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https://github.com/bevyengine/bevy
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# Objective Users often ask for help with rotations as they struggle with `Quat`s. `Quat` is rather complex and has a ton of verbose methods. ## Solution Add rotation helper methods to `Transform`. Co-authored-by: devil-ira <justthecooldude@gmail.com>
153 lines
5.9 KiB
Rust
153 lines
5.9 KiB
Rust
//! Shows multiple transformations of objects.
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use bevy::prelude::*;
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use std::f32::consts::PI;
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// A struct for additional data of for a moving cube.
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#[derive(Component)]
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struct CubeState {
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start_pos: Vec3,
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move_speed: f32,
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turn_speed: f32,
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}
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// A struct adding information to a scalable entity,
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// that will be stationary at the center of the scene.
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#[derive(Component)]
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struct Center {
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max_size: f32,
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min_size: f32,
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scale_factor: f32,
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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_startup_system(setup)
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.add_system(move_cube)
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.add_system(rotate_cube)
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.add_system(scale_down_sphere_proportional_to_cube_travel_distance)
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.run();
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}
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// Startup system to setup the scene and spawn all relevant entities.
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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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// Add an object (sphere) for visualizing scaling.
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commands
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.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Icosphere {
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radius: 3.0,
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subdivisions: 32,
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})),
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material: materials.add(Color::YELLOW.into()),
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transform: Transform::from_translation(Vec3::ZERO),
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..default()
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})
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.insert(Center {
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max_size: 1.0,
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min_size: 0.1,
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scale_factor: 0.05,
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});
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// Add the cube to visualize rotation and translation.
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// This cube will circle around the center_sphere
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// by changing its rotation each frame and moving forward.
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// Define a start transform for an orbiting cube, that's away from our central object (sphere)
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// and rotate it so it will be able to move around the sphere and not towards it.
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let angle_90 = PI / 2.0;
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let cube_spawn =
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Transform::from_translation(Vec3::Z * -10.0).with_rotation(Quat::from_rotation_y(angle_90));
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commands
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.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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material: materials.add(Color::WHITE.into()),
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transform: cube_spawn,
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..default()
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})
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.insert(CubeState {
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start_pos: cube_spawn.translation,
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move_speed: 2.0,
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turn_speed: 0.2,
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});
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// Spawn a camera looking at the entities to show what's happening in this example.
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commands.spawn_bundle(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// Add a light source for better 3d visibility.
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commands.spawn_bundle(PointLightBundle {
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transform: Transform::from_translation(Vec3::ONE * 3.0),
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..default()
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});
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}
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// This system will move the cube forward.
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fn move_cube(mut cubes: Query<(&mut Transform, &mut CubeState)>, timer: Res<Time>) {
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for (mut transform, cube) in cubes.iter_mut() {
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// Move the cube forward smoothly at a given move_speed.
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let forward = transform.forward();
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transform.translation += forward * cube.move_speed * timer.delta_seconds();
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}
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}
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// This system will rotate the cube slightly towards the center_sphere.
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// Due to the forward movement the resulting movement
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// will be a circular motion around the center_sphere.
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fn rotate_cube(
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mut cubes: Query<(&mut Transform, &mut CubeState), Without<Center>>,
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center_spheres: Query<&Transform, With<Center>>,
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timer: Res<Time>,
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) {
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// Calculate the point to circle around. (The position of the center_sphere)
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let mut center: Vec3 = Vec3::ZERO;
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for sphere in center_spheres.iter() {
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center += sphere.translation;
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}
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// Update the rotation of the cube(s).
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for (mut transform, cube) in cubes.iter_mut() {
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// Calculate the rotation of the cube if it would be looking at the sphere in the center.
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let look_at_sphere = transform.looking_at(center, transform.local_y());
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// Interpolate between the current rotation and the fully turned rotation
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// when looking a the sphere, with a given turn speed to get a smooth motion.
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// With higher speed the curvature of the orbit would be smaller.
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let incremental_turn_weight = cube.turn_speed * timer.delta_seconds();
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let old_rotation = transform.rotation;
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transform.rotation = old_rotation.lerp(look_at_sphere.rotation, incremental_turn_weight);
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}
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}
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// This system will scale down the sphere in the center of the scene
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// according to the traveling distance of the orbiting cube(s) from their start position(s).
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fn scale_down_sphere_proportional_to_cube_travel_distance(
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cubes: Query<(&Transform, &CubeState), Without<Center>>,
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mut centers: Query<(&mut Transform, &Center)>,
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) {
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// First we need to calculate the length of between
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// the current position of the orbiting cube and the spawn position.
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let mut distances = 0.0;
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for (cube_transform, cube_state) in cubes.iter() {
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distances += (cube_state.start_pos - cube_transform.translation).length();
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}
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// Now we use the calculated value to scale the sphere in the center accordingly.
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for (mut transform, center) in centers.iter_mut() {
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// Calculate the new size from the calculated distances and the centers scale_factor.
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// Since we want to have the sphere at its max_size at the cubes spawn location we start by
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// using the max_size as start value and subtract the distances scaled by a scaling factor.
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let mut new_size: f32 = center.max_size - center.scale_factor * distances;
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// The new size should also not be smaller than the centers min_size.
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// Therefore the max value out of (new_size, center.min_size) is used.
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new_size = new_size.max(center.min_size);
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// Now scale the sphere uniformly in all directions using new_size.
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// Here Vec3:splat is used to create a vector with new_size in x, y and z direction.
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transform.scale = Vec3::splat(new_size);
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}
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}
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