 7d40e3ec87
			
		
	
	
		7d40e3ec87
		
			
		
	
	
	
	
		
			
			# Objective Continue migration of bevy APIs to required components, following guidance of https://hackmd.io/@bevy/required_components/ ## Solution - Make `Sprite` require `Transform` and `Visibility` and `SyncToRenderWorld` - move image and texture atlas handles into `Sprite` - deprecate `SpriteBundle` - remove engine uses of `SpriteBundle` ## Testing ran cargo tests on bevy_sprite and tested several sprite examples. --- ## Migration Guide Replace all uses of `SpriteBundle` with `Sprite`. There are several new convenience constructors: `Sprite::from_image`, `Sprite::from_atlas_image`, `Sprite::from_color`. WARNING: use of `Handle<Image>` and `TextureAtlas` as components on sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead. I would have removed the `Component` impls from `TextureAtlas` and `Handle<Image>` except it is still used within ui. We should fix this moving forward with the migration.
		
			
				
	
	
		
			239 lines
		
	
	
		
			9.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			239 lines
		
	
	
		
			9.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates rotating entities in 2D using quaternions.
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| 
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| use bevy::{math::ops, prelude::*};
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| 
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| const BOUNDS: Vec2 = Vec2::new(1200.0, 640.0);
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .insert_resource(Time::<Fixed>::from_hz(60.0))
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|         .add_systems(Startup, setup)
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|         .add_systems(
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|             FixedUpdate,
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|             (
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|                 player_movement_system,
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|                 snap_to_player_system,
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|                 rotate_to_player_system,
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|             ),
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|         )
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|         .run();
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| }
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| 
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| /// player component
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| #[derive(Component)]
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| struct Player {
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|     /// linear speed in meters per second
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|     movement_speed: f32,
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|     /// rotation speed in radians per second
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|     rotation_speed: f32,
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| }
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| 
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| /// snap to player ship behavior
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| #[derive(Component)]
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| struct SnapToPlayer;
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| 
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| /// rotate to face player ship behavior
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| #[derive(Component)]
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| struct RotateToPlayer {
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|     /// rotation speed in radians per second
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|     rotation_speed: f32,
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| }
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| 
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| /// Add the game's entities to our world and creates an orthographic camera for 2D rendering.
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| ///
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| /// The Bevy coordinate system is the same for 2D and 3D, in terms of 2D this means that:
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| ///
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| /// * `X` axis goes from left to right (`+X` points right)
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| /// * `Y` axis goes from bottom to top (`+Y` point up)
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| /// * `Z` axis goes from far to near (`+Z` points towards you, out of the screen)
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| ///
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| /// The origin is at the center of the screen.
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     let ship_handle = asset_server.load("textures/simplespace/ship_C.png");
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|     let enemy_a_handle = asset_server.load("textures/simplespace/enemy_A.png");
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|     let enemy_b_handle = asset_server.load("textures/simplespace/enemy_B.png");
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| 
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|     // 2D orthographic camera
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|     commands.spawn(Camera2d);
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| 
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|     let horizontal_margin = BOUNDS.x / 4.0;
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|     let vertical_margin = BOUNDS.y / 4.0;
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| 
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|     // player controlled ship
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|     commands.spawn((
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|         Sprite::from_image(ship_handle),
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|         Player {
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|             movement_speed: 500.0,                  // meters per second
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|             rotation_speed: f32::to_radians(360.0), // degrees per second
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|         },
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|     ));
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| 
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|     // enemy that snaps to face the player spawns on the bottom and left
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|     commands.spawn((
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|         Sprite::from_image(enemy_a_handle.clone()),
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|         Transform::from_xyz(0.0 - horizontal_margin, 0.0, 0.0),
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|         SnapToPlayer,
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|     ));
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|     commands.spawn((
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|         Sprite::from_image(enemy_a_handle),
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|         Transform::from_xyz(0.0, 0.0 - vertical_margin, 0.0),
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|         SnapToPlayer,
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|     ));
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| 
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|     // enemy that rotates to face the player enemy spawns on the top and right
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|     commands.spawn((
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|         Sprite::from_image(enemy_b_handle.clone()),
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|         Transform::from_xyz(0.0 + horizontal_margin, 0.0, 0.0),
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|         RotateToPlayer {
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|             rotation_speed: f32::to_radians(45.0), // degrees per second
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|         },
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|     ));
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|     commands.spawn((
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|         Sprite::from_image(enemy_b_handle),
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|         Transform::from_xyz(0.0, 0.0 + vertical_margin, 0.0),
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|         RotateToPlayer {
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|             rotation_speed: f32::to_radians(90.0), // degrees per second
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|         },
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|     ));
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| }
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| 
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| /// Demonstrates applying rotation and movement based on keyboard input.
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| fn player_movement_system(
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|     time: Res<Time>,
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|     keyboard_input: Res<ButtonInput<KeyCode>>,
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|     mut query: Query<(&Player, &mut Transform)>,
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| ) {
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|     let (ship, mut transform) = query.single_mut();
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| 
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|     let mut rotation_factor = 0.0;
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|     let mut movement_factor = 0.0;
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| 
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|     if keyboard_input.pressed(KeyCode::ArrowLeft) {
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|         rotation_factor += 1.0;
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|     }
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| 
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|     if keyboard_input.pressed(KeyCode::ArrowRight) {
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|         rotation_factor -= 1.0;
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|     }
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| 
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|     if keyboard_input.pressed(KeyCode::ArrowUp) {
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|         movement_factor += 1.0;
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|     }
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| 
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|     // update the ship rotation around the Z axis (perpendicular to the 2D plane of the screen)
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|     transform.rotate_z(rotation_factor * ship.rotation_speed * time.delta_seconds());
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| 
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|     // get the ship's forward vector by applying the current rotation to the ships initial facing
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|     // vector
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|     let movement_direction = transform.rotation * Vec3::Y;
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|     // get the distance the ship will move based on direction, the ship's movement speed and delta
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|     // time
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|     let movement_distance = movement_factor * ship.movement_speed * time.delta_seconds();
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|     // create the change in translation using the new movement direction and distance
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|     let translation_delta = movement_direction * movement_distance;
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|     // update the ship translation with our new translation delta
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|     transform.translation += translation_delta;
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| 
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|     // bound the ship within the invisible level bounds
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|     let extents = Vec3::from((BOUNDS / 2.0, 0.0));
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|     transform.translation = transform.translation.min(extents).max(-extents);
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| }
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| 
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| /// Demonstrates snapping the enemy ship to face the player ship immediately.
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| fn snap_to_player_system(
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|     mut query: Query<&mut Transform, (With<SnapToPlayer>, Without<Player>)>,
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|     player_query: Query<&Transform, With<Player>>,
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| ) {
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|     let player_transform = player_query.single();
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|     // get the player translation in 2D
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|     let player_translation = player_transform.translation.xy();
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| 
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|     for mut enemy_transform in &mut query {
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|         // get the vector from the enemy ship to the player ship in 2D and normalize it.
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|         let to_player = (player_translation - enemy_transform.translation.xy()).normalize();
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| 
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|         // get the quaternion to rotate from the initial enemy facing direction to the direction
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|         // facing the player
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|         let rotate_to_player = Quat::from_rotation_arc(Vec3::Y, to_player.extend(0.));
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| 
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|         // rotate the enemy to face the player
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|         enemy_transform.rotation = rotate_to_player;
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|     }
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| }
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| 
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| /// Demonstrates rotating an enemy ship to face the player ship at a given rotation speed.
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| ///
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| /// This method uses the vector dot product to determine if the enemy is facing the player and
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| /// if not, which way to rotate to face the player. The dot product on two unit length vectors
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| /// will return a value between -1.0 and +1.0 which tells us the following about the two vectors:
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| ///
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| /// * If the result is 1.0 the vectors are pointing in the same direction, the angle between them is
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| ///   0 degrees.
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| /// * If the result is 0.0 the vectors are perpendicular, the angle between them is 90 degrees.
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| /// * If the result is -1.0 the vectors are parallel but pointing in opposite directions, the angle
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| ///   between them is 180 degrees.
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| /// * If the result is positive the vectors are pointing in roughly the same direction, the angle
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| ///   between them is greater than 0 and less than 90 degrees.
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| /// * If the result is negative the vectors are pointing in roughly opposite directions, the angle
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| ///   between them is greater than 90 and less than 180 degrees.
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| ///
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| /// It is possible to get the angle by taking the arc cosine (`acos`) of the dot product. It is
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| /// often unnecessary to do this though. Beware than `acos` will return `NaN` if the input is less
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| /// than -1.0 or greater than 1.0. This can happen even when working with unit vectors due to
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| /// floating point precision loss, so it pays to clamp your dot product value before calling
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| /// `acos`.
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| fn rotate_to_player_system(
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|     time: Res<Time>,
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|     mut query: Query<(&RotateToPlayer, &mut Transform), Without<Player>>,
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|     player_query: Query<&Transform, With<Player>>,
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| ) {
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|     let player_transform = player_query.single();
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|     // get the player translation in 2D
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|     let player_translation = player_transform.translation.xy();
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| 
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|     for (config, mut enemy_transform) in &mut query {
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|         // get the enemy ship forward vector in 2D (already unit length)
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|         let enemy_forward = (enemy_transform.rotation * Vec3::Y).xy();
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| 
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|         // get the vector from the enemy ship to the player ship in 2D and normalize it.
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|         let to_player = (player_translation - enemy_transform.translation.xy()).normalize();
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| 
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|         // get the dot product between the enemy forward vector and the direction to the player.
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|         let forward_dot_player = enemy_forward.dot(to_player);
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| 
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|         // if the dot product is approximately 1.0 then the enemy is already facing the player and
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|         // we can early out.
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|         if (forward_dot_player - 1.0).abs() < f32::EPSILON {
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|             continue;
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|         }
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| 
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|         // get the right vector of the enemy ship in 2D (already unit length)
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|         let enemy_right = (enemy_transform.rotation * Vec3::X).xy();
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| 
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|         // get the dot product of the enemy right vector and the direction to the player ship.
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|         // if the dot product is negative them we need to rotate counter clockwise, if it is
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|         // positive we need to rotate clockwise. Note that `copysign` will still return 1.0 if the
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|         // dot product is 0.0 (because the player is directly behind the enemy, so perpendicular
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|         // with the right vector).
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|         let right_dot_player = enemy_right.dot(to_player);
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| 
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|         // determine the sign of rotation from the right dot player. We need to negate the sign
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|         // here as the 2D bevy co-ordinate system rotates around +Z, which is pointing out of the
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|         // screen. Due to the right hand rule, positive rotation around +Z is counter clockwise and
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|         // negative is clockwise.
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|         let rotation_sign = -f32::copysign(1.0, right_dot_player);
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| 
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|         // limit rotation so we don't overshoot the target. We need to convert our dot product to
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|         // an angle here so we can get an angle of rotation to clamp against.
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|         let max_angle = ops::acos(forward_dot_player.clamp(-1.0, 1.0)); // clamp acos for safety
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| 
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|         // calculate angle of rotation with limit
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|         let rotation_angle =
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|             rotation_sign * (config.rotation_speed * time.delta_seconds()).min(max_angle);
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| 
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|         // rotate the enemy to face the player
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|         enemy_transform.rotate_z(rotation_angle);
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|     }
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| }
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