mirror of
https://github.com/bevyengine/bevy
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601cf6b9e5
# Objective Previously, this area of bevy_math used raw translation and rotations to encode isometries, which did not exist earlier. The goal of this PR is to make the codebase of bevy_math more harmonious by using actual isometries (`Isometry2d`/`Isometry3d`) in these places instead — this will hopefully make the interfaces more digestible for end-users, in addition to facilitating conversions. For instance, together with the addition of #14478, this means that a bounding box for a collider with an isometric `Transform` can be computed as ```rust collider.aabb_3d(collider_transform.to_isometry()) ``` instead of using manual destructuring. ## Solution - The traits `Bounded2d` and `Bounded3d` now use `Isometry2d` and `Isometry3d` (respectively) instead of `translation` and `rotation` parameters; e.g.: ```rust /// A trait with methods that return 3D bounding volumes for a shape. pub trait Bounded3d { /// Get an axis-aligned bounding box for the shape translated and rotated by the given isometry. fn aabb_3d(&self, isometry: Isometry3d) -> Aabb3d; /// Get a bounding sphere for the shape translated and rotated by the given isometry. fn bounding_sphere(&self, isometry: Isometry3d) -> BoundingSphere; } ``` - Similarly, the `from_point_cloud` constructors for axis-aligned bounding boxes and bounding circles/spheres now take isometries instead of separate `translation` and `rotation`; e.g.: ```rust /// Computes the smallest [`Aabb3d`] containing the given set of points, /// transformed by the rotation and translation of the given isometry. /// /// # Panics /// /// Panics if the given set of points is empty. #[inline(always)] pub fn from_point_cloud( isometry: Isometry3d, points: impl Iterator<Item = impl Into<Vec3A>>, ) -> Aabb3d { //... } ``` This has a couple additional results: 1. The end-user no longer interacts directly with `Into<Vec3A>` or `Into<Rot2>` parameters; these conversions all happen earlier now, inside the isometry types. 2. Similarly, almost all intermediate `Vec3 -> Vec3A` conversions have been eliminated from the `Bounded3d` implementations for primitives. This probably has some performance benefit, but I have not measured it as of now. ## Testing Existing unit tests help ensure that nothing has been broken in the refactor. --- ## Migration Guide The `Bounded2d` and `Bounded3d` traits now take `Isometry2d` and `Isometry3d` parameters (respectively) instead of separate translation and rotation arguments. Existing calls to `aabb_2d`, `bounding_circle`, `aabb_3d`, and `bounding_sphere` will have to be changed to use isometries instead. A straightforward conversion is to refactor just by calling `Isometry2d/3d::new`, as follows: ```rust // Old: let aabb = my_shape.aabb_2d(my_translation, my_rotation); // New: let aabb = my_shape.aabb_2d(Isometry2d::new(my_translation, my_rotation)); ``` However, if the old translation and rotation are 3d translation/rotations originating from a `Transform` or `GlobalTransform`, then `to_isometry` may be used instead. For example: ```rust // Old: let bounding_sphere = my_shape.bounding_sphere(shape_transform.translation, shape_transform.rotation); // New: let bounding_sphere = my_shape.bounding_sphere(shape_transform.to_isometry()); ``` This discussion also applies to the `from_point_cloud` construction method of `Aabb2d`/`BoundingCircle`/`Aabb3d`/`BoundingSphere`, which has similarly been altered to use isometries.
128 lines
4.6 KiB
Rust
128 lines
4.6 KiB
Rust
//! Demonstrates UV mappings of the [`CircularSector`] and [`CircularSegment`] primitives.
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//!
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//! Also draws the bounding boxes and circles of the primitives.
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use std::f32::consts::FRAC_PI_2;
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use bevy::{
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color::palettes::css::{BLUE, DARK_SLATE_GREY, RED},
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math::{
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bounding::{Bounded2d, BoundingVolume},
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Isometry2d,
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},
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prelude::*,
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render::mesh::{CircularMeshUvMode, CircularSectorMeshBuilder, CircularSegmentMeshBuilder},
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sprite::MaterialMesh2dBundle,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(
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draw_bounds::<CircularSector>,
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draw_bounds::<CircularSegment>,
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),
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)
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.run();
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}
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#[derive(Component, Debug)]
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struct DrawBounds<Shape: Bounded2d + Send + Sync + 'static>(Shape);
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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let material = materials.add(asset_server.load("branding/icon.png"));
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commands.spawn(Camera2dBundle {
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camera: Camera {
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clear_color: ClearColorConfig::Custom(DARK_SLATE_GREY.into()),
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..default()
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},
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..default()
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});
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const UPPER_Y: f32 = 50.0;
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const LOWER_Y: f32 = -50.0;
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const FIRST_X: f32 = -450.0;
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const OFFSET: f32 = 100.0;
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const NUM_SLICES: i32 = 8;
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// This draws NUM_SLICES copies of the Bevy logo as circular sectors and segments,
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// with successively larger angles up to a complete circle.
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for i in 0..NUM_SLICES {
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let fraction = (i + 1) as f32 / NUM_SLICES as f32;
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let sector = CircularSector::from_turns(40.0, fraction);
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// We want to rotate the circular sector so that the sectors appear clockwise from north.
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// We must rotate it both in the Transform and in the mesh's UV mappings.
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let sector_angle = -sector.half_angle();
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let sector_mesh =
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CircularSectorMeshBuilder::new(sector).uv_mode(CircularMeshUvMode::Mask {
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angle: sector_angle,
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});
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commands.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.add(sector_mesh).into(),
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material: material.clone(),
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transform: Transform {
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translation: Vec3::new(FIRST_X + OFFSET * i as f32, 2.0 * UPPER_Y, 0.0),
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rotation: Quat::from_rotation_z(sector_angle),
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..default()
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},
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..default()
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},
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DrawBounds(sector),
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));
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let segment = CircularSegment::from_turns(40.0, fraction);
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// For the circular segment, we will draw Bevy charging forward, which requires rotating the
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// shape and texture by 90 degrees.
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//
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// Note that this may be unintuitive; it may feel like we should rotate the texture by the
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// opposite angle to preserve the orientation of Bevy. But the angle is not the angle of the
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// texture itself, rather it is the angle at which the vertices are mapped onto the texture.
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// so it is the negative of what you might otherwise expect.
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let segment_angle = -FRAC_PI_2;
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let segment_mesh =
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CircularSegmentMeshBuilder::new(segment).uv_mode(CircularMeshUvMode::Mask {
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angle: -segment_angle,
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});
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commands.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.add(segment_mesh).into(),
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material: material.clone(),
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transform: Transform {
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translation: Vec3::new(FIRST_X + OFFSET * i as f32, LOWER_Y, 0.0),
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rotation: Quat::from_rotation_z(segment_angle),
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..default()
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},
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..default()
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},
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DrawBounds(segment),
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));
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}
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}
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fn draw_bounds<Shape: Bounded2d + Send + Sync + 'static>(
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q: Query<(&DrawBounds<Shape>, &GlobalTransform)>,
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mut gizmos: Gizmos,
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) {
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for (shape, transform) in &q {
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let (_, rotation, translation) = transform.to_scale_rotation_translation();
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let translation = translation.truncate();
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let rotation = rotation.to_euler(EulerRot::XYZ).2;
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let isometry = Isometry2d::new(translation, Rot2::radians(rotation));
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let aabb = shape.0.aabb_2d(isometry);
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gizmos.rect_2d(aabb.center(), 0.0, aabb.half_size() * 2.0, RED);
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let bounding_circle = shape.0.bounding_circle(isometry);
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gizmos.circle_2d(bounding_circle.center, bounding_circle.radius(), BLUE);
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}
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}
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