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https://github.com/bevyengine/bevy
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# Objective
Previously, our cubic spline constructors would produce
`CubicCurve`/`RationalCurve` output with no data when they themselves
didn't hold enough control points to produce a well-formed curve.
Attempting to sample the resulting empty "curves" (e.g. by calling
`CubicCurve::position`) would crash the program (😓).
The objectives of this PR are:
1. Ensure that the curve output of `bevy_math`'s spline constructions
are never invalid as data.
2. Provide a type-level guarantee that `CubicCurve` and `RationalCurve`
actually function as curves.
## Solution
This has a few pieces. Firstly, the curve generator traits
`CubicGenerator`, `CyclicCubicGenerator`, and `RationalGenerator` are
now fallible — they have associated error types, and the
curve-generation functions are allowed to fail:
```rust
/// Implement this on cubic splines that can generate a cubic curve from their spline parameters.
pub trait CubicGenerator<P: VectorSpace> {
/// An error type indicating why construction might fail.
type Error;
/// Build a [`CubicCurve`] by computing the interpolation coefficients for each curve segment.
fn to_curve(&self) -> Result<CubicCurve<P>, Self::Error>;
}
```
All existing spline constructions use this together with errors that
indicate when they didn't have the right control data and provide curves
which have at least one segment whenever they return an `Ok` variant.
Next, `CubicCurve` and `RationalCurve` have been blessed with a
guarantee that their internal array of segments (`segments`) is never
empty. In particular, this field is no longer public, so that invalid
curves cannot be built using struct instantiation syntax. To compensate
for this shortfall for users (in particular library authors who might
want to implement their own generators), there is a new method
`from_segments` on these for constructing a curve from a list of
segments, failing if the list is empty:
```rust
/// Create a new curve from a collection of segments. If the collection of segments is empty,
/// a curve cannot be built and `None` will be returned instead.
pub fn from_segments(segments: impl Into<Vec<CubicSegment<P>>>) -> Option<Self> { //... }
```
All existing methods on `CyclicCurve` and `CubicCurve` maintain the
invariant, so the direct construction of invalid values by users is
impossible.
## Testing
Run unit tests from `bevy_math::cubic_splines`. Additionally, run the
`cubic_splines` example and try to get it to crash using small numbers
of control points: it uses the fallible constructors directly, so if
invalid data is ever constructed, it is basically guaranteed to crash.
---
## Migration Guide
The `to_curve` method on Bevy's cubic splines is now fallible (returning
a `Result`), meaning that any existing calls will need to be updated by
handling the possibility of an error variant.
Similarly, any custom implementation of `CubicGenerator` or
`RationalGenerator` will need to be amended to include an `Error` type
and be made fallible itself.
Finally, the fields of `CubicCurve` and `RationalCurve` are now private,
so any direct constructions of these structs from segments will need to
be replaced with the new `CubicCurve::from_segments` and
`RationalCurve::from_segments` methods.
---
## Design
The main thing to justify here is the choice for the curve internals to
remain the same. After all, if they were able to cause crashes in the
first place, it's worth wondering why safeguards weren't put in place on
the types themselves to prevent that.
My view on this is that the problem was really that the internals of
these methods implicitly relied on the assumption that the value they
were operating on was *actually a curve*, when this wasn't actually
guaranteed. Now, it's possible to make a bunch of small changes inside
the curve struct methods to account for that, but I think that's worse
than just guaranteeing that the data is valid upstream — sampling is
about as hot a code path as we're going to get in this area, and hitting
an additional branch every time it happens just to check that the struct
contains valid data is probably a waste of resources.
Another way of phrasing this is that even if we're only interested in
solving the crashes, the curve's validity needs to be checked at some
point, and it's almost certainly better to do this once at the point of
construction than every time the curve is sampled.
In cases where the control data is supplied dynamically, users would
already have to deal with empty curve outputs basically not working.
Anecdotally, I ran into this while writing the `cubic_splines` example,
and I think the diff illustrates the improvement pretty nicely — the
code no longer has to anticipate whether the output will be good or not;
it just has to handle the `Result`.
The cost of all this, of course, is that we have to guarantee that the
new invariant is actually maintained whenever we extend the API.
However, for the most part, I don't expect users to want to do much
surgery on the internals of their curves anyway.
86 lines
2.4 KiB
Rust
86 lines
2.4 KiB
Rust
//! Demonstrates how to work with Cubic curves.
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use bevy::{
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color::palettes::css::{ORANGE, SILVER, WHITE},
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math::vec3,
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prelude::*,
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};
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#[derive(Component)]
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struct Curve(CubicCurve<Vec3>);
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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, animate_cube)
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.run();
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}
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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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) {
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// Define your control points
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// These points will define the curve
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// You can learn more about bezier curves here
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// https://en.wikipedia.org/wiki/B%C3%A9zier_curve
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let points = [[
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vec3(-6., 2., 0.),
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vec3(12., 8., 0.),
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vec3(-12., 8., 0.),
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vec3(6., 2., 0.),
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]];
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// Make a CubicCurve
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let bezier = CubicBezier::new(points).to_curve().unwrap();
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// Spawning a cube to experiment on
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Cuboid::default()),
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material: materials.add(Color::from(ORANGE)),
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transform: Transform::from_translation(points[0][0]),
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..default()
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},
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Curve(bezier),
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));
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// Some light to see something
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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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intensity: 10_000_000.,
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range: 100.0,
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..default()
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},
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transform: Transform::from_xyz(8., 16., 8.),
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..default()
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});
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// ground plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(50., 50.)),
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material: materials.add(Color::from(SILVER)),
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..default()
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});
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// The camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0., 6., 12.).looking_at(Vec3::new(0., 3., 0.), Vec3::Y),
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..default()
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});
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}
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fn animate_cube(time: Res<Time>, mut query: Query<(&mut Transform, &Curve)>, mut gizmos: Gizmos) {
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let t = (time.elapsed_seconds().sin() + 1.) / 2.;
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for (mut transform, cubic_curve) in &mut query {
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// Draw the curve
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gizmos.linestrip(cubic_curve.0.iter_positions(50), WHITE);
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// position takes a point from the curve where 0 is the initial point
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// and 1 is the last point
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transform.translation = cubic_curve.0.position(t);
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}
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}
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