No description
Find a file
Joona Aalto f89af0567b
Add Rotation2d (#11658)
# Objective

Rotating vectors is a very common task. It is required for a variety of
things both within Bevy itself and in many third party plugins, for
example all over physics and collision detection, and for things like
Bevy's bounding volumes and several gizmo implementations.

For 3D, we can do this using a `Quat`, but for 2D, we do not have a
clear and efficient option. `Mat2` can be used for rotating vectors if
created using `Mat2::from_angle`, but this is not obvious to many users,
it doesn't have many rotation helpers, and the type does not give any
guarantees that it represents a valid rotation.

We should have a proper type for 2D rotations. In addition to allowing
for potential optimization, it would allow us to have a consistent and
explicitly documented representation used throughout the engine, i.e.
counterclockwise and in radians.

## Representation

The mathematical formula for rotating a 2D vector is the following:

```
new_x = x * cos - y * sin
new_y = x * sin + y * cos
```

Here, `sin` and `cos` are the sine and cosine of the rotation angle.
Computing these every time when a vector needs to be rotated can be
expensive, so the rotation shouldn't be just an `f32` angle. Instead, it
is often more efficient to represent the rotation using the sine and
cosine of the angle instead of storing the angle itself. This can be
freely passed around and reused without unnecessary computations.

The two options are either a 2x2 rotation matrix or a unit complex
number where the cosine is the real part and the sine is the imaginary
part. These are equivalent for the most part, but the unit complex
representation is a bit more memory efficient (two `f32`s instead of
four), so I chose that. This is like Nalgebra's
[`UnitComplex`](https://docs.rs/nalgebra/latest/nalgebra/geometry/type.UnitComplex.html)
type, which can be used for the
[`Rotation2`](https://docs.rs/nalgebra/latest/nalgebra/geometry/type.Rotation2.html)
type.

## Implementation

Add a `Rotation2d` type represented as a unit complex number:

```rust
/// A counterclockwise 2D rotation in radians.
///
/// The rotation angle is wrapped to be within the `]-pi, pi]` range.
pub struct Rotation2d {
    /// The cosine of the rotation angle in radians.
    ///
    /// This is the real part of the unit complex number representing the rotation.
    pub cos: f32,
    /// The sine of the rotation angle in radians.
    ///
    /// This is the imaginary part of the unit complex number representing the rotation.
    pub sin: f32,
}
```

Using it is similar to using `Quat`, but in 2D:

```rust
let rotation = Rotation2d::radians(PI / 2.0);

// Rotate vector (also works on Direction2d!)
assert_eq!(rotation * Vec2::X, Vec2::Y);

// Get angle as degrees
assert_eq!(rotation.as_degrees(), 90.0);

// Getting sin and cos is free
let (sin, cos) = rotation.sin_cos();

// "Subtract" rotations
let rotation2 = Rotation2d::FRAC_PI_4; // there are constants!
let diff = rotation * rotation2.inverse();
assert_eq!(diff.as_radians(), PI / 4.0);

// This is equivalent to the above
assert_eq!(rotation2.angle_between(rotation), PI / 4.0);

// Lerp
let rotation1 = Rotation2d::IDENTITY;
let rotation2 = Rotation2d::FRAC_PI_2;
let result = rotation1.lerp(rotation2, 0.5);
assert_eq!(result.as_radians(), std::f32::consts::FRAC_PI_4);

// Slerp
let rotation1 = Rotation2d::FRAC_PI_4);
let rotation2 = Rotation2d::degrees(-180.0); // we can use degrees too!
let result = rotation1.slerp(rotation2, 1.0 / 3.0);
assert_eq!(result.as_radians(), std::f32::consts::FRAC_PI_2);
```

There's also a `From<f32>` implementation for `Rotation2d`, which means
that methods can still accept radians as floats if the argument uses
`impl Into<Rotation2d>`. This means that adding `Rotation2d` shouldn't
even be a breaking change.

---

## Changelog

- Added `Rotation2d`
- Bounding volume methods now take an `impl Into<Rotation2d>`
- Gizmo methods with rotation now take an `impl Into<Rotation2d>`

## Future use cases

- Collision detection (a type like this is quite essential considering
how common vector rotations are)
- `Transform` helpers (e.g. return a 2D rotation about the Z axis from a
`Transform`)
- The rotation used for `Transform2d` (#8268)
- More gizmos, maybe meshes... everything in 2D that uses rotation

---------

Co-authored-by: Tristan Guichaoua <33934311+tguichaoua@users.noreply.github.com>
Co-authored-by: Robert Walter <robwalter96@gmail.com>
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
2024-03-11 19:11:57 +00:00
.cargo Add nightly hint to config.toml (#12257) 2024-03-02 14:41:37 +00:00
.github Bump crate-ci/typos from 1.18.2 to 1.19.0 (#12291) 2024-03-04 07:14:47 +00:00
assets Implement the AnimationGraph, allowing for multiple animations to be blended together. (#11989) 2024-03-07 20:22:42 +00:00
benches Move commands module into bevy::ecs::world (#12234) 2024-03-02 23:13:45 +00:00
crates Add Rotation2d (#11658) 2024-03-11 19:11:57 +00:00
docs Add bevy_dev_tools crate (#11341) 2024-03-06 20:33:05 +00:00
docs-template Update wgpu to v0.19.3 and unpin web-sys. (#12247) 2024-03-02 00:44:51 +00:00
errors Migrate from LegacyColor to bevy_color::Color (#12163) 2024-02-29 19:35:12 +00:00
examples correctly set up background color in mobile example (#12384) 2024-03-11 18:36:52 +00:00
src Add "all-features = true" to docs.rs metadata for most crates (#12366) 2024-03-08 20:03:09 +00:00
tests Migrate from LegacyColor to bevy_color::Color (#12163) 2024-02-29 19:35:12 +00:00
tools fix deprecations from toml_edit (#12421) 2024-03-11 17:53:38 +00:00
.gitattributes Enforce linux-style line endings for .rs and .toml (#3197) 2021-11-26 21:05:35 +00:00
.gitignore Ignore screenshots generated by screenshot example (#11797) 2024-02-09 20:13:28 +00:00
Cargo.toml Add "all-features = true" to docs.rs metadata for most crates (#12366) 2024-03-08 20:03:09 +00:00
CHANGELOG.md 0.13 changelog (#11918) 2024-02-17 07:22:02 +00:00
clippy.toml Use clippy::doc_markdown more. (#10286) 2023-10-27 22:49:02 +00:00
CODE_OF_CONDUCT.md Update CODE_OF_CONDUCT.md 2020-08-19 20:25:58 +01:00
CONTRIBUTING.md Add typos - Source code spell checker (#12036) 2024-02-26 16:19:40 +00:00
CREDITS.md UI Texture 9 slice (#11600) 2024-02-07 20:07:53 +00:00
deny.toml Fix duplicate dependencies on raw-window-handle (#12309) 2024-03-05 08:24:37 +00:00
LICENSE-APACHE Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
LICENSE-MIT Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
README.md Replace references to old book with quick start guide (#11983) 2024-02-19 20:25:35 +00:00
rustfmt.toml Cargo fmt with unstable features (#1903) 2021-04-21 23:19:34 +00:00
typos.toml remove comment in typos.toml (#12303) 2024-03-04 20:34:22 +00:00

Bevy

License Crates.io Downloads Docs CI Discord

What is Bevy?

Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!

WARNING

Bevy is still in the early stages of development. Important features are missing. Documentation is sparse. A new version of Bevy containing breaking changes to the API is released approximately once every 3 months. We provide migration guides, but we can't guarantee migrations will always be easy. Use only if you are willing to work in this environment.

MSRV: Bevy relies heavily on improvements in the Rust language and compiler. As a result, the Minimum Supported Rust Version (MSRV) is generally close to "the latest stable release" of Rust.

Design Goals

  • Capable: Offer a complete 2D and 3D feature set
  • Simple: Easy for newbies to pick up, but infinitely flexible for power users
  • Data Focused: Data-oriented architecture using the Entity Component System paradigm
  • Modular: Use only what you need. Replace what you don't like
  • Fast: App logic should run quickly, and when possible, in parallel
  • Productive: Changes should compile quickly ... waiting isn't fun

About

  • Features: A quick overview of Bevy's features.
  • News: A development blog that covers our progress, plans and shiny new features.

Docs

Community

Before contributing or participating in discussions with the community, you should familiarize yourself with our Code of Conduct.

  • Discord: Bevy's official discord server.
  • Reddit: Bevy's official subreddit.
  • GitHub Discussions: The best place for questions about Bevy, answered right here!
  • Bevy Assets: A collection of awesome Bevy projects, tools, plugins and learning materials.

Contributing

If you'd like to help build Bevy, check out the Contributor's Guide. For simple problems, feel free to open an issue or PR and tackle it yourself!

For more complex architecture decisions and experimental mad science, please open an RFC (Request For Comments) so we can brainstorm together effectively!

Getting Started

We recommend checking out the Quick Start Guide for a brief introduction.

Follow the Setup guide to ensure your development environment is set up correctly. Once set up, you can quickly try out the examples by cloning this repo and running the following commands:

# Switch to the correct version (latest release, default is main development branch)
git checkout latest
# Runs the "breakout" example
cargo run --example breakout

To draw a window with standard functionality enabled, use:

use bevy::prelude::*;

fn main(){
  App::new()
    .add_plugins(DefaultPlugins)
    .run();
}

Fast Compiles

Bevy can be built just fine using default configuration on stable Rust. However for really fast iterative compiles, you should enable the "fast compiles" setup by following the instructions here.

Bevy Cargo Features

This list outlines the different cargo features supported by Bevy. These allow you to customize the Bevy feature set for your use-case.

Thanks

Bevy is the result of the hard work of many people. A huge thanks to all Bevy contributors, the many open source projects that have come before us, the Rust gamedev ecosystem, and the many libraries we build on.

A huge thanks to Bevy's generous sponsors. Bevy will always be free and open source, but it isn't free to make. Please consider sponsoring our work if you like what we're building.

This project is tested with BrowserStack.

License

Bevy is free, open source and permissively licensed! Except where noted (below and/or in individual files), all code in this repository is dual-licensed under either:

at your option. This means you can select the license you prefer! This dual-licensing approach is the de-facto standard in the Rust ecosystem and there are very good reasons to include both.

Some of the engine's code carries additional copyright notices and license terms due to their external origins. These are generally BSD-like, but exact details vary by crate: If the README of a crate contains a 'License' header (or similar), the additional copyright notices and license terms applicable to that crate will be listed. The above licensing requirement still applies to contributions to those crates, and sections of those crates will carry those license terms. The license field of each crate will also reflect this. For example, bevy_mikktspace has code under the Zlib license (as well as a copyright notice when choosing the MIT license).

The assets included in this repository (for our examples) typically fall under different open licenses. These will not be included in your game (unless copied in by you), and they are not distributed in the published bevy crates. See CREDITS.md for the details of the licenses of those files.

Your contributions

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.