bevy/examples/transforms/model_forward.rs
2025-07-14 18:16:12 +02:00

181 lines
7.0 KiB
Rust

//! Shows the difference between Transform camera forward and model forward.
use std::f32::consts::PI;
use bevy::{color::palettes::basic::YELLOW, prelude::*};
// A struct for additional data of for a moving cube.
#[derive(Component)]
struct OrbitState {
start_pos: Vec3,
move_speed: f32,
turn_speed: f32,
}
// A struct adding information to a scalable entity,
// that will be stationary at the center of the scene.
#[derive(Component)]
struct Center {
max_size: f32,
min_size: f32,
scale_factor: f32,
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(
Update,
(
move_orbiters,
rotate_orbiters,
scale_down_sphere_proportional_to_cube_travel_distance,
)
.chain(),
)
.run();
}
#[derive(Component)]
struct Helmet;
// Startup system to setup the scene and spawn all relevant entities.
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
) {
// Add an object (sphere) for visualizing scaling.
commands.spawn((
Mesh3d(meshes.add(Sphere::new(3.0).mesh().ico(32).unwrap())),
MeshMaterial3d(materials.add(Color::from(YELLOW))),
Transform::from_translation(Vec3::ZERO),
Center {
max_size: 1.0,
min_size: 0.1,
scale_factor: 0.05,
},
));
// Add the cube to visualize rotation and translation.
// This cube will circle around the center_sphere
// by changing its rotation each frame and moving forward.
// Define a start transform for an orbiting cube, that's away from our central object (sphere)
// and rotate it so it will be able to move around the sphere and not towards it.
let cube_spawn =
Transform::from_translation(Vec3::Z * -10.0).with_rotation(Quat::from_rotation_y(PI / 2.));
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(Color::WHITE)),
cube_spawn,
OrbitState {
start_pos: cube_spawn.translation,
move_speed: 2.0,
turn_speed: 0.2,
},
));
// Spawn a camera looking at the entities to show what's happening in this example.
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
));
// Add a light source for better 3d visibility.
commands.spawn((
DirectionalLight::default(),
Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
));
// Add the helmet to visualize rotation and translation using the glTF model forward convention of +z.
// This helmet will circle around the center_sphere
// by changing its rotation each frame and moving forward along the model_forward direction.
// Define a start transform for an orbiting helmet, that's away from our central object (sphere)
// and rotate it so it will be able to move around the sphere and not towards it.
// Note that it orbits in the opposite direction to the cube due to the model_forward directions being
// flipped.
let mut helmet_spawn = Transform::from_translation(Vec3::Z * -10.0)
.with_rotation(Quat::from_rotation_y(PI / 2.))
.with_scale(Vec3::splat(2.0));
helmet_spawn.flip_model_forward = true;
commands.spawn((
helmet_spawn,
Visibility::default(),
OrbitState {
start_pos: helmet_spawn.translation,
move_speed: 2.0,
turn_speed: 0.2,
},
SceneRoot(
asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
),
));
}
// This system will move the orbiter forward.
fn move_orbiters(mut orbiters: Query<(&mut Transform, &mut OrbitState)>, timer: Res<Time>) {
for (mut transform, orbiter) in &mut orbiters {
// Move the orbiter forward smoothly at a given move_speed.
let forward = transform.model_forward();
transform.translation += forward * orbiter.move_speed * timer.delta_secs();
}
}
// This system will rotate the orbiter slightly towards the center_sphere.
// Due to the forward movement the resulting movement
// will be a circular motion around the center_sphere.
fn rotate_orbiters(
mut orbiters: Query<(&mut Transform, &mut OrbitState), Without<Center>>,
center_spheres: Query<&Transform, With<Center>>,
timer: Res<Time>,
) {
// Calculate the point to circle around. (The position of the center_sphere)
let mut center: Vec3 = Vec3::ZERO;
for sphere in &center_spheres {
center += sphere.translation;
}
// Update the rotation of the orbiter(s).
for (mut transform, orbiter) in &mut orbiters {
// Calculate the rotation of the orbiter if it would be looking at the sphere in the center.
let look_at_sphere = transform.looking_at(center, *transform.local_y());
// Interpolate between the current rotation and the fully turned rotation
// when looking at the sphere, with a given turn speed to get a smooth motion.
// With higher speed the curvature of the orbit would be smaller.
let incremental_turn_weight = orbiter.turn_speed * timer.delta_secs();
let old_rotation = transform.rotation;
transform.rotation = old_rotation.lerp(look_at_sphere.rotation, incremental_turn_weight);
}
}
// This system will scale down the sphere in the center of the scene
// according to the traveling distance of the orbiting cube(s) from their start position(s).
fn scale_down_sphere_proportional_to_cube_travel_distance(
cubes: Query<(&Transform, &OrbitState), Without<Center>>,
mut centers: Query<(&mut Transform, &Center)>,
) {
// First we need to calculate the length of between
// the current position of the orbiting cube and the spawn position.
let mut distances = 0.0;
for (cube_transform, cube_state) in &cubes {
distances += (cube_state.start_pos - cube_transform.translation).length();
}
// Now we use the calculated value to scale the sphere in the center accordingly.
for (mut transform, center) in &mut centers {
// Calculate the new size from the calculated distances and the centers scale_factor.
// Since we want to have the sphere at its max_size at the cubes spawn location we start by
// using the max_size as start value and subtract the distances scaled by a scaling factor.
let mut new_size: f32 = center.max_size - center.scale_factor * distances;
// The new size should also not be smaller than the centers min_size.
// Therefore the max value out of (new_size, center.min_size) is used.
new_size = new_size.max(center.min_size);
// Now scale the sphere uniformly in all directions using new_size.
// Here Vec3:splat is used to create a vector with new_size in x, y and z direction.
transform.scale = Vec3::splat(new_size);
}
}