Simple 2d rotation example (#3065)
# Objective Some new bevy users are unfamiliar with quaternions and have trouble working with rotations in 2D. There has been an [issue](https://github.com/bitshifter/glam-rs/issues/226) raised with glam to add helpers to better support these users, however for now I feel could be better to provide examples of how to do this in Bevy as a starting point for new users. ## Solution I've added a 2d_rotation example which demonstrates 3 different rotation examples to try help get people started: - Rotating and translating a player ship based on keyboard input - An enemy ship type that rotates to face the player ship immediately - An enemy ship type that rotates to face the player at a fixed angular velocity I also have a standalone version of this example here https://github.com/bitshifter/bevy-2d-rotation-example but I think it would be more discoverable if it's included with Bevy.
This commit is contained in:
parent
6d76229c38
commit
ac63c491fb
@ -20,3 +20,4 @@
|
|||||||
* Cake from [Kenney's Food Kit](https://www.kenney.nl/assets/food-kit) (CC0 1.0 Universal)
|
* Cake from [Kenney's Food Kit](https://www.kenney.nl/assets/food-kit) (CC0 1.0 Universal)
|
||||||
* Ground tile from [Kenney's Tower Defense Kit](https://www.kenney.nl/assets/tower-defense-kit) (CC0 1.0 Universal)
|
* Ground tile from [Kenney's Tower Defense Kit](https://www.kenney.nl/assets/tower-defense-kit) (CC0 1.0 Universal)
|
||||||
* Game icons from [Kenney's Game Icons](https://www.kenney.nl/assets/game-icons) (CC0 1.0 Universal)
|
* Game icons from [Kenney's Game Icons](https://www.kenney.nl/assets/game-icons) (CC0 1.0 Universal)
|
||||||
|
* Space ships from [Kenny's Simple Space Kit](https://www.kenney.nl/assets/simple-space) (CC0 1.0 Universal)
|
||||||
|
@ -119,6 +119,10 @@ path = "examples/2d/contributors.rs"
|
|||||||
name = "many_sprites"
|
name = "many_sprites"
|
||||||
path = "examples/2d/many_sprites.rs"
|
path = "examples/2d/many_sprites.rs"
|
||||||
|
|
||||||
|
[[example]]
|
||||||
|
name = "2d_rotation"
|
||||||
|
path = "examples/2d/rotation.rs"
|
||||||
|
|
||||||
[[example]]
|
[[example]]
|
||||||
name = "mesh2d"
|
name = "mesh2d"
|
||||||
path = "examples/2d/mesh2d.rs"
|
path = "examples/2d/mesh2d.rs"
|
||||||
|
22
assets/textures/simplespace/License.txt
Normal file
22
assets/textures/simplespace/License.txt
Normal file
@ -0,0 +1,22 @@
|
|||||||
|
|
||||||
|
|
||||||
|
Simple Space
|
||||||
|
|
||||||
|
Created/distributed by Kenney (www.kenney.nl)
|
||||||
|
Creation date: 03-03-2021
|
||||||
|
|
||||||
|
------------------------------
|
||||||
|
|
||||||
|
License: (Creative Commons Zero, CC0)
|
||||||
|
http://creativecommons.org/publicdomain/zero/1.0/
|
||||||
|
|
||||||
|
This content is free to use in personal, educational and commercial projects.
|
||||||
|
Support us by crediting Kenney or www.kenney.nl (this is not mandatory)
|
||||||
|
|
||||||
|
------------------------------
|
||||||
|
|
||||||
|
Donate: http://support.kenney.nl
|
||||||
|
Patreon: http://patreon.com/kenney/
|
||||||
|
|
||||||
|
Follow on Twitter for updates:
|
||||||
|
http://twitter.com/KenneyNL
|
BIN
assets/textures/simplespace/enemy_A.png
Normal file
BIN
assets/textures/simplespace/enemy_A.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.1 KiB |
BIN
assets/textures/simplespace/enemy_B.png
Normal file
BIN
assets/textures/simplespace/enemy_B.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.1 KiB |
BIN
assets/textures/simplespace/ship_C.png
Normal file
BIN
assets/textures/simplespace/ship_C.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 615 B |
251
examples/2d/rotation.rs
Normal file
251
examples/2d/rotation.rs
Normal file
@ -0,0 +1,251 @@
|
|||||||
|
use bevy::{
|
||||||
|
core::FixedTimestep,
|
||||||
|
math::{const_vec2, Vec3Swizzles},
|
||||||
|
prelude::*,
|
||||||
|
};
|
||||||
|
|
||||||
|
const TIME_STEP: f32 = 1.0 / 60.0;
|
||||||
|
const BOUNDS: Vec2 = const_vec2!([1200.0, 640.0]);
|
||||||
|
|
||||||
|
fn main() {
|
||||||
|
App::new()
|
||||||
|
.add_plugins(DefaultPlugins)
|
||||||
|
.add_startup_system(setup)
|
||||||
|
.add_system_set(
|
||||||
|
SystemSet::new()
|
||||||
|
.with_run_criteria(FixedTimestep::step(TIME_STEP as f64))
|
||||||
|
.with_system(player_movement_system)
|
||||||
|
.with_system(snap_to_player_system)
|
||||||
|
.with_system(rotate_to_player_system),
|
||||||
|
)
|
||||||
|
.add_system(bevy::input::system::exit_on_esc_system)
|
||||||
|
.run();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// player component
|
||||||
|
#[derive(Component)]
|
||||||
|
struct Player {
|
||||||
|
/// linear speed in meters per second
|
||||||
|
movement_speed: f32,
|
||||||
|
/// rotation speed in radians per second
|
||||||
|
rotation_speed: f32,
|
||||||
|
}
|
||||||
|
|
||||||
|
/// snap to player ship behavior
|
||||||
|
#[derive(Component)]
|
||||||
|
struct SnapToPlayer;
|
||||||
|
|
||||||
|
/// rotate to face player ship behavior
|
||||||
|
#[derive(Component)]
|
||||||
|
struct RotateToPlayer {
|
||||||
|
/// rotation speed in radians per second
|
||||||
|
rotation_speed: f32,
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Add the game's entities to our world and creates an orthographic camera for 2D rendering.
|
||||||
|
///
|
||||||
|
/// The Bevy coordinate system is the same for 2D and 3D, in terms of 2D this means that:
|
||||||
|
///
|
||||||
|
/// * X axis goes from left to right (+X points right)
|
||||||
|
/// * Y axis goes from bottom to top (+Y point up)
|
||||||
|
/// * Z axis goes from far to near (+Z points towards you, out of the screen)
|
||||||
|
///
|
||||||
|
/// The origin is at the center of the screen.
|
||||||
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||||
|
let ship_handle = asset_server.load("textures/simplespace/ship_C.png");
|
||||||
|
let enemy_a_handle = asset_server.load("textures/simplespace/enemy_A.png");
|
||||||
|
let enemy_b_handle = asset_server.load("textures/simplespace/enemy_B.png");
|
||||||
|
|
||||||
|
// 2D orthographic camera
|
||||||
|
commands.spawn_bundle(OrthographicCameraBundle::new_2d());
|
||||||
|
|
||||||
|
let horizontal_margin = BOUNDS.x / 4.0;
|
||||||
|
let vertical_margin = BOUNDS.y / 4.0;
|
||||||
|
|
||||||
|
// player controlled ship
|
||||||
|
commands
|
||||||
|
.spawn_bundle(SpriteBundle {
|
||||||
|
texture: ship_handle,
|
||||||
|
..Default::default()
|
||||||
|
})
|
||||||
|
.insert(Player {
|
||||||
|
movement_speed: 500.0, // metres per second
|
||||||
|
rotation_speed: f32::to_radians(360.0), // degrees per second
|
||||||
|
});
|
||||||
|
|
||||||
|
// enemy that snaps to face the player spawns on the bottom and left
|
||||||
|
commands
|
||||||
|
.spawn_bundle(SpriteBundle {
|
||||||
|
texture: enemy_a_handle.clone(),
|
||||||
|
transform: Transform::from_xyz(0.0 - horizontal_margin, 0.0, 0.0),
|
||||||
|
..Default::default()
|
||||||
|
})
|
||||||
|
.insert(SnapToPlayer);
|
||||||
|
commands
|
||||||
|
.spawn_bundle(SpriteBundle {
|
||||||
|
texture: enemy_a_handle,
|
||||||
|
transform: Transform::from_xyz(0.0, 0.0 - vertical_margin, 0.0),
|
||||||
|
..Default::default()
|
||||||
|
})
|
||||||
|
.insert(SnapToPlayer);
|
||||||
|
|
||||||
|
// enemy that rotates to face the player enemy spawns on the top and right
|
||||||
|
commands
|
||||||
|
.spawn_bundle(SpriteBundle {
|
||||||
|
texture: enemy_b_handle.clone(),
|
||||||
|
transform: Transform::from_xyz(0.0 + horizontal_margin, 0.0, 0.0),
|
||||||
|
..Default::default()
|
||||||
|
})
|
||||||
|
.insert(RotateToPlayer {
|
||||||
|
rotation_speed: f32::to_radians(45.0), // degrees per second
|
||||||
|
});
|
||||||
|
commands
|
||||||
|
.spawn_bundle(SpriteBundle {
|
||||||
|
texture: enemy_b_handle,
|
||||||
|
transform: Transform::from_xyz(0.0, 0.0 + vertical_margin, 0.0),
|
||||||
|
..Default::default()
|
||||||
|
})
|
||||||
|
.insert(RotateToPlayer {
|
||||||
|
rotation_speed: f32::to_radians(90.0), // degrees per second
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Demonstrates applying rotation and movement based on keyboard input.
|
||||||
|
fn player_movement_system(
|
||||||
|
keyboard_input: Res<Input<KeyCode>>,
|
||||||
|
mut query: Query<(&Player, &mut Transform)>,
|
||||||
|
) {
|
||||||
|
let (ship, mut transform) = query.single_mut();
|
||||||
|
|
||||||
|
let mut rotation_factor = 0.0;
|
||||||
|
let mut movement_factor = 0.0;
|
||||||
|
|
||||||
|
if keyboard_input.pressed(KeyCode::Left) {
|
||||||
|
rotation_factor += 1.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
if keyboard_input.pressed(KeyCode::Right) {
|
||||||
|
rotation_factor -= 1.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
if keyboard_input.pressed(KeyCode::Up) {
|
||||||
|
movement_factor += 1.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// create the change in rotation around the Z axis (perpendicular to the 2D plane of the screen)
|
||||||
|
let rotation_delta = Quat::from_rotation_z(rotation_factor * ship.rotation_speed * TIME_STEP);
|
||||||
|
// update the ship rotation with our rotation delta
|
||||||
|
transform.rotation *= rotation_delta;
|
||||||
|
|
||||||
|
// get the ship's forward vector by applying the current rotation to the ships initial facing vector
|
||||||
|
let movement_direction = transform.rotation * Vec3::Y;
|
||||||
|
// get the distance the ship will move based on direction, the ship's movement speed and delta time
|
||||||
|
let movement_distance = movement_factor * ship.movement_speed * TIME_STEP;
|
||||||
|
// create the change in translation using the new movement direction and distance
|
||||||
|
let translation_delta = movement_direction * movement_distance;
|
||||||
|
// update the ship translation with our new translation delta
|
||||||
|
transform.translation += translation_delta;
|
||||||
|
|
||||||
|
// bound the ship within the invisible level bounds
|
||||||
|
let extents = Vec3::from((BOUNDS / 2.0, 0.0));
|
||||||
|
transform.translation = transform.translation.min(extents).max(-extents);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Demonstrates snapping the enemy ship to face the player ship immediately.
|
||||||
|
fn snap_to_player_system(
|
||||||
|
mut query: Query<&mut Transform, (With<SnapToPlayer>, Without<Player>)>,
|
||||||
|
player_query: Query<&Transform, With<Player>>,
|
||||||
|
) {
|
||||||
|
let player_transform = player_query.single();
|
||||||
|
// get the player translation in 2D
|
||||||
|
let player_translation = player_transform.translation.xy();
|
||||||
|
|
||||||
|
for mut enemy_transform in query.iter_mut() {
|
||||||
|
// get the vector from the enemy ship to the player ship in 2D and normalize it.
|
||||||
|
let to_player = (player_translation - enemy_transform.translation.xy()).normalize();
|
||||||
|
|
||||||
|
// get the quaternion to rotate from the initial enemy facing direction to the direction
|
||||||
|
// facing the player
|
||||||
|
let rotate_to_player = Quat::from_rotation_arc(Vec3::Y, Vec3::from((to_player, 0.0)));
|
||||||
|
|
||||||
|
// rotate the enemy to face the player
|
||||||
|
enemy_transform.rotation = rotate_to_player;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Demonstrates rotating an enemy ship to face the player ship at a given rotation speed.
|
||||||
|
///
|
||||||
|
/// This method uses the vector dot product to determine if the enemy is facing the player and
|
||||||
|
/// if not, which way to rotate to face the player. The dot product on two unit length vectors
|
||||||
|
/// will return a value between -1.0 and +1.0 which tells us the following about the two vectors:
|
||||||
|
///
|
||||||
|
/// * If the result is 1.0 the vectors are pointing in the same direction, the angle between them
|
||||||
|
/// is 0 degrees.
|
||||||
|
/// * If the result is 0.0 the vectors are perpendicular, the angle between them is 90 degrees.
|
||||||
|
/// * If the result is -1.0 the vectors are parallel but pointing in opposite directions, the angle
|
||||||
|
/// between them is 180 degrees.
|
||||||
|
/// * If the result is positive the vectors are pointing in roughly the same direction, the angle
|
||||||
|
/// between them is greater than 0 and less than 90 degrees.
|
||||||
|
/// * If the result is negative the vectors are pointing in roughly opposite directions, the angle
|
||||||
|
/// between them is greater than 90 and less than 180 degrees.
|
||||||
|
///
|
||||||
|
/// It is possible to get the angle by taking the arc cosine (`acos`) of the dot product. It is
|
||||||
|
/// often unnecessary to do this though. Beware than `acos` will return `NaN` if the input is less
|
||||||
|
/// than -1.0 or greater than 1.0. This can happen even when working with unit vectors due to
|
||||||
|
/// floating point precision loss, so it pays to clamp your dot product value before calling
|
||||||
|
/// `acos`.
|
||||||
|
fn rotate_to_player_system(
|
||||||
|
mut query: Query<(&RotateToPlayer, &mut Transform), Without<Player>>,
|
||||||
|
player_query: Query<&Transform, With<Player>>,
|
||||||
|
) {
|
||||||
|
let player_transform = player_query.single();
|
||||||
|
// get the player translation in 2D
|
||||||
|
let player_translation = player_transform.translation.xy();
|
||||||
|
|
||||||
|
for (config, mut enemy_transform) in query.iter_mut() {
|
||||||
|
// get the enemy ship forward vector in 2D (already unit length)
|
||||||
|
let enemy_forward = (enemy_transform.rotation * Vec3::Y).xy();
|
||||||
|
|
||||||
|
// get the vector from the enemy ship to the player ship in 2D and normalize it.
|
||||||
|
let to_player = (player_translation - enemy_transform.translation.xy()).normalize();
|
||||||
|
|
||||||
|
// get the dot product between the enemy forward vector and the direction to the player.
|
||||||
|
let forward_dot_player = enemy_forward.dot(to_player);
|
||||||
|
|
||||||
|
// if the dot product is approximately 1.0 then the enemy is already facing the player and
|
||||||
|
// we can early out.
|
||||||
|
if (forward_dot_player - 1.0).abs() < f32::EPSILON {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// get the right vector of the enemy ship in 2D (already unit length)
|
||||||
|
let enemy_right = (enemy_transform.rotation * Vec3::X).xy();
|
||||||
|
|
||||||
|
// get the dot product of the enemy right vector and the direction to the player ship.
|
||||||
|
// if the dot product is negative them we need to rotate counter clockwise, if it is
|
||||||
|
// positive we need to rotate clockwise. Note that `copysign` will still return 1.0 if the
|
||||||
|
// dot product is 0.0 (because the player is directly behind the enemy, so perpendicular
|
||||||
|
// with the right vector).
|
||||||
|
let right_dot_player = enemy_right.dot(to_player);
|
||||||
|
|
||||||
|
// determine the sign of rotation from the right dot player. We need to negate the sign
|
||||||
|
// here as the 2D bevy co-ordinate system rotates around +Z, which is pointing out of the
|
||||||
|
// screen. Due to the right hand rule, positive rotation around +Z is counter clockwise and
|
||||||
|
// negative is clockwise.
|
||||||
|
let rotation_sign = -f32::copysign(1.0, right_dot_player);
|
||||||
|
|
||||||
|
// limit rotation so we don't overshoot the target. We need to convert our dot product to
|
||||||
|
// an angle here so we can get an angle of rotation to clamp against.
|
||||||
|
let max_angle = forward_dot_player.clamp(-1.0, 1.0).acos(); // clamp acos for safety
|
||||||
|
|
||||||
|
// calculate angle of rotation with limit
|
||||||
|
let rotation_angle = rotation_sign * (config.rotation_speed * TIME_STEP).min(max_angle);
|
||||||
|
|
||||||
|
// get the quaternion to rotate from the current enemy facing direction towards the
|
||||||
|
// direction facing the player
|
||||||
|
let rotation_delta = Quat::from_rotation_z(rotation_angle);
|
||||||
|
|
||||||
|
// rotate the enemy to face the player
|
||||||
|
enemy_transform.rotation *= rotation_delta;
|
||||||
|
}
|
||||||
|
}
|
@ -92,6 +92,7 @@ Example | File | Description
|
|||||||
`text2d` | [`2d/text2d.rs`](./2d/text2d.rs) | Generates text in 2d
|
`text2d` | [`2d/text2d.rs`](./2d/text2d.rs) | Generates text in 2d
|
||||||
`sprite_flipping` | [`2d/sprite_flipping.rs`](./2d/sprite_flipping.rs) | Renders a sprite flipped along an axis
|
`sprite_flipping` | [`2d/sprite_flipping.rs`](./2d/sprite_flipping.rs) | Renders a sprite flipped along an axis
|
||||||
`texture_atlas` | [`2d/texture_atlas.rs`](./2d/texture_atlas.rs) | Generates a texture atlas (sprite sheet) from individual sprites
|
`texture_atlas` | [`2d/texture_atlas.rs`](./2d/texture_atlas.rs) | Generates a texture atlas (sprite sheet) from individual sprites
|
||||||
|
`rotation` | [`2d/rotation.rs`](./2d/rotation.rs) | Demonstrates rotating entities in 2D with quaternions
|
||||||
|
|
||||||
## 3D Rendering
|
## 3D Rendering
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user