# Objective
- General clenup of the primitives in `bevy_math`
- Add `eccentricity()` to `Ellipse`
## Solution
- Moved `Bounded3d` implementation for `Triangle3d` to the `bounded`
module
- Added `eccentricity()` to `Ellipse`
- `Ellipse::semi_major()` and `::semi_minor()` now accept `&self`
instead of `self`
- `Triangle3d::is_degenerate()` actually uses `f32::EPSILON` as
documented
- Added tests for `Triangle3d`-maths
---------
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
Co-authored-by: Miles Silberling-Cook <nth.tensor@gmail.com>
# Objective
- #10572
There is no 2D primitive available for the common shape of an annulus
(ring).
## Solution
This PR introduces a new type to the existing math primitives:
- `Annulus`: the region between two concentric circles
---
## Changelog
### Added
- `Annulus` primitive to the `bevy_math` crate
- `Annulus` tests (`diameter`, `thickness`, `area`, `perimeter` and
`closest_point` methods)
---------
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
# Context
[GitHub Discussion
Link](https://github.com/bevyengine/bevy/discussions/12506)
# Objective
- **Clarity:** More explicit representation of a common geometric
primitive.
- **Convenience:** Provide methods tailored to 3D triangles (area,
perimeters, etc.).
## Solution
- Adding the `Triangle3d` primitive into the `bevy_math` crate.
---
## Changelog
### Added
- `Triangle3d` primitive to the `bevy_math` crate
### Changed
- `Triangle2d::reverse`: the first and last vertices are swapped instead
of the second and third.
---------
Co-authored-by: Miles Silberling-Cook <NthTensor@users.noreply.github.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
# 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>
# Objective
Split up from #12017, add an aligned version of `Direction3d` for SIMD,
and move direction types out of `primitives`.
## Solution
Add `Direction3dA` and move direction types into a new `direction`
module.
---
## Migration Guide
The `Direction2d`, `Direction3d`, and `InvalidDirectionError` types have
been moved out of `bevy::math::primitives`.
Before:
```rust
use bevy::math::primitives::Direction3d;
```
After:
```rust
use bevy::math::Direction3d;
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- I hated having to do `Cuboid::new(1.0, 1.0, 1.0)` or
`Cuboid::from_size(Vec3::splat(1.0))` when there should be a much easier
way to do this.
## Solution
- Implemented a `from_length()` method that only takes in a single
float, and constructs a primitive of equal size in all directions.
- Ex:
```rs
// These:
Cuboid::new(1.0, 1.0, 1.0);
Cuboid::from_size(Vec3::splat(1.0));
// Are equivalent to this:
Cuboid::from_length(1.0);
```
- For the rest of the changed primitives:
```rs
Rectangle::from_length(1.0);
Plane3d::default().mesh().from_length(1.0);
```
The PR is in a reviewable state now in the sense that the basic
implementations are there. There are still some ToDos that I'm aware of:
- [x] docs for all the new structs and traits
- [x] implement `Default` and derive other useful traits for the new
structs
- [x] Take a look at the notes again (Do this after a first round of
reviews)
- [x] Take care of the repetition in the circle drawing functions
---
# Objective
- TLDR: This PR enables us to quickly draw all the newly added
primitives from `bevy_math` in immediate mode with gizmos
- Addresses #10571
## Solution
- This implements the first design idea I had that covered everything
that was mentioned in the Issue
https://github.com/bevyengine/bevy/issues/10571#issuecomment-1863646197
---
## Caveats
- I added the `Primitive(2/3)d` impls for `Direction(2/3)d` to make them
work with the current solution. We could impose less strict requirements
for the gizmoable objects and remove the impls afterwards if the
community doesn't like the current approach.
---
## Changelog
- implement capabilities to draw ellipses on the gizmo in general (this
was required to have some code which is able to draw the ellipse
primitive)
- refactored circle drawing code to use the more general ellipse drawing
code to keep code duplication low
- implement `Primitive2d` for `Direction2d` and impl `Primitive3d` for
`Direction3d`
- implement trait to draw primitives with specialized details with
gizmos
- `GizmoPrimitive2d` for all the 2D primitives
- `GizmoPrimitive3d` for all the 3D primitives
- (question while writing this: Does it actually matter if we split this
in 2D and 3D? I guess it could be useful in the future if we do
something based on the main rendering mode even though atm it's kinda
useless)
---
---------
Co-authored-by: nothendev <borodinov.ilya@gmail.com>
# Objective
It's often necessary to rotate directions, but it currently has to be
done like this:
```rust
Direction3d::new_unchecked(quat * *direction)
```
It'd be nice if you could rotate `Direction3d` directly:
```rust
quat * direction
```
## Solution
Implement `Mul<Direction3d>` for `Quat` ~~and the other way around.~~
(Glam doesn't impl `Mul<Quat>` or `MulAssign<Quat>` for `Vec3`)
The quaternion must be a unit quaternion to keep the direction
normalized, so there is a `debug_assert!` to be sure. Almost all `Quat`
constructors produce unit quaternions, so there should only be issues if
doing something like `quat + quat` instead of `quat * quat`, using
`Quat::from_xyzw` directly, or when you have significant enough drift
caused by e.g. physics simulation that doesn't normalize rotation. In
general, these would probably cause unexpected results anyway.
I also moved tests around slightly to make `dim2` and `dim3` more
consistent (`dim3` had *two* separate `test` modules for some reason).
In the future, we'll probably want a `Rotation2d` type that would
support the same for `Direction2d`. I considered implementing
`Mul<Mat2>` for `Direction2d`, but that would probably be more
questionable since `Mat2` isn't as clearly associated with rotations as
`Quat` is.
# Objective
Currently, the `Capsule` primitive is technically dimension-agnostic in
that it implements both `Primitive2d` and `Primitive3d`. This seems good
on paper, but it can often be useful to have separate 2D and 3D versions
of primitives.
For example, one might want a two-dimensional capsule mesh. We can't
really implement both 2D and 3D meshing for the same type using the
upcoming `Meshable` trait (see #11431). We also currently don't
implement `Bounded2d` for `Capsule`, see
https://github.com/bevyengine/bevy/pull/11336#issuecomment-1890797788.
Having 2D and 3D separate at a type level is more explicit, and also
more consistent with the existing primitives, as there are no other
types that implement both `Primitive2d` and `Primitive3d` at the same
time.
## Solution
Rename `Capsule` to `Capsule3d` and add `Capsule2d`. `Capsule2d`
implements `Bounded2d`.
For now, I went for `Capsule2d` for the sake of consistency and clarity.
Mathematically the more accurate term would be `Stadium` or `Pill` (see
[Wikipedia](https://en.wikipedia.org/wiki/Stadium_(geometry))), but
those might be less obvious to game devs. For reference, Godot has
[`CapsuleShape2D`](https://docs.godotengine.org/en/stable/classes/class_capsuleshape2d.html).
I can rename it if others think the geometrically correct name is better
though.
---
## Changelog
- Renamed `Capsule` to `Capsule3d`
- Added `Capsule2d` with `Bounded2d` implemented
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
The first part of #10569, split up from #11007.
The goal is to implement meshing support for Bevy's new geometric
primitives, starting with 2D primitives. 3D meshing will be added in a
follow-up, and we can consider removing the old mesh shapes completely.
## Solution
Add a `Meshable` trait that primitives need to implement to support
meshing, as suggested by the
[RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/12-primitive-shapes.md#meshing).
```rust
/// A trait for shapes that can be turned into a [`Mesh`].
pub trait Meshable {
/// The output of [`Self::mesh`]. This can either be a [`Mesh`]
/// or a builder used for creating a [`Mesh`].
type Output;
/// Creates a [`Mesh`] for a shape.
fn mesh(&self) -> Self::Output;
}
```
This PR implements it for the following primitives:
- `Circle`
- `Ellipse`
- `Rectangle`
- `RegularPolygon`
- `Triangle2d`
The `mesh` method typically returns a builder-like struct such as
`CircleMeshBuilder`. This is needed to support shape-specific
configuration for things like mesh resolution or UV configuration:
```rust
meshes.add(Circle { radius: 0.5 }.mesh().resolution(64));
```
Note that if no configuration is needed, you can even skip calling
`mesh` because `From<MyPrimitive>` is implemented for `Mesh`:
```rust
meshes.add(Circle { radius: 0.5 });
```
I also updated the `2d_shapes` example to use primitives, and tweaked
the colors to have better contrast against the dark background.
Before:

After:

Here you can see the UVs and different facing directions: (taken from
#11007, so excuse the 3D primitives at the bottom left)

---
## Changelog
- Added `bevy_render::mesh::primitives` module
- Added `Meshable` trait and implemented it for:
- `Circle`
- `Ellipse`
- `Rectangle`
- `RegularPolygon`
- `Triangle2d`
- Implemented `Default` and `Copy` for several 2D primitives
- Updated `2d_shapes` example to use primitives
- Tweaked colors in `2d_shapes` example to have better contrast against
the (new-ish) dark background
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Working towards finishing a part of #10572, this PR adds a ton of math
helpers and useful constructors for primitive shapes. I also tried
fixing some naming inconsistencies.
## Solution
- Add mathematical helpers like `area`, `volume`, `perimeter`,
`RegularPolygon::inradius` and so on, trying to cover all core
mathematical properties of each shape
- Add some constructors like `Rectangle::from_corners`,
`Cuboid::from_corners` and `Plane3d::from_points`
I also derived `PartialEq` for the shapes where it's trivial. Primitives
like `Line2d` and `Segment2d` are not trivial because you could argue
that they would be equal if they had an opposite direction.
All mathematical methods have tests with reference values computed by
hand or with external tools.
## Todo
- [x] Add tests to verify that the values from mathematical helpers are
correct
---------
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
# Objective
- Implement common traits on primitives
## Solution
- Derive PartialEq on types that were missing it.
- Derive Copy on small types that were missing it.
- Derive Serialize/Deserialize if the feature on bevy_math is enabled.
- Add a lot of cursed stuff to the bevy_reflect `impls` module.
# Objective
Make APIs more consistent and ergonomic by adding a `new` constructor
for `Circle` and `Sphere`.
This could be seen as a redundant "trivial constructor", but in
practise, it seems valuable to me. I have lots of cases where formatting
becomes ugly because of the lack of a constructor, like this:
```rust
Circle {
radius: self.radius(),
}
.contains_local_point(centered_pt)
```
With `new`, it'd be formatted much nicer:
```rust
Circle::new(self.radius()).contains_local_point(centered_pt)
```
Of course, this is just one example, but my circle/sphere definitions
very frequently span three or more lines when they could fit on one.
Adding `new` also increases consistency. `Ellipse` has `new` already,
and so does the mesh version of `Circle`.
## Solution
Add a `new` constructor for `Circle` and `Sphere`.
# Objective
#10946 added bounding volume types and an `IntersectsVolume` trait, but
didn't actually implement intersections between bounding volumes.
This PR implements AABB-AABB, circle-circle / sphere-sphere, and
AABB-circle / AABB-sphere intersections.
## Solution
Implement `IntersectsVolume` for bounding volume pairs. I also added
`closest_point` methods to return the closest point on the surface /
inside of bounding volumes. This is used for AABB-circle / AABB-sphere
intersections.
---------
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
# Objective
`Direction2d::from_normalized` & `Direction3d::from_normalized` don't
emphasize that importance of the vector being normalized enough.
## Solution
Rename `from_normalized` to `new_unchecked` and add more documentation.
---
`Direction2d` and `Direction3d` were added somewhat recently in
https://github.com/bevyengine/bevy/pull/10466 (after 0.12), so I don't
think documenting the changelog and migration guide is necessary (Since
there is no major previous version to migrate from).
But here it is anyway in case it's needed:
## Changelog
- Renamed `Direction2d::from_normalized` and
`Direction3d::from_normalized` to `new_unchecked`.
## Migration Guide
- Renamed `Direction2d::from_normalized` and
`Direction3d::from_normalized` to `new_unchecked`.
---------
Co-authored-by: Tristan Guichaoua <33934311+tguichaoua@users.noreply.github.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
# Objective
Currently, the `Ellipse` primitive is represented by a `half_width` and
`half_height`. To improve consistency (similarly to #11434), it might
make more sense to use a `Vec2` `half_size` instead.
Alternatively, to make the elliptical nature clearer, the properties
could also be called `radius_x` and `radius_y`.
Secondly, `Ellipse::new` currently takes a *full* width and height
instead of two radii. I would expect it to take the half-width and
half-height because ellipses and circles are almost always defined using
radii. I wouldn't expect `Circle::new` to take a diameter (if we had
that method).
## Solution
Change `Ellipse` to store a `half_size` and `new` to take the half-width
and half-height.
I also added a `from_size` method similar to `Rectangle::from_size`, and
added the `semi_minor` and `semi_major` helpers to get the
semi-minor/major radius.
# Objective
The `Rectangle` and `Cuboid` primitives currently use different
representations:
```rust
pub struct Rectangle {
/// The half width of the rectangle
pub half_width: f32,
/// The half height of the rectangle
pub half_height: f32,
}
pub struct Cuboid {
/// Half of the width, height and depth of the cuboid
pub half_extents: Vec3,
}
```
The property names and helpers are also inconsistent. `Cuboid` has
`half_extents`, but it also has a method called `from_size`. Most
existing code also uses "size" instead of "extents".
## Solution
Represent both `Rectangle` and `Cuboid` with `half_size` properties.
# Objective
Closes#10570.
#10946 added bounding volume types and traits, but didn't use them for
anything yet. This PR implements `Bounded2d` and `Bounded3d` for Bevy's
primitive shapes.
## Solution
Implement `Bounded2d` and `Bounded3d` for primitive shapes. This allows
computing AABBs and bounding circles/spheres for them.
For most shapes, there are several ways of implementing bounding
volumes. I took inspiration from [Parry's bounding
volumes](https://github.com/dimforge/parry/tree/master/src/bounding_volume),
[Inigo Quilez](http://iquilezles.org/articles/diskbbox/), and figured
out the rest myself using geometry. I tried to comment all slightly
non-trivial or unclear math to make it understandable.
Parry uses support mapping (finding the farthest point in some direction
for convex shapes) for some AABBs like cones, cylinders, and line
segments. This involves several quat operations and normalizations, so I
opted for the simpler and more efficient geometric approaches shown in
[Quilez's article](http://iquilezles.org/articles/diskbbox/).
Below you can see some of the bounding volumes working in 2D and 3D.
Note that I can't conveniently add these examples yet because they use
primitive shape meshing, which is still WIP.
https://github.com/bevyengine/bevy/assets/57632562/4465cbc6-285b-4c71-b62d-a2b3ee16f8b4https://github.com/bevyengine/bevy/assets/57632562/94b4ac84-a092-46d7-b438-ce2e971496a4
---
## Changelog
- Implemented `Bounded2d`/`Bounded3d` for primitive shapes
- Added `from_point_cloud` method for bounding volumes (used by many
bounding implementations)
- Added `point_cloud_2d/3d_center` and `rotate_vec2` utility functions
- Added `RegularPolygon::vertices` method (used in regular polygon AABB
construction)
- Added `Triangle::circumcenter` method (used in triangle bounding
circle construction)
- Added bounding circle/sphere creation from AABBs and vice versa
## Extra
Do we want to implement `Bounded2d` for some "3D-ish" shapes too? For
example, capsules are sort of dimension-agnostic and useful for 2D, so I
think that would be good to implement. But a cylinder in 2D is just a
rectangle, and a cone is a triangle, so they wouldn't make as much sense
to me. A conical frustum would be an isosceles trapezoid, which could be
useful, but I'm not sure if computing the 2D AABB of a 3D frustum makes
semantic sense.
# Objective
When creating a normalized direction from a vector, it can be useful to
get both the direction *and* the original length of the vector.
This came up when I was recreating some Parry APIs using bevy_math, and
doing it manually is quite painful. Nalgebra calls this method
[`Unit::try_new_and_get`](https://docs.rs/nalgebra/latest/nalgebra/base/struct.Unit.html#method.try_new_and_get).
## Solution
Add a `new_and_length` method to `Direction2d` and `Direction3d`.
Usage:
```rust
if let Ok((direction, length)) = Direction2d::new_and_length(Vec2::X * 10.0) {
assert_eq!(direction, Vec2::X);
assert_eq!(length, 10.0);
}
```
I'm open to different names, couldn't come up with a perfectly clear one
that isn't too long. My reasoning with the current name is that it's
like using `new` and calling `length` on the original vector.
# Objective
I often need a direction along one of the cartesian XYZ axes, and it
currently requires e.g. `Direction2d::from_normalized(Vec2::X)`, which
isn't ideal.
## Solution
Add direction constants that are the same as the ones on Glam types. I
also copied the doc comment format "A unit vector pointing along the ...
axis", but I can change it if there's a better wording for directions.
# Objective
I frequently encounter cases where I need to get the opposite direction.
This currently requires something like
`Direction2d::from_normalized(-*direction)`, which is very inconvenient.
## Solution
Implement `Neg` for `Direction2d` and `Direction3d`.
# Objective
Make direction construction a bit more ergonomic.
## Solution
Add `Direction2d::from_xy` and `Direction3d::from_xyz`, similar to
`Transform::from_xyz`:
```rust
let dir2 = Direction2d::from_xy(0.5, 0.5).unwrap();
let dir3 = Direction3d::from_xyz(0.5, 0.5, 0.5).unwrap();
```
This can be a bit cleaner than using `new`:
```rust
let dir2 = Direction2d::new(Vec2::new(0.5, 0.5)).unwrap();
let dir3 = Direction3d::new(Vec3::new(0.5, 0.5, 0.5)).unwrap();
```
# Objective
A better alternative version of #10843.
Currently, Bevy has a single `Ray` struct for 3D. To allow better
interoperability with Bevy's primitive shapes (#10572) and some third
party crates (that handle e.g. spatial queries), it would be very useful
to have separate versions for 2D and 3D respectively.
## Solution
Separate `Ray` into `Ray2d` and `Ray3d`. These new structs also take
advantage of the new primitives by using `Direction2d`/`Direction3d` for
the direction:
```rust
pub struct Ray2d {
pub origin: Vec2,
pub direction: Direction2d,
}
pub struct Ray3d {
pub origin: Vec3,
pub direction: Direction3d,
}
```
and by using `Plane2d`/`Plane3d` in `intersect_plane`:
```rust
impl Ray2d {
// ...
pub fn intersect_plane(&self, plane_origin: Vec2, plane: Plane2d) -> Option<f32> {
// ...
}
}
```
---
## Changelog
### Added
- `Ray2d` and `Ray3d`
- `Ray2d::new` and `Ray3d::new` constructors
- `Plane2d::new` and `Plane3d::new` constructors
### Removed
- Removed `Ray` in favor of `Ray3d`
### Changed
- `direction` is now a `Direction2d`/`Direction3d` instead of a vector,
which provides guaranteed normalization
- `intersect_plane` now takes a `Plane2d`/`Plane3d` instead of just a
vector for the plane normal
- `Direction2d` and `Direction3d` now derive `Serialize` and
`Deserialize` to preserve ray (de)serialization
## Migration Guide
`Ray` has been renamed to `Ray3d`.
### Ray creation
Before:
```rust
Ray {
origin: Vec3::ZERO,
direction: Vec3::new(0.5, 0.6, 0.2).normalize(),
}
```
After:
```rust
// Option 1:
Ray3d {
origin: Vec3::ZERO,
direction: Direction3d::new(Vec3::new(0.5, 0.6, 0.2)).unwrap(),
}
// Option 2:
Ray3d::new(Vec3::ZERO, Vec3::new(0.5, 0.6, 0.2))
```
### Plane intersections
Before:
```rust
let result = ray.intersect_plane(Vec2::X, Vec2::Y);
```
After:
```rust
let result = ray.intersect_plane(Vec2::X, Plane2d::new(Vec2::Y));
```
# Objective
Implement `TryFrom<Vec2>`/`TryFrom<Vec3>` for direction primitives as
considered in #10857.
## Solution
Implement `TryFrom` for the direction primitives.
These are all equivalent:
```rust
let dir2d = Direction2d::try_from(Vec2::new(0.5, 0.5)).unwrap();
let dir2d = Vec2::new(0.5, 0.5).try_into().unwrap(); // (assumes that the type is inferred)
let dir2d = Direction2d::new(Vec2::new(0.5, 0.5)).unwrap();
```
For error cases, an `Err(InvalidDirectionError)` is returned. It
contains the type of failure:
```rust
/// An error indicating that a direction is invalid.
#[derive(Debug, PartialEq)]
pub enum InvalidDirectionError {
/// The length of the direction vector is zero or very close to zero.
Zero,
/// The length of the direction vector is `std::f32::INFINITY`.
Infinite,
/// The length of the direction vector is `NaN`.
NaN,
}
```
This removes the `From<Vec2/3>` implementations for the direction types.
It doesn't seem right to have when it only works if the vector is
nonzero and finite and produces NaN otherwise.
Added `Direction2d/3d::new` which uses `Vec2/3::try_normalize` to
guarantee it returns either a valid direction or `None`.
This should make it impossible to create an invalid direction, which I
think was the intention with these types.
# Objective
This PR adds some helpers for `Triangle2d` to work with its winding
order. This could also be extended to polygons (and `Triangle3d` once
it's added).
## Solution
- Add `WindingOrder` enum with `Clockwise`, `Counterclockwise` and
`Invalid` variants
- `Invalid` is for cases where the winding order can not be reliably
computed, i.e. the points lie on a single line and the area is zero
- Add `Triangle2d::winding_order` method that uses a signed surface area
to determine the winding order
- Add `Triangle2d::reverse` method that reverses the winding order by
swapping the second and third vertices
The API looks like this:
```rust
let mut triangle = Triangle2d::new(
Vec2::new(0.0, 2.0),
Vec2::new(-0.5, -1.2),
Vec2::new(-1.0, -1.0),
);
assert_eq!(triangle.winding_order(), WindingOrder::Clockwise);
// Reverse winding order
triangle.reverse();
assert_eq!(triangle.winding_order(), WindingOrder::Counterclockwise);
```
I also added tests to make sure the methods work correctly. For now,
they live in the same file as the primitives.
## Open questions
- Should it be `Counterclockwise` or `CounterClockwise`? The first one
is more correct but perhaps a bit less readable. Counter-clockwise is
also a valid spelling, but it seems to be a lot less common than
counterclockwise.
- Is `WindingOrder::Invalid` a good name? Parry uses
`TriangleOrientation::Degenerate`, but I'm not a huge fan, at least as a
non-native English speaker. Any better suggestions?
- Is `WindingOrder` fine in `bevy_math::primitives`? It's not specific
to a dimension, so I put it there for now.
# Add and implement constructors for Primitives
- Adds more Primitive types and adds a constructor for almost all of
them
- Works towards finishing #10572
## Solution
- Created new primitives
- Torus
- Conical Frustum
- Cone
- Ellipse
- Implemented constructors (`Primitive::new`) for almost every single
other primitive.
---------
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Implement a subset of
https://github.com/bevyengine/rfcs/blob/main/rfcs/12-primitive-shapes.md#feature-name-primitive-shapes
## Solution
- Define a very basic set of primitives in bevy_math
- Assume a 0,0,0 origin for most shapes
- Use radius and half extents to avoid unnecessary computational
overhead wherever they get used
- Provide both Boxed and const generics variants for shapes with
variable sizes
- Boxed is useful if a 3rd party crate wants to use something like
enum-dispatch for all supported primitives
- Const generics is useful when just working on a single primitive, as
it causes no allocs
#### Some discrepancies from the RFC:
- Box was changed to Cuboid, because Box is already used for an alloc
type
- Skipped Cone because it's unclear where the origin should be for
different uses
- Skipped Wedge because it's too niche for an initial PR (we also don't
implement Torus, Pyramid or a Death Star (there's an SDF for that!))
- Skipped Frustum because while it would be a useful math type, it's not
really a common primitive
- Skipped Triangle3d and Quad3d because those are just rotated 2D shapes
## Future steps
- Add more primitives
- Add helper methods to make primitives easier to construct (especially
when half extents are involved)
- Add methods to calculate AABBs for primitives (useful for physics, BVH
construction, for the mesh AABBs, etc)
- Add wrappers for common and cheap operations, like extruding 2D shapes
and translating them
- Use the primitives to generate meshes
- Provide signed distance functions and gradients for primitives (maybe)
---
## Changelog
- Added a collection of primitives to the bevy_math crate
---------
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>