Startup, setup)
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.add_systems(
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FixedUpdate,
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(
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player_movement_system,
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snap_to_player_system,
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rotate_to_player_system,
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),
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)
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.add_systems(Update, bevy::window::close_on_esc)
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.run();
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}
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/// player component
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#[derive(Component)]
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struct Player {
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/// linear speed in meters per second
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movement_speed: f32,
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/// rotation speed in radians per second
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rotation_speed: f32,
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}
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/// snap to player ship behavior
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#[derive(Component)]
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struct SnapToPlayer;
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/// rotate to face player ship behavior
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#[derive(Component)]
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struct RotateToPlayer {
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/// rotation speed in radians per second
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rotation_speed: f32,
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}
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/// Add the game's entities to our world and creates an orthographic camera for 2D rendering.
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///
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/// The Bevy coordinate system is the same for 2D and 3D, in terms of 2D this means that:
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///
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/// * `X` axis goes from left to right (`+X` points right)
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/// * `Y` axis goes from bottom to top (`+Y` point up)
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/// * `Z` axis goes from far to near (`+Z` points towards you, out of the screen)
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///
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/// The origin is at the center of the screen.
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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let ship_handle = asset_server.load("textures/simplespace/ship_C.png");
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let enemy_a_handle = asset_server.load("textures/simplespace/enemy_A.png");
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let enemy_b_handle = asset_server.load("textures/simplespace/enemy_B.png");
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// 2D orthographic camera
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commands.spawn(Camera2dBundle::default());
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let horizontal_margin = BOUNDS.x / 4.0;
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let vertical_margin = BOUNDS.y / 4.0;
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// player controlled ship
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commands.spawn((
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SpriteBundle {
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texture: ship_handle,
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..default()
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},
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Player {
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movement_speed: 500.0, // meters per second
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rotation_speed: f32::to_radians(360.0), // degrees per second
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},
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));
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// enemy that snaps to face the player spawns on the bottom and left
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commands.spawn((
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SpriteBundle {
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texture: enemy_a_handle.clone(),
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transform: Transform::from_xyz(0.0 - horizontal_margin, 0.0, 0.0),
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..default()
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},
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SnapToPlayer,
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));
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commands.spawn((
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SpriteBundle {
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texture: enemy_a_handle,
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transform: Transform::from_xyz(0.0, 0.0 - vertical_margin, 0.0),
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..default()
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},
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SnapToPlayer,
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));
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// enemy that rotates to face the player enemy spawns on the top and right
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commands.spawn((
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SpriteBundle {
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texture: enemy_b_handle.clone(),
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transform: Transform::from_xyz(0.0 + horizontal_margin, 0.0, 0.0),
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..default()
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},
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RotateToPlayer {
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rotation_speed: f32::to_radians(45.0), // degrees per second
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},
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));
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commands.spawn((
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SpriteBundle {
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texture: enemy_b_handle,
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transform: Transform::from_xyz(0.0, 0.0 + vertical_margin, 0.0),
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..default()
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},
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RotateToPlayer {
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rotation_speed: f32::to_radians(90.0), // degrees per second
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},
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));
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}
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/// Demonstrates applying rotation and movement based on keyboard input.
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fn player_movement_system(
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time: Res<Time>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut query: Query<(&Player, &mut Transform)>,
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) {
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let (ship, mut transform) = query.single_mut();
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let mut rotation_factor = 0.0;
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let mut movement_factor = 0.0;
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if keyboard_input.pressed(KeyCode::ArrowLeft) {
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rotation_factor += 1.0;
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}
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if keyboard_input.pressed(KeyCode::ArrowRight) {
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rotation_factor -= 1.0;
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}
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if keyboard_input.pressed(KeyCode::ArrowUp) {
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movement_factor += 1.0;
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}
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// update the ship rotation around the Z axis (perpendicular to the 2D plane of the screen)
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transform.rotate_z(rotation_factor * ship.rotation_speed * time.delta_seconds());
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// get the ship's forward vector by applying the current rotation to the ships initial facing
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// vector
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let movement_direction = transform.rotation * Vec3::Y;
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// get the distance the ship will move based on direction, the ship's movement speed and delta
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// time
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let movement_distance = movement_factor * ship.movement_speed * time.delta_seconds();
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// create the change in translation using the new movement direction and distance
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let translation_delta = movement_direction * movement_distance;
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// update the ship translation with our new translation delta
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transform.translation += translation_delta;
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// bound the ship within the invisible level bounds
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let extents = Vec3::from((BOUNDS / 2.0, 0.0));
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transform.translation = transform.translation.min(extents).max(-extents);
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}
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/// Demonstrates snapping the enemy ship to face the player ship immediately.
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fn snap_to_player_system(
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mut query: Query<&mut Transform, (With<SnapToPlayer>, Without<Player>)>,
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player_query: Query<&Transform, With<Player>>,
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) {
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let player_transform = player_query.single();
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// get the player translation in 2D
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let player_translation = player_transform.translation.xy();
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for mut enemy_transform in &mut query {
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// get the vector from the enemy ship to the player ship in 2D and normalize it.
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let to_player = (player_translation - enemy_transform.translation.xy()).normalize();
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// get the quaternion to rotate from the initial enemy facing direction to the direction
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// facing the player
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let rotate_to_player = Quat::from_rotation_arc(Vec3::Y, to_player.extend(0.));
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// rotate the enemy to face the player
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enemy_transform.rotation = rotate_to_player;
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}
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}
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/// Demonstrates rotating an enemy ship to face the player ship at a given rotation speed.
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///
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/// This method uses the vector dot product to determine if the enemy is facing the player and
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/// if not, which way to rotate to face the player. The dot product on two unit length vectors
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/// will return a value between -1.0 and +1.0 which tells us the following about the two vectors:
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///
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/// * If the result is 1.0 the vectors are pointing in the same direction, the angle between them is
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/// 0 degrees.
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/// * If the result is 0.0 the vectors are perpendicular, the angle between them is 90 degrees.
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/// * If the result is -1.0 the vectors are parallel but pointing in opposite directions, the angle
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/// between them is 180 degrees.
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/// * If the result is positive the vectors are pointing in roughly the same direction, the angle
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/// between them is greater than 0 and less than 90 degrees.
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/// * If the result is negative the vectors are pointing in roughly opposite directions, the angle
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/// between them is greater than 90 and less than 180 degrees.
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///
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/// It is possible to get the angle by taking the arc cosine (`acos`) of the dot product. It is
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/// often unnecessary to do this though. Beware than `acos` will return `NaN` if the input is less
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/// than -1.0 or greater than 1.0. This can happen even when working with unit vectors due to
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/// floating point precision loss, so it pays to clamp your dot product value before calling
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/// `acos`.
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fn rotate_to_player_system(
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time: Res<Time>,
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mut query: Query<(&RotateToPlayer, &mut Transform), Without<Player>>,
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player_query: Query<&Transform, With<Player>>,
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) {
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let player_transform = player_query.single();
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// get the player translation in 2D
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let player_translation = player_transform.translation.xy();
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for (config, mut enemy_transform) in &mut query {
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// get the enemy ship forward vector in 2D (already unit length)
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let enemy_forward = (enemy_transform.rotation * Vec3::Y).xy();
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// get the vector from the enemy ship to the player ship in 2D and normalize it.
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let to_player = (player_translation - enemy_transform.translation.xy()).normalize();
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// get the dot product between the enemy forward vector and the direction to the player.
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let forward_dot_player = enemy_forward.dot(to_player);
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// if the dot product is approximately 1.0 then the enemy is already facing the player and
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// we can early out.
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if (forward_dot_player - 1.0).abs() < f32::EPSILON {
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continue;
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}
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// get the right vector of the enemy ship in 2D (already unit length)
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let enemy_right = (enemy_transform.rotation * Vec3::X).xy();
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// get the dot product of the enemy right vector and the direction to the player ship.
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// if the dot product is negative them we need to rotate counter clockwise, if it is
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// positive we need to rotate clockwise. Note that `copysign` will still return 1.0 if the
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// dot product is 0.0 (because the player is directly behind the enemy, so perpendicular
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// with the right vector).
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let right_dot_player = enemy_right.dot(to_player);
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// determine the sign of rotation from the right dot player. We need to negate the sign
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// here as the 2D bevy co-ordinate system rotates around +Z, which is pointing out of the
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// screen. Due to the right hand rule, positive rotation around +Z is counter clockwise and
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// negative is clockwise.
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let rotation_sign = -f32::copysign(1.0, right_dot_player);
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// limit rotation so we don't overshoot the target. We need to convert our dot product to
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// an angle here so we can get an angle of rotation to clamp against.
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let max_angle = forward_dot_player.clamp(-1.0, 1.0).acos(); // clamp acos for safety
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// calculate angle of rotation with limit
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let rotation_angle =
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rotation_sign * (config.rotation_speed * time.delta_seconds()).min(max_angle);
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// rotate the enemy to face the player
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enemy_transform.rotate_z(rotation_angle);
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}
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}
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