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Robert Walter 6819e998c0
Fix arc_2d Gizmos (#14731)
# Objective

`arc_2d` wasn't actually doing what the docs were saying. The arc wasn't
offset by what was previously `direction_angle` but by `direction_angle
- arc_angle / 2.0`. This meant that the arcs center was laying on the
`Vec2::Y` axis and then it was offset. This was probably done to fit the
behavior of the `Arc2D` primitive. I would argue that this isn't
desirable for the plain `arc_2d` gizmo method since

- a) the docs get longer to explain the weird centering
- b) the mental model the user has to know gets bigger with more
implicit assumptions

given the code

```rust
    my_gizmos.arc_2d(Vec2::ZERO, 0.0, FRAC_PI_2, 75.0, ORANGE_RED);
```

we get


![image](https://github.com/user-attachments/assets/84894c6d-42e4-451b-b3e2-811266486ede)

where after the fix with

```rust
    my_gizmos.arc_2d(Isometry2d::IDENTITY, FRAC_PI_2, 75.0, ORANGE_RED);
```

we get


![image](https://github.com/user-attachments/assets/16b0aba0-f7b5-4600-ac49-a22be0315c40)

To get the same result with the previous implementation you would have
to randomly add `arc_angle / 2.0` to the `direction_angle`.

```rust
    my_gizmos.arc_2d(Vec2::ZERO, FRAC_PI_4, FRAC_PI_2, 75.0, ORANGE_RED);
```

This makes constructing similar helping functions as they already exist
in 3D like

- `long_arc_2d_between`
- `short_arc_2d_between`

 much harder.

## Solution

- Make the arc really start at `Vec2::Y * radius` in counter-clockwise
direction + offset by an angle as the docs state it
- Use `Isometry2d` instead of `position : Vec2` and `direction_angle :
f32` to reduce the chance of messing up rotation/translation
- Adjust the docs for the changes above
- Adjust the gizmo rendering of some primitives

## Testing

- check `2d_gizmos.rs` and `render_primitives.rs` examples

## Migration Guide

- users have to adjust their usages of `arc_2d`:
  - before: 
  ```rust
  arc_2d(
    pos,
    angle,
    arc_angle,
    radius,
    color
  )
  ```
  - after: 
  ```rust
  arc_2d(
// this `+ arc_angle * 0.5` quirk is only if you want to preserve the
previous behavior
    // with the new API.
// feel free to try to fix this though since your current calls to this
function most likely
// involve some computations to counter-act that quirk in the first
place
    Isometry2d::new(pos, Rot2::radians(angle + arc_angle * 0.5),
    arc_angle,
    radius,
    color
  )
  ```
2024-08-26 17:57:57 +00:00
.cargo Use lld for rustdoc on Linux in config_fast_builds.toml (#14839) 2024-08-22 23:08:04 +00:00
.github Deprecate old contributing documentation / information (#14885) 2024-08-23 11:47:02 +00:00
assets Allow fog density texture to be scrolled over time with an offset (#14868) 2024-08-22 19:43:14 +00:00
benches Apply unused_qualifications lint (#14828) 2024-08-21 12:29:33 +00:00
crates Fix arc_2d Gizmos (#14731) 2024-08-26 17:57:57 +00:00
docs Replace the wgpu_trace feature with a field in bevy_render::settings::WgpuSettings (#14842) 2024-08-25 14:16:11 +00:00
docs-template Fix common capitalization errors in documentation (#14562) 2024-07-31 21:16:05 +00:00
errors Generate links to definition in source code pages on docs.rs and dev-docs.bevyengine.org (#12965) 2024-07-29 23:10:16 +00:00
examples Fix arc_2d Gizmos (#14731) 2024-08-26 17:57:57 +00:00
src Fix common capitalization errors in documentation (#14562) 2024-07-31 21:16:05 +00:00
tests Remove manual apply_deferred in bevy_ui (#14768) 2024-08-15 20:51:25 +00:00
tools compile_fail_utils: Verify path exists (#14827) 2024-08-22 16:54:26 +00:00
.gitattributes Enforce linux-style line endings for .rs and .toml (#3197) 2021-11-26 21:05:35 +00:00
.gitignore compile_fail_utils: Ignore target directory (#14829) 2024-08-19 23:37:29 +00:00
Cargo.toml Replace the wgpu_trace feature with a field in bevy_render::settings::WgpuSettings (#14842) 2024-08-25 14:16:11 +00:00
clippy.toml Fix common capitalization errors in documentation (#14562) 2024-07-31 21:16:05 +00:00
CODE_OF_CONDUCT.md Update CODE_OF_CONDUCT.md 2020-08-19 20:25:58 +01:00
CONTRIBUTING.md Deprecate old contributing documentation / information (#14885) 2024-08-23 11:47:02 +00:00
CREDITS.md Programmed soundtrack example (#12774) 2024-03-29 20:32:30 +00:00
deny.toml Fix duplicate dependencies on raw-window-handle (#12309) 2024-03-05 08:24:37 +00:00
LICENSE-APACHE Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
LICENSE-MIT Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
README.md Update funding link (#12425) 2024-03-11 21:46:04 +00:00
rustfmt.toml Cargo fmt with unstable features (#1903) 2021-04-21 23:19:34 +00:00
typos.toml remove changelog file (#14564) 2024-07-31 22:24:33 +00:00

Bevy

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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

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:

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.