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https://github.com/bevyengine/bevy
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# Objective The documentation for [`Transform::align`](https://docs.rs/bevy/0.14.0-rc.3/bevy/transform/components/struct.Transform.html#method.align) mentions a hypothetical ship model. Showing this concretely would be a nice improvement over using a cube. > For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates and its dorsal fin pointing in the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the spaceship’s nose point in the direction of v, while the dorsal fin does its best to point in the direction w. ## Solution This commit makes the ship less hypothetical by using a kenney ship model in the example. The local axes for the ship needed to change to accommodate the gltf, so the hypothetical in the documentation and this example's local axes don't necessarily match. Docs use `align(Dir3::X, v, Dir3::Y, w)` and this example now uses `(Vec3::NEG_Z, *first, Vec3::X, *second)`. I manually modified the `craft_speederD` Node's `translation` to be 0,0,0 in the gltf file, which means it now differs from kenney's original model. Original ship from: https://kenney.nl/assets/space-kit ## Testing ``` cargo run --example align ``` ![screenshot-2024-06-19-at-14 27 05@2x](https://github.com/bevyengine/bevy/assets/551247/ab1afc8f-76b2-42b6-b455-f0d1c77cfed7) ![screenshot-2024-06-19-at-14 27 12@2x](https://github.com/bevyengine/bevy/assets/551247/4a01031c-4ea1-43ab-8078-3656db67efe0) ![screenshot-2024-06-19-at-14 27 20@2x](https://github.com/bevyengine/bevy/assets/551247/06830f38-ba2b-4e3a-a265-2d10f9ea9de9)
248 lines
8.1 KiB
Rust
248 lines
8.1 KiB
Rust
//! This example shows how to align the orientations of objects in 3D space along two axes using the `Transform::align` API.
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use bevy::color::palettes::basic::{GRAY, RED, WHITE};
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use bevy::input::mouse::{MouseButtonInput, MouseMotion};
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use bevy::prelude::*;
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use rand::{Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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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(Update, (draw_ship_axes, draw_random_axes))
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.add_systems(Update, (handle_keypress, handle_mouse, rotate_ship).chain())
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.run();
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}
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/// This struct stores metadata for a single rotational move of the ship
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#[derive(Component, Default)]
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struct Ship {
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/// The initial transform of the ship move, the starting point of interpolation
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initial_transform: Transform,
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/// The target transform of the ship move, the endpoint of interpolation
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target_transform: Transform,
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/// The progress of the ship move in percentage points
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progress: u16,
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/// Whether the ship is currently in motion; allows motion to be paused
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in_motion: bool,
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}
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#[derive(Component)]
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struct RandomAxes(Dir3, Dir3);
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#[derive(Component)]
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struct Instructions;
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#[derive(Resource)]
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struct MousePressed(bool);
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#[derive(Resource)]
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struct SeededRng(ChaCha8Rng);
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// Setup
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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// We're seeding the PRNG here to make this example deterministic for testing purposes.
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// This isn't strictly required in practical use unless you need your app to be deterministic.
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let mut seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712);
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// A camera looking at the origin
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(3., 2.5, 4.).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// A plane that we can sit on top of
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commands.spawn(PbrBundle {
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transform: Transform::from_xyz(0., -2., 0.),
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mesh: meshes.add(Plane3d::default().mesh().size(100.0, 100.0)),
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material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
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..default()
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});
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// A light source
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_xyz(4.0, 7.0, -4.0),
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..default()
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});
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// Initialize random axes
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let first = seeded_rng.gen();
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let second = seeded_rng.gen();
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commands.spawn(RandomAxes(first, second));
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// Finally, our ship that is going to rotate
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commands.spawn((
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SceneBundle {
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scene: asset_server
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.load(GltfAssetLabel::Scene(0).from_asset("models/ship/craft_speederD.gltf")),
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..default()
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},
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Ship {
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initial_transform: Transform::IDENTITY,
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target_transform: random_axes_target_alignment(&RandomAxes(first, second)),
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..default()
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},
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));
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// Instructions for the example
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commands.spawn((
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TextBundle::from_section(
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"The bright red axis is the primary alignment axis, and it will always be\n\
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made to coincide with the primary target direction (white) exactly.\n\
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The fainter red axis is the secondary alignment axis, and it is made to\n\
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line up with the secondary target direction (gray) as closely as possible.\n\
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Press 'R' to generate random target directions.\n\
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Press 'T' to align the ship to those directions.\n\
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Click and drag the mouse to rotate the camera.\n\
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Press 'H' to hide/show these instructions.",
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TextStyle::default(),
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)
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.with_style(Style {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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}),
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Instructions,
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));
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commands.insert_resource(MousePressed(false));
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commands.insert_resource(SeededRng(seeded_rng));
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}
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// Update systems
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// Draw the main and secondary axes on the rotating ship
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fn draw_ship_axes(mut gizmos: Gizmos, query: Query<&Transform, With<Ship>>) {
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let ship_transform = query.single();
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// Local Z-axis arrow, negative direction
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let z_ends = arrow_ends(ship_transform, Vec3::NEG_Z, 1.5);
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gizmos.arrow(z_ends.0, z_ends.1, RED);
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// local X-axis arrow
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let x_ends = arrow_ends(ship_transform, Vec3::X, 1.5);
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gizmos.arrow(x_ends.0, x_ends.1, Color::srgb(0.65, 0., 0.));
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}
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// Draw the randomly generated axes
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fn draw_random_axes(mut gizmos: Gizmos, query: Query<&RandomAxes>) {
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let RandomAxes(v1, v2) = query.single();
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gizmos.arrow(Vec3::ZERO, 1.5 * *v1, WHITE);
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gizmos.arrow(Vec3::ZERO, 1.5 * *v2, GRAY);
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}
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// Actually update the ship's transform according to its initial source and target
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fn rotate_ship(mut ship: Query<(&mut Ship, &mut Transform)>) {
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let (mut ship, mut ship_transform) = ship.single_mut();
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if !ship.in_motion {
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return;
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}
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let start = ship.initial_transform.rotation;
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let end = ship.target_transform.rotation;
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let p: f32 = ship.progress.into();
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let t = p / 100.;
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*ship_transform = Transform::from_rotation(start.slerp(end, t));
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if ship.progress == 100 {
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ship.in_motion = false;
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} else {
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ship.progress += 1;
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}
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}
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// Handle user inputs from the keyboard for dynamically altering the scenario
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fn handle_keypress(
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mut ship: Query<(&mut Ship, &Transform)>,
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mut random_axes: Query<&mut RandomAxes>,
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mut instructions: Query<&mut Visibility, With<Instructions>>,
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keyboard: Res<ButtonInput<KeyCode>>,
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mut seeded_rng: ResMut<SeededRng>,
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) {
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let (mut ship, ship_transform) = ship.single_mut();
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let mut random_axes = random_axes.single_mut();
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if keyboard.just_pressed(KeyCode::KeyR) {
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// Randomize the target axes
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let first = seeded_rng.0.gen();
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let second = seeded_rng.0.gen();
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*random_axes = RandomAxes(first, second);
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// Stop the ship and set it up to transform from its present orientation to the new one
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ship.in_motion = false;
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ship.initial_transform = *ship_transform;
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ship.target_transform = random_axes_target_alignment(&random_axes);
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ship.progress = 0;
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}
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if keyboard.just_pressed(KeyCode::KeyT) {
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ship.in_motion ^= true;
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}
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if keyboard.just_pressed(KeyCode::KeyH) {
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let mut instructions_viz = instructions.single_mut();
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if *instructions_viz == Visibility::Hidden {
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*instructions_viz = Visibility::Visible;
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} else {
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*instructions_viz = Visibility::Hidden;
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}
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}
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}
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// Handle user mouse input for panning the camera around
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fn handle_mouse(
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mut button_events: EventReader<MouseButtonInput>,
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mut motion_events: EventReader<MouseMotion>,
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mut camera: Query<&mut Transform, With<Camera>>,
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mut mouse_pressed: ResMut<MousePressed>,
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) {
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// Store left-pressed state in the MousePressed resource
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for button_event in button_events.read() {
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if button_event.button != MouseButton::Left {
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continue;
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}
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*mouse_pressed = MousePressed(button_event.state.is_pressed());
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}
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// If the mouse is not pressed, just ignore motion events
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if !mouse_pressed.0 {
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return;
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}
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let displacement = motion_events
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.read()
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.fold(0., |acc, mouse_motion| acc + mouse_motion.delta.x);
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let mut camera_transform = camera.single_mut();
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camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(-displacement / 75.));
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}
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// Helper functions (i.e. non-system functions)
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fn arrow_ends(transform: &Transform, axis: Vec3, length: f32) -> (Vec3, Vec3) {
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let local_vector = length * (transform.rotation * axis);
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(transform.translation, transform.translation + local_vector)
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}
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// This is where `Transform::align` is actually used!
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// Note that the choice of `Vec3::X` and `Vec3::Y` here matches the use of those in `draw_ship_axes`.
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fn random_axes_target_alignment(random_axes: &RandomAxes) -> Transform {
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let RandomAxes(first, second) = random_axes;
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Transform::IDENTITY.aligned_by(Vec3::NEG_Z, *first, Vec3::X, *second)
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}
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