mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
ac63c491fb
# Objective Some new bevy users are unfamiliar with quaternions and have trouble working with rotations in 2D. There has been an [issue](https://github.com/bitshifter/glam-rs/issues/226) raised with glam to add helpers to better support these users, however for now I feel could be better to provide examples of how to do this in Bevy as a starting point for new users. ## Solution I've added a 2d_rotation example which demonstrates 3 different rotation examples to try help get people started: - Rotating and translating a player ship based on keyboard input - An enemy ship type that rotates to face the player ship immediately - An enemy ship type that rotates to face the player at a fixed angular velocity I also have a standalone version of this example here https://github.com/bitshifter/bevy-2d-rotation-example but I think it would be more discoverable if it's included with Bevy.
251 lines
10 KiB
Rust
251 lines
10 KiB
Rust
use bevy::{
|
|
core::FixedTimestep,
|
|
math::{const_vec2, Vec3Swizzles},
|
|
prelude::*,
|
|
};
|
|
|
|
const TIME_STEP: f32 = 1.0 / 60.0;
|
|
const BOUNDS: Vec2 = const_vec2!([1200.0, 640.0]);
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_startup_system(setup)
|
|
.add_system_set(
|
|
SystemSet::new()
|
|
.with_run_criteria(FixedTimestep::step(TIME_STEP as f64))
|
|
.with_system(player_movement_system)
|
|
.with_system(snap_to_player_system)
|
|
.with_system(rotate_to_player_system),
|
|
)
|
|
.add_system(bevy::input::system::exit_on_esc_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_bundle(OrthographicCameraBundle::new_2d());
|
|
|
|
let horizontal_margin = BOUNDS.x / 4.0;
|
|
let vertical_margin = BOUNDS.y / 4.0;
|
|
|
|
// player controlled ship
|
|
commands
|
|
.spawn_bundle(SpriteBundle {
|
|
texture: ship_handle,
|
|
..Default::default()
|
|
})
|
|
.insert(Player {
|
|
movement_speed: 500.0, // metres 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_bundle(SpriteBundle {
|
|
texture: enemy_a_handle.clone(),
|
|
transform: Transform::from_xyz(0.0 - horizontal_margin, 0.0, 0.0),
|
|
..Default::default()
|
|
})
|
|
.insert(SnapToPlayer);
|
|
commands
|
|
.spawn_bundle(SpriteBundle {
|
|
texture: enemy_a_handle,
|
|
transform: Transform::from_xyz(0.0, 0.0 - vertical_margin, 0.0),
|
|
..Default::default()
|
|
})
|
|
.insert(SnapToPlayer);
|
|
|
|
// enemy that rotates to face the player enemy spawns on the top and right
|
|
commands
|
|
.spawn_bundle(SpriteBundle {
|
|
texture: enemy_b_handle.clone(),
|
|
transform: Transform::from_xyz(0.0 + horizontal_margin, 0.0, 0.0),
|
|
..Default::default()
|
|
})
|
|
.insert(RotateToPlayer {
|
|
rotation_speed: f32::to_radians(45.0), // degrees per second
|
|
});
|
|
commands
|
|
.spawn_bundle(SpriteBundle {
|
|
texture: enemy_b_handle,
|
|
transform: Transform::from_xyz(0.0, 0.0 + vertical_margin, 0.0),
|
|
..Default::default()
|
|
})
|
|
.insert(RotateToPlayer {
|
|
rotation_speed: f32::to_radians(90.0), // degrees per second
|
|
});
|
|
}
|
|
|
|
/// Demonstrates applying rotation and movement based on keyboard input.
|
|
fn player_movement_system(
|
|
keyboard_input: Res<Input<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::Left) {
|
|
rotation_factor += 1.0;
|
|
}
|
|
|
|
if keyboard_input.pressed(KeyCode::Right) {
|
|
rotation_factor -= 1.0;
|
|
}
|
|
|
|
if keyboard_input.pressed(KeyCode::Up) {
|
|
movement_factor += 1.0;
|
|
}
|
|
|
|
// create the change in rotation around the Z axis (perpendicular to the 2D plane of the screen)
|
|
let rotation_delta = Quat::from_rotation_z(rotation_factor * ship.rotation_speed * TIME_STEP);
|
|
// update the ship rotation with our rotation delta
|
|
transform.rotation *= rotation_delta;
|
|
|
|
// 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_STEP;
|
|
// 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 query.iter_mut() {
|
|
// 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, Vec3::from((to_player, 0.0)));
|
|
|
|
// 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(
|
|
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 query.iter_mut() {
|
|
// 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_STEP).min(max_angle);
|
|
|
|
// get the quaternion to rotate from the current enemy facing direction towards the
|
|
// direction facing the player
|
|
let rotation_delta = Quat::from_rotation_z(rotation_angle);
|
|
|
|
// rotate the enemy to face the player
|
|
enemy_transform.rotation *= rotation_delta;
|
|
}
|
|
}
|