
# Objective - Fixes #17960 ## Solution - Followed the [edition upgrade guide](https://doc.rust-lang.org/edition-guide/editions/transitioning-an-existing-project-to-a-new-edition.html) ## Testing - CI --- ## Summary of Changes ### Documentation Indentation When using lists in documentation, proper indentation is now linted for. This means subsequent lines within the same list item must start at the same indentation level as the item. ```rust /* Valid */ /// - Item 1 /// Run-on sentence. /// - Item 2 struct Foo; /* Invalid */ /// - Item 1 /// Run-on sentence. /// - Item 2 struct Foo; ``` ### Implicit `!` to `()` Conversion `!` (the never return type, returned by `panic!`, etc.) no longer implicitly converts to `()`. This is particularly painful for systems with `todo!` or `panic!` statements, as they will no longer be functions returning `()` (or `Result<()>`), making them invalid systems for functions like `add_systems`. The ideal fix would be to accept functions returning `!` (or rather, _not_ returning), but this is blocked on the [stabilisation of the `!` type itself](https://doc.rust-lang.org/std/primitive.never.html), which is not done. The "simple" fix would be to add an explicit `-> ()` to system signatures (e.g., `|| { todo!() }` becomes `|| -> () { todo!() }`). However, this is _also_ banned, as there is an existing lint which (IMO, incorrectly) marks this as an unnecessary annotation. So, the "fix" (read: workaround) is to put these kinds of `|| -> ! { ... }` closuers into variables and give the variable an explicit type (e.g., `fn()`). ```rust // Valid let system: fn() = || todo!("Not implemented yet!"); app.add_systems(..., system); // Invalid app.add_systems(..., || todo!("Not implemented yet!")); ``` ### Temporary Variable Lifetimes The order in which temporary variables are dropped has changed. The simple fix here is _usually_ to just assign temporaries to a named variable before use. ### `gen` is a keyword We can no longer use the name `gen` as it is reserved for a future generator syntax. This involved replacing uses of the name `gen` with `r#gen` (the raw-identifier syntax). ### Formatting has changed Use statements have had the order of imports changed, causing a substantial +/-3,000 diff when applied. For now, I have opted-out of this change by amending `rustfmt.toml` ```toml style_edition = "2021" ``` This preserves the original formatting for now, reducing the size of this PR. It would be a simple followup to update this to 2024 and run `cargo fmt`. ### New `use<>` Opt-Out Syntax Lifetimes are now implicitly included in RPIT types. There was a handful of instances where it needed to be added to satisfy the borrow checker, but there may be more cases where it _should_ be added to avoid breakages in user code. ### `MyUnitStruct { .. }` is an invalid pattern Previously, you could match against unit structs (and unit enum variants) with a `{ .. }` destructuring. This is no longer valid. ### Pretty much every use of `ref` and `mut` are gone Pattern binding has changed to the point where these terms are largely unused now. They still serve a purpose, but it is far more niche now. ### `iter::repeat(...).take(...)` is bad New lint recommends using the more explicit `iter::repeat_n(..., ...)` instead. ## Migration Guide The lifetimes of functions using return-position impl-trait (RPIT) are likely _more_ conservative than they had been previously. If you encounter lifetime issues with such a function, please create an issue to investigate the addition of `+ use<...>`. ## Notes - Check the individual commits for a clearer breakdown for what _actually_ changed. --------- Co-authored-by: François Mockers <francois.mockers@vleue.com>
221 lines
6.7 KiB
Rust
221 lines
6.7 KiB
Rust
//! This example demonstrates the implementation and behavior of the axes gizmo.
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use bevy::{prelude::*, render::primitives::Aabb};
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use rand::{Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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use std::f32::consts::PI;
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const TRANSITION_DURATION: f32 = 2.0;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, (move_cubes, draw_axes).chain())
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.run();
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}
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/// The `ShowAxes` component is attached to an entity to get the `draw_axes` system to
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/// display axes according to its Transform component.
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#[derive(Component)]
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struct ShowAxes;
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/// The `TransformTracking` component keeps track of the data we need to interpolate
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/// between two transforms in our example.
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#[derive(Component)]
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struct TransformTracking {
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/// The initial transform of the cube during the move
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initial_transform: Transform,
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/// The target transform of the cube during the move
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target_transform: Transform,
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/// The progress of the cube during the move in seconds
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progress: f32,
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}
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#[derive(Resource)]
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struct SeededRng(ChaCha8Rng);
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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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// We're seeding the PRNG here to make this example deterministic for testing purposes.
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// This isn't strictly required in practical use unless you need your app to be deterministic.
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let mut rng = ChaCha8Rng::seed_from_u64(19878367467713);
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// Lights...
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commands.spawn((
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PointLight {
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(2., 6., 0.),
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));
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// Camera...
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(0., 1.5, -8.).looking_at(Vec3::new(0., -0.5, 0.), Vec3::Y),
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));
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// Action! (Our cubes that are going to move)
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(1., 1., 1.))),
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MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
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ShowAxes,
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TransformTracking {
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initial_transform: default(),
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target_transform: random_transform(&mut rng),
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progress: 0.0,
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},
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));
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
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MeshMaterial3d(materials.add(Color::srgb(0.6, 0.7, 0.8))),
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ShowAxes,
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TransformTracking {
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initial_transform: default(),
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target_transform: random_transform(&mut rng),
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progress: 0.0,
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},
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));
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// A plane to give a sense of place
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(20., 20.))),
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MeshMaterial3d(materials.add(Color::srgb(0.1, 0.1, 0.1))),
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Transform::from_xyz(0., -2., 0.),
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));
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commands.insert_resource(SeededRng(rng));
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}
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// This system draws the axes based on the cube's transform, with length based on the size of
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// the entity's axis-aligned bounding box (AABB).
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fn draw_axes(mut gizmos: Gizmos, query: Query<(&Transform, &Aabb), With<ShowAxes>>) {
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for (&transform, &aabb) in &query {
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let length = aabb.half_extents.length();
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gizmos.axes(transform, length);
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}
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}
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// This system changes the cubes' transforms to interpolate between random transforms
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fn move_cubes(
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mut query: Query<(&mut Transform, &mut TransformTracking)>,
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time: Res<Time>,
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mut rng: ResMut<SeededRng>,
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) {
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for (mut transform, mut tracking) in &mut query {
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*transform = interpolate_transforms(
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tracking.initial_transform,
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tracking.target_transform,
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tracking.progress / TRANSITION_DURATION,
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);
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if tracking.progress < TRANSITION_DURATION {
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tracking.progress += time.delta_secs();
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} else {
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tracking.initial_transform = *transform;
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tracking.target_transform = random_transform(&mut rng.0);
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tracking.progress = 0.0;
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}
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}
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}
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// Helper functions for random transforms and interpolation:
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const TRANSLATION_BOUND_LOWER_X: f32 = -5.;
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const TRANSLATION_BOUND_UPPER_X: f32 = 5.;
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const TRANSLATION_BOUND_LOWER_Y: f32 = -1.;
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const TRANSLATION_BOUND_UPPER_Y: f32 = 1.;
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const TRANSLATION_BOUND_LOWER_Z: f32 = -2.;
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const TRANSLATION_BOUND_UPPER_Z: f32 = 6.;
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const SCALING_BOUND_LOWER_LOG: f32 = -1.2;
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const SCALING_BOUND_UPPER_LOG: f32 = 1.2;
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fn random_transform(rng: &mut impl Rng) -> Transform {
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Transform {
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translation: random_translation(rng),
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rotation: random_rotation(rng),
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scale: random_scale(rng),
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}
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}
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fn random_translation(rng: &mut impl Rng) -> Vec3 {
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let x = rng.r#gen::<f32>() * (TRANSLATION_BOUND_UPPER_X - TRANSLATION_BOUND_LOWER_X)
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+ TRANSLATION_BOUND_LOWER_X;
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let y = rng.r#gen::<f32>() * (TRANSLATION_BOUND_UPPER_Y - TRANSLATION_BOUND_LOWER_Y)
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+ TRANSLATION_BOUND_LOWER_Y;
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let z = rng.r#gen::<f32>() * (TRANSLATION_BOUND_UPPER_Z - TRANSLATION_BOUND_LOWER_Z)
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+ TRANSLATION_BOUND_LOWER_Z;
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Vec3::new(x, y, z)
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}
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fn random_scale(rng: &mut impl Rng) -> Vec3 {
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let x_factor_log = rng.r#gen::<f32>() * (SCALING_BOUND_UPPER_LOG - SCALING_BOUND_LOWER_LOG)
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+ SCALING_BOUND_LOWER_LOG;
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let y_factor_log = rng.r#gen::<f32>() * (SCALING_BOUND_UPPER_LOG - SCALING_BOUND_LOWER_LOG)
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+ SCALING_BOUND_LOWER_LOG;
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let z_factor_log = rng.r#gen::<f32>() * (SCALING_BOUND_UPPER_LOG - SCALING_BOUND_LOWER_LOG)
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+ SCALING_BOUND_LOWER_LOG;
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Vec3::new(
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ops::exp2(x_factor_log),
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ops::exp2(y_factor_log),
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ops::exp2(z_factor_log),
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)
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}
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fn elerp(v1: Vec3, v2: Vec3, t: f32) -> Vec3 {
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let x_factor_log = (1. - t) * ops::log2(v1.x) + t * ops::log2(v2.x);
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let y_factor_log = (1. - t) * ops::log2(v1.y) + t * ops::log2(v2.y);
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let z_factor_log = (1. - t) * ops::log2(v1.z) + t * ops::log2(v2.z);
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Vec3::new(
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ops::exp2(x_factor_log),
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ops::exp2(y_factor_log),
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ops::exp2(z_factor_log),
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)
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}
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fn random_rotation(rng: &mut impl Rng) -> Quat {
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let dir = random_direction(rng);
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let angle = rng.r#gen::<f32>() * 2. * PI;
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Quat::from_axis_angle(dir, angle)
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}
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fn random_direction(rng: &mut impl Rng) -> Vec3 {
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let height = rng.r#gen::<f32>() * 2. - 1.;
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let theta = rng.r#gen::<f32>() * 2. * PI;
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build_direction(height, theta)
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}
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fn build_direction(height: f32, theta: f32) -> Vec3 {
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let z = height;
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let m = ops::sin(ops::acos(z));
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let x = ops::cos(theta) * m;
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let y = ops::sin(theta) * m;
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Vec3::new(x, y, z)
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}
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fn interpolate_transforms(t1: Transform, t2: Transform, t: f32) -> Transform {
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let translation = t1.translation.lerp(t2.translation, t);
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let rotation = t1.rotation.slerp(t2.rotation, t);
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let scale = elerp(t1.scale, t2.scale, t);
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Transform {
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translation,
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rotation,
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scale,
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}
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}
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