# 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.
 | 
						|
//!
 | 
						|
//! Also draws the bounding boxes and circles of the primitives.
 | 
						|
 | 
						|
use std::f32::consts::FRAC_PI_2;
 | 
						|
 | 
						|
use bevy::{
 | 
						|
    color::palettes::css::{BLUE, GRAY, RED},
 | 
						|
    math::{
 | 
						|
        bounding::{Bounded2d, BoundingVolume},
 | 
						|
        Isometry2d,
 | 
						|
    },
 | 
						|
    prelude::*,
 | 
						|
    render::mesh::{CircularMeshUvMode, CircularSectorMeshBuilder, CircularSegmentMeshBuilder},
 | 
						|
};
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .add_plugins(DefaultPlugins)
 | 
						|
        .add_systems(Startup, setup)
 | 
						|
        .add_systems(
 | 
						|
            Update,
 | 
						|
            (
 | 
						|
                draw_bounds::<CircularSector>,
 | 
						|
                draw_bounds::<CircularSegment>,
 | 
						|
            ),
 | 
						|
        )
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
#[derive(Component, Debug)]
 | 
						|
struct DrawBounds<Shape: Bounded2d + Send + Sync + 'static>(Shape);
 | 
						|
 | 
						|
fn setup(
 | 
						|
    mut commands: Commands,
 | 
						|
    asset_server: Res<AssetServer>,
 | 
						|
    mut meshes: ResMut<Assets<Mesh>>,
 | 
						|
    mut materials: ResMut<Assets<ColorMaterial>>,
 | 
						|
) {
 | 
						|
    let material = materials.add(asset_server.load("branding/icon.png"));
 | 
						|
 | 
						|
    commands.spawn((
 | 
						|
        Camera2d,
 | 
						|
        Camera {
 | 
						|
            clear_color: ClearColorConfig::Custom(GRAY.into()),
 | 
						|
            ..default()
 | 
						|
        },
 | 
						|
    ));
 | 
						|
 | 
						|
    const NUM_SLICES: i32 = 8;
 | 
						|
    const SPACING_X: f32 = 100.0;
 | 
						|
    const OFFSET_X: f32 = SPACING_X * (NUM_SLICES - 1) as f32 / 2.0;
 | 
						|
 | 
						|
    // This draws NUM_SLICES copies of the Bevy logo as circular sectors and segments,
 | 
						|
    // with successively larger angles up to a complete circle.
 | 
						|
    for i in 0..NUM_SLICES {
 | 
						|
        let fraction = (i + 1) as f32 / NUM_SLICES as f32;
 | 
						|
 | 
						|
        let sector = CircularSector::from_turns(40.0, fraction);
 | 
						|
        // We want to rotate the circular sector so that the sectors appear clockwise from north.
 | 
						|
        // We must rotate it both in the Transform and in the mesh's UV mappings.
 | 
						|
        let sector_angle = -sector.half_angle();
 | 
						|
        let sector_mesh =
 | 
						|
            CircularSectorMeshBuilder::new(sector).uv_mode(CircularMeshUvMode::Mask {
 | 
						|
                angle: sector_angle,
 | 
						|
            });
 | 
						|
        commands.spawn((
 | 
						|
            Mesh2d(meshes.add(sector_mesh)),
 | 
						|
            MeshMaterial2d(material.clone()),
 | 
						|
            Transform {
 | 
						|
                translation: Vec3::new(SPACING_X * i as f32 - OFFSET_X, 50.0, 0.0),
 | 
						|
                rotation: Quat::from_rotation_z(sector_angle),
 | 
						|
                ..default()
 | 
						|
            },
 | 
						|
            DrawBounds(sector),
 | 
						|
        ));
 | 
						|
 | 
						|
        let segment = CircularSegment::from_turns(40.0, fraction);
 | 
						|
        // For the circular segment, we will draw Bevy charging forward, which requires rotating the
 | 
						|
        // shape and texture by 90 degrees.
 | 
						|
        //
 | 
						|
        // Note that this may be unintuitive; it may feel like we should rotate the texture by the
 | 
						|
        // opposite angle to preserve the orientation of Bevy. But the angle is not the angle of the
 | 
						|
        // texture itself, rather it is the angle at which the vertices are mapped onto the texture.
 | 
						|
        // so it is the negative of what you might otherwise expect.
 | 
						|
        let segment_angle = -FRAC_PI_2;
 | 
						|
        let segment_mesh =
 | 
						|
            CircularSegmentMeshBuilder::new(segment).uv_mode(CircularMeshUvMode::Mask {
 | 
						|
                angle: -segment_angle,
 | 
						|
            });
 | 
						|
        commands.spawn((
 | 
						|
            Mesh2d(meshes.add(segment_mesh)),
 | 
						|
            MeshMaterial2d(material.clone()),
 | 
						|
            Transform {
 | 
						|
                translation: Vec3::new(SPACING_X * i as f32 - OFFSET_X, -50.0, 0.0),
 | 
						|
                rotation: Quat::from_rotation_z(segment_angle),
 | 
						|
                ..default()
 | 
						|
            },
 | 
						|
            DrawBounds(segment),
 | 
						|
        ));
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
fn draw_bounds<Shape: Bounded2d + Send + Sync + 'static>(
 | 
						|
    q: Query<(&DrawBounds<Shape>, &GlobalTransform)>,
 | 
						|
    mut gizmos: Gizmos,
 | 
						|
) {
 | 
						|
    for (shape, transform) in &q {
 | 
						|
        let (_, rotation, translation) = transform.to_scale_rotation_translation();
 | 
						|
        let translation = translation.truncate();
 | 
						|
        let rotation = rotation.to_euler(EulerRot::XYZ).2;
 | 
						|
        let isometry = Isometry2d::new(translation, Rot2::radians(rotation));
 | 
						|
 | 
						|
        let aabb = shape.0.aabb_2d(isometry);
 | 
						|
        gizmos.rect_2d(aabb.center(), aabb.half_size() * 2.0, RED);
 | 
						|
 | 
						|
        let bounding_circle = shape.0.bounding_circle(isometry);
 | 
						|
        gizmos.circle_2d(bounding_circle.center, bounding_circle.radius(), BLUE);
 | 
						|
    }
 | 
						|
}
 |