bevy/examples/2d/bounding_2d.rs
Joona Aalto f418de8eb6
Rename Direction2d/3d to Dir2/3 (#12189)
# Objective

Split up from #12017, rename Bevy's direction types.

Currently, Bevy has the `Direction2d`, `Direction3d`, and `Direction3dA`
types, which provide a type-level guarantee that their contained vectors
remain normalized. They can be very useful for a lot of APIs for safety,
explicitness, and in some cases performance, as they can sometimes avoid
unnecessary normalizations.

However, many consider them to be inconvenient to use, and opt for
standard vector types like `Vec3` because of this. One reason is that
the direction type names are a bit long and can be annoying to write (of
course you can use autocomplete, but just typing `Vec3` is still nicer),
and in some intances, the extra characters can make formatting worse.
The naming is also inconsistent with Glam's shorter type names, and
results in names like `Direction3dA`, which (in my opinion) are
difficult to read and even a bit ugly.

This PR proposes renaming the types to `Dir2`, `Dir3`, and `Dir3A`.
These names are nice and easy to write, consistent with Glam, and work
well for variants like the SIMD aligned `Dir3A`. As a bonus, it can also
result in nicer formatting in a lot of cases, which can be seen from the
diff of this PR.

Some examples of what it looks like: (copied from #12017)

```rust
// Before
let ray_cast = RayCast2d::new(Vec2::ZERO, Direction2d::X, 5.0);

// After
let ray_cast = RayCast2d::new(Vec2::ZERO, Dir2::X, 5.0);
```

```rust
// Before (an example using Bevy XPBD)
let hit = spatial_query.cast_ray(
    Vec3::ZERO,
    Direction3d::X,
    f32::MAX,
    true,
    SpatialQueryFilter::default(),
);

// After
let hit = spatial_query.cast_ray(
    Vec3::ZERO,
    Dir3::X,
    f32::MAX,
    true,
    SpatialQueryFilter::default(),
);
```

```rust
// Before
self.circle(
    Vec3::new(0.0, -2.0, 0.0),
    Direction3d::Y,
    5.0,
    Color::TURQUOISE,
);

// After (formatting is collapsed in this case)
self.circle(Vec3::new(0.0, -2.0, 0.0), Dir3::Y, 5.0, Color::TURQUOISE);
```

## Solution

Rename `Direction2d`, `Direction3d`, and `Direction3dA` to `Dir2`,
`Dir3`, and `Dir3A`.

---

## Migration Guide

The `Direction2d` and `Direction3d` types have been renamed to `Dir2`
and `Dir3`.

## Additional Context

This has been brought up on the Discord a few times, and we had a small
[poll](https://discord.com/channels/691052431525675048/1203087353850364004/1212465038711984158)
on this. `Dir2`/`Dir3`/`Dir3A` was quite unanimously chosen as the best
option, but of course it was a very small poll and inconclusive, so
other opinions are certainly welcome too.

---------

Co-authored-by: IceSentry <c.giguere42@gmail.com>
2024-02-28 22:48:43 +00:00

444 lines
13 KiB
Rust

//! This example demonstrates bounding volume intersections.
use bevy::{math::bounding::*, prelude::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_state::<Test>()
.add_systems(Startup, setup)
.add_systems(
Update,
(update_text, spin, update_volumes, update_test_state),
)
.add_systems(
PostUpdate,
(
render_shapes,
(
aabb_intersection_system.run_if(in_state(Test::AabbSweep)),
circle_intersection_system.run_if(in_state(Test::CircleSweep)),
ray_cast_system.run_if(in_state(Test::RayCast)),
aabb_cast_system.run_if(in_state(Test::AabbCast)),
bounding_circle_cast_system.run_if(in_state(Test::CircleCast)),
),
render_volumes,
)
.chain(),
)
.run();
}
#[derive(Component)]
struct Spin;
fn spin(time: Res<Time>, mut query: Query<&mut Transform, With<Spin>>) {
for mut transform in query.iter_mut() {
transform.rotation *= Quat::from_rotation_z(time.delta_seconds() / 5.);
}
}
#[derive(States, Default, Debug, Hash, PartialEq, Eq, Clone, Copy)]
enum Test {
AabbSweep,
CircleSweep,
#[default]
RayCast,
AabbCast,
CircleCast,
}
fn update_test_state(
keycode: Res<ButtonInput<KeyCode>>,
cur_state: Res<State<Test>>,
mut state: ResMut<NextState<Test>>,
) {
if !keycode.just_pressed(KeyCode::Space) {
return;
}
use Test::*;
let next = match **cur_state {
AabbSweep => CircleSweep,
CircleSweep => RayCast,
RayCast => AabbCast,
AabbCast => CircleCast,
CircleCast => AabbSweep,
};
state.set(next);
}
fn update_text(mut text: Query<&mut Text>, cur_state: Res<State<Test>>) {
if !cur_state.is_changed() {
return;
}
let mut text = text.single_mut();
let text = &mut text.sections[0].value;
text.clear();
text.push_str("Intersection test:\n");
use Test::*;
for &test in &[AabbSweep, CircleSweep, RayCast, AabbCast, CircleCast] {
let s = if **cur_state == test { "*" } else { " " };
text.push_str(&format!(" {s} {test:?} {s}\n"));
}
text.push_str("\npress Space to cycle");
}
#[derive(Component)]
enum Shape {
Rectangle(Rectangle),
Circle(Circle),
Triangle(Triangle2d),
Line(Segment2d),
Capsule(Capsule2d),
Polygon(RegularPolygon),
}
fn render_shapes(mut gizmos: Gizmos, query: Query<(&Shape, &Transform)>) {
let color = LegacyColor::GRAY;
for (shape, transform) in query.iter() {
let translation = transform.translation.xy();
let rotation = transform.rotation.to_euler(EulerRot::YXZ).2;
match shape {
Shape::Rectangle(r) => {
gizmos.primitive_2d(*r, translation, rotation, color);
}
Shape::Circle(c) => {
gizmos.primitive_2d(*c, translation, rotation, color);
}
Shape::Triangle(t) => {
gizmos.primitive_2d(*t, translation, rotation, color);
}
Shape::Line(l) => {
gizmos.primitive_2d(*l, translation, rotation, color);
}
Shape::Capsule(c) => {
gizmos.primitive_2d(*c, translation, rotation, color);
}
Shape::Polygon(p) => {
gizmos.primitive_2d(*p, translation, rotation, color);
}
}
}
}
#[derive(Component)]
enum DesiredVolume {
Aabb,
Circle,
}
#[derive(Component, Debug)]
enum CurrentVolume {
Aabb(Aabb2d),
Circle(BoundingCircle),
}
fn update_volumes(
mut commands: Commands,
query: Query<
(Entity, &DesiredVolume, &Shape, &Transform),
Or<(Changed<DesiredVolume>, Changed<Shape>, Changed<Transform>)>,
>,
) {
for (entity, desired_volume, shape, transform) in query.iter() {
let translation = transform.translation.xy();
let rotation = transform.rotation.to_euler(EulerRot::YXZ).2;
match desired_volume {
DesiredVolume::Aabb => {
let aabb = match shape {
Shape::Rectangle(r) => r.aabb_2d(translation, rotation),
Shape::Circle(c) => c.aabb_2d(translation, rotation),
Shape::Triangle(t) => t.aabb_2d(translation, rotation),
Shape::Line(l) => l.aabb_2d(translation, rotation),
Shape::Capsule(c) => c.aabb_2d(translation, rotation),
Shape::Polygon(p) => p.aabb_2d(translation, rotation),
};
commands.entity(entity).insert(CurrentVolume::Aabb(aabb));
}
DesiredVolume::Circle => {
let circle = match shape {
Shape::Rectangle(r) => r.bounding_circle(translation, rotation),
Shape::Circle(c) => c.bounding_circle(translation, rotation),
Shape::Triangle(t) => t.bounding_circle(translation, rotation),
Shape::Line(l) => l.bounding_circle(translation, rotation),
Shape::Capsule(c) => c.bounding_circle(translation, rotation),
Shape::Polygon(p) => p.bounding_circle(translation, rotation),
};
commands
.entity(entity)
.insert(CurrentVolume::Circle(circle));
}
}
}
}
fn render_volumes(mut gizmos: Gizmos, query: Query<(&CurrentVolume, &Intersects)>) {
for (volume, intersects) in query.iter() {
let color = if **intersects {
LegacyColor::CYAN
} else {
LegacyColor::ORANGE_RED
};
match volume {
CurrentVolume::Aabb(a) => {
gizmos.rect_2d(a.center(), 0., a.half_size() * 2., color);
}
CurrentVolume::Circle(c) => {
gizmos.circle_2d(c.center(), c.radius(), color);
}
}
}
}
#[derive(Component, Deref, DerefMut, Default)]
struct Intersects(bool);
const OFFSET_X: f32 = 125.;
const OFFSET_Y: f32 = 75.;
fn setup(mut commands: Commands, loader: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
commands.spawn((
SpatialBundle {
transform: Transform::from_xyz(-OFFSET_X, OFFSET_Y, 0.),
..default()
},
Shape::Circle(Circle::new(45.)),
DesiredVolume::Aabb,
Intersects::default(),
));
commands.spawn((
SpatialBundle {
transform: Transform::from_xyz(0., OFFSET_Y, 0.),
..default()
},
Shape::Rectangle(Rectangle::new(80., 80.)),
Spin,
DesiredVolume::Circle,
Intersects::default(),
));
commands.spawn((
SpatialBundle {
transform: Transform::from_xyz(OFFSET_X, OFFSET_Y, 0.),
..default()
},
Shape::Triangle(Triangle2d::new(
Vec2::new(-40., -40.),
Vec2::new(-20., 40.),
Vec2::new(40., 50.),
)),
Spin,
DesiredVolume::Aabb,
Intersects::default(),
));
commands.spawn((
SpatialBundle {
transform: Transform::from_xyz(-OFFSET_X, -OFFSET_Y, 0.),
..default()
},
Shape::Line(Segment2d::new(Dir2::from_xy(1., 0.3).unwrap(), 90.)),
Spin,
DesiredVolume::Circle,
Intersects::default(),
));
commands.spawn((
SpatialBundle {
transform: Transform::from_xyz(0., -OFFSET_Y, 0.),
..default()
},
Shape::Capsule(Capsule2d::new(25., 50.)),
Spin,
DesiredVolume::Aabb,
Intersects::default(),
));
commands.spawn((
SpatialBundle {
transform: Transform::from_xyz(OFFSET_X, -OFFSET_Y, 0.),
..default()
},
Shape::Polygon(RegularPolygon::new(50., 6)),
Spin,
DesiredVolume::Circle,
Intersects::default(),
));
commands.spawn(
TextBundle::from_section(
"",
TextStyle {
font: loader.load("fonts/FiraMono-Medium.ttf"),
font_size: 26.0,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(10.0),
left: Val::Px(10.0),
..default()
}),
);
}
fn draw_ray(gizmos: &mut Gizmos, ray: &RayCast2d) {
gizmos.line_2d(
ray.ray.origin,
ray.ray.origin + *ray.ray.direction * ray.max,
LegacyColor::WHITE,
);
for r in [1., 2., 3.] {
gizmos.circle_2d(ray.ray.origin, r, LegacyColor::FUCHSIA);
}
}
fn get_and_draw_ray(gizmos: &mut Gizmos, time: &Time) -> RayCast2d {
let ray = Vec2::new(time.elapsed_seconds().cos(), time.elapsed_seconds().sin());
let dist = 150. + (0.5 * time.elapsed_seconds()).sin().abs() * 500.;
let aabb_ray = Ray2d {
origin: ray * 250.,
direction: Dir2::new_unchecked(-ray),
};
let ray_cast = RayCast2d::from_ray(aabb_ray, dist - 20.);
draw_ray(gizmos, &ray_cast);
ray_cast
}
fn ray_cast_system(
mut gizmos: Gizmos,
time: Res<Time>,
mut volumes: Query<(&CurrentVolume, &mut Intersects)>,
) {
let ray_cast = get_and_draw_ray(&mut gizmos, &time);
for (volume, mut intersects) in volumes.iter_mut() {
let toi = match volume {
CurrentVolume::Aabb(a) => ray_cast.aabb_intersection_at(a),
CurrentVolume::Circle(c) => ray_cast.circle_intersection_at(c),
};
**intersects = toi.is_some();
if let Some(toi) = toi {
for r in [1., 2., 3.] {
gizmos.circle_2d(
ray_cast.ray.origin + *ray_cast.ray.direction * toi,
r,
LegacyColor::GREEN,
);
}
}
}
}
fn aabb_cast_system(
mut gizmos: Gizmos,
time: Res<Time>,
mut volumes: Query<(&CurrentVolume, &mut Intersects)>,
) {
let ray_cast = get_and_draw_ray(&mut gizmos, &time);
let aabb_cast = AabbCast2d {
aabb: Aabb2d::new(Vec2::ZERO, Vec2::splat(15.)),
ray: ray_cast,
};
for (volume, mut intersects) in volumes.iter_mut() {
let toi = match *volume {
CurrentVolume::Aabb(a) => aabb_cast.aabb_collision_at(a),
CurrentVolume::Circle(_) => None,
};
**intersects = toi.is_some();
if let Some(toi) = toi {
gizmos.rect_2d(
aabb_cast.ray.ray.origin
+ *aabb_cast.ray.ray.direction * toi
+ aabb_cast.aabb.center(),
0.,
aabb_cast.aabb.half_size() * 2.,
LegacyColor::GREEN,
);
}
}
}
fn bounding_circle_cast_system(
mut gizmos: Gizmos,
time: Res<Time>,
mut volumes: Query<(&CurrentVolume, &mut Intersects)>,
) {
let ray_cast = get_and_draw_ray(&mut gizmos, &time);
let circle_cast = BoundingCircleCast {
circle: BoundingCircle::new(Vec2::ZERO, 15.),
ray: ray_cast,
};
for (volume, mut intersects) in volumes.iter_mut() {
let toi = match *volume {
CurrentVolume::Aabb(_) => None,
CurrentVolume::Circle(c) => circle_cast.circle_collision_at(c),
};
**intersects = toi.is_some();
if let Some(toi) = toi {
gizmos.circle_2d(
circle_cast.ray.ray.origin
+ *circle_cast.ray.ray.direction * toi
+ circle_cast.circle.center(),
circle_cast.circle.radius(),
LegacyColor::GREEN,
);
}
}
}
fn get_intersection_position(time: &Time) -> Vec2 {
let x = (0.8 * time.elapsed_seconds()).cos() * 250.;
let y = (0.4 * time.elapsed_seconds()).sin() * 100.;
Vec2::new(x, y)
}
fn aabb_intersection_system(
mut gizmos: Gizmos,
time: Res<Time>,
mut volumes: Query<(&CurrentVolume, &mut Intersects)>,
) {
let center = get_intersection_position(&time);
let aabb = Aabb2d::new(center, Vec2::splat(50.));
gizmos.rect_2d(center, 0., aabb.half_size() * 2., LegacyColor::YELLOW);
for (volume, mut intersects) in volumes.iter_mut() {
let hit = match volume {
CurrentVolume::Aabb(a) => aabb.intersects(a),
CurrentVolume::Circle(c) => aabb.intersects(c),
};
**intersects = hit;
}
}
fn circle_intersection_system(
mut gizmos: Gizmos,
time: Res<Time>,
mut volumes: Query<(&CurrentVolume, &mut Intersects)>,
) {
let center = get_intersection_position(&time);
let circle = BoundingCircle::new(center, 50.);
gizmos.circle_2d(center, circle.radius(), LegacyColor::YELLOW);
for (volume, mut intersects) in volumes.iter_mut() {
let hit = match volume {
CurrentVolume::Aabb(a) => circle.intersects(a),
CurrentVolume::Circle(c) => circle.intersects(c),
};
**intersects = hit;
}
}