# Objective
Drawing a `Gizmos::circle` whose normal is derived from a Transform's
local axes now requires converting a Vec3 to a Direction3d and
unwrapping the result, and I think we shold move the conversion into
Bevy.
## Solution
We can make
`Transform::{left,right,up,down,forward,back,local_x,local_y,local_z}`
return a Direction3d, because they know that their results will be of
finite non-zero length (roughly 1.0).
---
## Changelog
`Transform::up()` and similar functions now return `Direction3d` instead
of `Vec3`.
## Migration Guide
Callers of `Transform::up()` and similar functions may have to
dereference the returned `Direction3d` to get to the inner `Vec3`.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
		
	
			
		
			
				
	
	
		
			168 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			168 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows multiple transformations of objects.
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use std::f32::consts::PI;
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use bevy::prelude::*;
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// A struct for additional data of for a moving cube.
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#[derive(Component)]
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struct CubeState {
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    start_pos: Vec3,
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    move_speed: f32,
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    turn_speed: f32,
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}
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// A struct adding information to a scalable entity,
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// that will be stationary at the center of the scene.
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#[derive(Component)]
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struct Center {
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    max_size: f32,
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    min_size: f32,
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    scale_factor: f32,
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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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                move_cube,
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                rotate_cube,
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                scale_down_sphere_proportional_to_cube_travel_distance,
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            )
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                .chain(),
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        )
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        .run();
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}
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// Startup system to setup the scene and spawn all relevant entities.
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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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    // Add an object (sphere) for visualizing scaling.
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    commands.spawn((
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        PbrBundle {
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            mesh: meshes.add(
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                Mesh::try_from(shape::Icosphere {
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                    radius: 3.0,
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                    subdivisions: 32,
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                })
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                .unwrap(),
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            ),
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            material: materials.add(Color::YELLOW),
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            transform: Transform::from_translation(Vec3::ZERO),
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            ..default()
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        },
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        Center {
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            max_size: 1.0,
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            min_size: 0.1,
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            scale_factor: 0.05,
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        },
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    ));
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    // Add the cube to visualize rotation and translation.
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    // This cube will circle around the center_sphere
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    // by changing its rotation each frame and moving forward.
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    // Define a start transform for an orbiting cube, that's away from our central object (sphere)
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    // and rotate it so it will be able to move around the sphere and not towards it.
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    let cube_spawn =
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        Transform::from_translation(Vec3::Z * -10.0).with_rotation(Quat::from_rotation_y(PI / 2.));
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    commands.spawn((
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        PbrBundle {
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            mesh: meshes.add(shape::Cube { size: 1.0 }),
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            material: materials.add(Color::WHITE),
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            transform: cube_spawn,
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            ..default()
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        },
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        CubeState {
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            start_pos: cube_spawn.translation,
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            move_speed: 2.0,
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            turn_speed: 0.2,
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        },
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    ));
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    // Spawn a camera looking at the entities to show what's happening in this example.
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    commands.spawn(Camera3dBundle {
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        transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
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        ..default()
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    });
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    // Add a light source for better 3d visibility.
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    commands.spawn(PointLightBundle {
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        point_light: PointLight {
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            intensity: 150_000.0,
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            ..default()
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        },
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        transform: Transform::from_translation(Vec3::ONE * 3.0),
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        ..default()
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    });
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}
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// This system will move the cube forward.
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fn move_cube(mut cubes: Query<(&mut Transform, &mut CubeState)>, timer: Res<Time>) {
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    for (mut transform, cube) in &mut cubes {
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        // Move the cube forward smoothly at a given move_speed.
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        let forward = transform.forward();
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        transform.translation += forward * cube.move_speed * timer.delta_seconds();
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    }
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}
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// This system will rotate the cube slightly towards the center_sphere.
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// Due to the forward movement the resulting movement
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// will be a circular motion around the center_sphere.
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fn rotate_cube(
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    mut cubes: Query<(&mut Transform, &mut CubeState), Without<Center>>,
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    center_spheres: Query<&Transform, With<Center>>,
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    timer: Res<Time>,
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) {
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    // Calculate the point to circle around. (The position of the center_sphere)
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    let mut center: Vec3 = Vec3::ZERO;
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    for sphere in ¢er_spheres {
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        center += sphere.translation;
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    }
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    // Update the rotation of the cube(s).
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    for (mut transform, cube) in &mut cubes {
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        // Calculate the rotation of the cube if it would be looking at the sphere in the center.
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        let look_at_sphere = transform.looking_at(center, *transform.local_y());
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        // Interpolate between the current rotation and the fully turned rotation
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        // when looking a the sphere,  with a given turn speed to get a smooth motion.
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        // With higher speed the curvature of the orbit would be smaller.
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        let incremental_turn_weight = cube.turn_speed * timer.delta_seconds();
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        let old_rotation = transform.rotation;
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        transform.rotation = old_rotation.lerp(look_at_sphere.rotation, incremental_turn_weight);
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    }
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}
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// This system will scale down the sphere in the center of the scene
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// according to the traveling distance of the orbiting cube(s) from their start position(s).
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fn scale_down_sphere_proportional_to_cube_travel_distance(
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    cubes: Query<(&Transform, &CubeState), Without<Center>>,
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    mut centers: Query<(&mut Transform, &Center)>,
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) {
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    // First we need to calculate the length of between
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    // the current position of the orbiting cube and the spawn position.
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    let mut distances = 0.0;
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    for (cube_transform, cube_state) in &cubes {
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        distances += (cube_state.start_pos - cube_transform.translation).length();
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    }
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    // Now we use the calculated value to scale the sphere in the center accordingly.
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    for (mut transform, center) in &mut centers {
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        // Calculate the new size from the calculated distances and the centers scale_factor.
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        // Since we want to have the sphere at its max_size at the cubes spawn location we start by
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        // using the max_size as start value and subtract the distances scaled by a scaling factor.
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        let mut new_size: f32 = center.max_size - center.scale_factor * distances;
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        // The new size should also not be smaller than the centers min_size.
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        // Therefore the max value out of (new_size, center.min_size) is used.
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        new_size = new_size.max(center.min_size);
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        // Now scale the sphere uniformly in all directions using new_size.
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        // Here Vec3:splat is used to create a vector with new_size in x, y and z direction.
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        transform.scale = Vec3::splat(new_size);
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    }
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}
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