 94e0e1f031
			
		
	
	
		94e0e1f031
		
			
		
	
	
	
	
		
			
			# Objective Make the examples look more uniform and more polished. following the issue #17167 ## Solution - [x] Added a minimal UI explaining how to interact with the examples only when needed. - [x] Used the same notation for interactions ex : "Up Arrow: Move Forward \nLeft / Right Arrow: Turn" - [x] Set the color to [GRAY](https://github.com/bevyengine/bevy/pull/17237#discussion_r1907560092) when it's not visible enough - [x] Changed some colors to be easy on the eyes - [x] removed the //camera comment - [x] Unified the use of capital letters in the examples. - [x] Simplified the mesh2d_arc offset calculations. ... --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com>
		
			
				
	
	
		
			121 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			121 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates UV mappings of the [`CircularSector`] and [`CircularSegment`] primitives.
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| //!
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| //! Also draws the bounding boxes and circles of the primitives.
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| 
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| use std::f32::consts::FRAC_PI_2;
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| 
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| use bevy::{
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|     color::palettes::css::{BLUE, GRAY, RED},
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|     math::{
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|         bounding::{Bounded2d, BoundingVolume},
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|         Isometry2d,
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|     },
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|     prelude::*,
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|     render::mesh::{CircularMeshUvMode, CircularSectorMeshBuilder, CircularSegmentMeshBuilder},
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| };
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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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|         .add_systems(Startup, setup)
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|         .add_systems(
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|             Update,
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|             (
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|                 draw_bounds::<CircularSector>,
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|                 draw_bounds::<CircularSegment>,
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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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| #[derive(Component, Debug)]
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| struct DrawBounds<Shape: Bounded2d + Send + Sync + 'static>(Shape);
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| 
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| fn setup(
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|     mut commands: Commands,
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|     asset_server: Res<AssetServer>,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<ColorMaterial>>,
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| ) {
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|     let material = materials.add(asset_server.load("branding/icon.png"));
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| 
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|     commands.spawn((
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|         Camera2d,
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|         Camera {
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|             clear_color: ClearColorConfig::Custom(GRAY.into()),
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|             ..default()
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|         },
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|     ));
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| 
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|     const NUM_SLICES: i32 = 8;
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|     const SPACING_X: f32 = 100.0;
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|     const OFFSET_X: f32 = SPACING_X * (NUM_SLICES - 1) as f32 / 2.0;
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| 
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|     // This draws NUM_SLICES copies of the Bevy logo as circular sectors and segments,
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|     // with successively larger angles up to a complete circle.
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|     for i in 0..NUM_SLICES {
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|         let fraction = (i + 1) as f32 / NUM_SLICES as f32;
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| 
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|         let sector = CircularSector::from_turns(40.0, fraction);
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|         // We want to rotate the circular sector so that the sectors appear clockwise from north.
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|         // We must rotate it both in the Transform and in the mesh's UV mappings.
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|         let sector_angle = -sector.half_angle();
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|         let sector_mesh =
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|             CircularSectorMeshBuilder::new(sector).uv_mode(CircularMeshUvMode::Mask {
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|                 angle: sector_angle,
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|             });
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|         commands.spawn((
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|             Mesh2d(meshes.add(sector_mesh)),
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|             MeshMaterial2d(material.clone()),
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|             Transform {
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|                 translation: Vec3::new(SPACING_X * i as f32 - OFFSET_X, 50.0, 0.0),
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|                 rotation: Quat::from_rotation_z(sector_angle),
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|                 ..default()
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|             },
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|             DrawBounds(sector),
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|         ));
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| 
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|         let segment = CircularSegment::from_turns(40.0, fraction);
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|         // For the circular segment, we will draw Bevy charging forward, which requires rotating the
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|         // shape and texture by 90 degrees.
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|         //
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|         // Note that this may be unintuitive; it may feel like we should rotate the texture by the
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|         // opposite angle to preserve the orientation of Bevy. But the angle is not the angle of the
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|         // texture itself, rather it is the angle at which the vertices are mapped onto the texture.
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|         // so it is the negative of what you might otherwise expect.
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|         let segment_angle = -FRAC_PI_2;
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|         let segment_mesh =
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|             CircularSegmentMeshBuilder::new(segment).uv_mode(CircularMeshUvMode::Mask {
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|                 angle: -segment_angle,
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|             });
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|         commands.spawn((
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|             Mesh2d(meshes.add(segment_mesh)),
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|             MeshMaterial2d(material.clone()),
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|             Transform {
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|                 translation: Vec3::new(SPACING_X * i as f32 - OFFSET_X, -50.0, 0.0),
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|                 rotation: Quat::from_rotation_z(segment_angle),
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|                 ..default()
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|             },
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|             DrawBounds(segment),
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|         ));
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|     }
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| }
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| 
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| fn draw_bounds<Shape: Bounded2d + Send + Sync + 'static>(
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|     q: Query<(&DrawBounds<Shape>, &GlobalTransform)>,
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|     mut gizmos: Gizmos,
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| ) {
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|     for (shape, transform) in &q {
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|         let (_, rotation, translation) = transform.to_scale_rotation_translation();
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|         let translation = translation.truncate();
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|         let rotation = rotation.to_euler(EulerRot::XYZ).2;
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|         let isometry = Isometry2d::new(translation, Rot2::radians(rotation));
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| 
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|         let aabb = shape.0.aabb_2d(isometry);
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|         gizmos.rect_2d(aabb.center(), aabb.half_size() * 2.0, RED);
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| 
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|         let bounding_circle = shape.0.bounding_circle(isometry);
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|         gizmos.circle_2d(bounding_circle.center, bounding_circle.radius(), BLUE);
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|     }
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| }
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