bevy/examples/gizmos/axes.rs
Zachary Harrold 5241e09671
Upgrade to Rust Edition 2024 (#17967)
# Objective

- Fixes #17960

## Solution

- Followed the [edition upgrade
guide](https://doc.rust-lang.org/edition-guide/editions/transitioning-an-existing-project-to-a-new-edition.html)

## Testing

- CI

---

## Summary of Changes

### Documentation Indentation

When using lists in documentation, proper indentation is now linted for.
This means subsequent lines within the same list item must start at the
same indentation level as the item.

```rust
/* Valid */
/// - Item 1
///   Run-on sentence.
/// - Item 2
struct Foo;

/* Invalid */
/// - Item 1
///     Run-on sentence.
/// - Item 2
struct Foo;
```

### Implicit `!` to `()` Conversion

`!` (the never return type, returned by `panic!`, etc.) no longer
implicitly converts to `()`. This is particularly painful for systems
with `todo!` or `panic!` statements, as they will no longer be functions
returning `()` (or `Result<()>`), making them invalid systems for
functions like `add_systems`. The ideal fix would be to accept functions
returning `!` (or rather, _not_ returning), but this is blocked on the
[stabilisation of the `!` type
itself](https://doc.rust-lang.org/std/primitive.never.html), which is
not done.

The "simple" fix would be to add an explicit `-> ()` to system
signatures (e.g., `|| { todo!() }` becomes `|| -> () { todo!() }`).
However, this is _also_ banned, as there is an existing lint which (IMO,
incorrectly) marks this as an unnecessary annotation.

So, the "fix" (read: workaround) is to put these kinds of `|| -> ! { ...
}` closuers into variables and give the variable an explicit type (e.g.,
`fn()`).

```rust
// Valid
let system: fn() = || todo!("Not implemented yet!");
app.add_systems(..., system);

// Invalid
app.add_systems(..., || todo!("Not implemented yet!"));
```

### Temporary Variable Lifetimes

The order in which temporary variables are dropped has changed. The
simple fix here is _usually_ to just assign temporaries to a named
variable before use.

### `gen` is a keyword

We can no longer use the name `gen` as it is reserved for a future
generator syntax. This involved replacing uses of the name `gen` with
`r#gen` (the raw-identifier syntax).

### Formatting has changed

Use statements have had the order of imports changed, causing a
substantial +/-3,000 diff when applied. For now, I have opted-out of
this change by amending `rustfmt.toml`

```toml
style_edition = "2021"
```

This preserves the original formatting for now, reducing the size of
this PR. It would be a simple followup to update this to 2024 and run
`cargo fmt`.

### New `use<>` Opt-Out Syntax

Lifetimes are now implicitly included in RPIT types. There was a handful
of instances where it needed to be added to satisfy the borrow checker,
but there may be more cases where it _should_ be added to avoid
breakages in user code.

### `MyUnitStruct { .. }` is an invalid pattern

Previously, you could match against unit structs (and unit enum
variants) with a `{ .. }` destructuring. This is no longer valid.

### Pretty much every use of `ref` and `mut` are gone

Pattern binding has changed to the point where these terms are largely
unused now. They still serve a purpose, but it is far more niche now.

### `iter::repeat(...).take(...)` is bad

New lint recommends using the more explicit `iter::repeat_n(..., ...)`
instead.

## Migration Guide

The lifetimes of functions using return-position impl-trait (RPIT) are
likely _more_ conservative than they had been previously. If you
encounter lifetime issues with such a function, please create an issue
to investigate the addition of `+ use<...>`.

## Notes

- Check the individual commits for a clearer breakdown for what
_actually_ changed.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-02-24 03:54:47 +00:00

221 lines
6.7 KiB
Rust

//! This example demonstrates the implementation and behavior of the axes gizmo.
use bevy::{prelude::*, render::primitives::Aabb};
use rand::{Rng, SeedableRng};
use rand_chacha::ChaCha8Rng;
use std::f32::consts::PI;
const TRANSITION_DURATION: f32 = 2.0;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, (move_cubes, draw_axes).chain())
.run();
}
/// The `ShowAxes` component is attached to an entity to get the `draw_axes` system to
/// display axes according to its Transform component.
#[derive(Component)]
struct ShowAxes;
/// The `TransformTracking` component keeps track of the data we need to interpolate
/// between two transforms in our example.
#[derive(Component)]
struct TransformTracking {
/// The initial transform of the cube during the move
initial_transform: Transform,
/// The target transform of the cube during the move
target_transform: Transform,
/// The progress of the cube during the move in seconds
progress: f32,
}
#[derive(Resource)]
struct SeededRng(ChaCha8Rng);
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
let mut rng = ChaCha8Rng::seed_from_u64(19878367467713);
// Lights...
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(2., 6., 0.),
));
// Camera...
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0., 1.5, -8.).looking_at(Vec3::new(0., -0.5, 0.), Vec3::Y),
));
// Action! (Our cubes that are going to move)
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(1., 1., 1.))),
MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
ShowAxes,
TransformTracking {
initial_transform: default(),
target_transform: random_transform(&mut rng),
progress: 0.0,
},
));
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
MeshMaterial3d(materials.add(Color::srgb(0.6, 0.7, 0.8))),
ShowAxes,
TransformTracking {
initial_transform: default(),
target_transform: random_transform(&mut rng),
progress: 0.0,
},
));
// A plane to give a sense of place
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(20., 20.))),
MeshMaterial3d(materials.add(Color::srgb(0.1, 0.1, 0.1))),
Transform::from_xyz(0., -2., 0.),
));
commands.insert_resource(SeededRng(rng));
}
// This system draws the axes based on the cube's transform, with length based on the size of
// the entity's axis-aligned bounding box (AABB).
fn draw_axes(mut gizmos: Gizmos, query: Query<(&Transform, &Aabb), With<ShowAxes>>) {
for (&transform, &aabb) in &query {
let length = aabb.half_extents.length();
gizmos.axes(transform, length);
}
}
// This system changes the cubes' transforms to interpolate between random transforms
fn move_cubes(
mut query: Query<(&mut Transform, &mut TransformTracking)>,
time: Res<Time>,
mut rng: ResMut<SeededRng>,
) {
for (mut transform, mut tracking) in &mut query {
*transform = interpolate_transforms(
tracking.initial_transform,
tracking.target_transform,
tracking.progress / TRANSITION_DURATION,
);
if tracking.progress < TRANSITION_DURATION {
tracking.progress += time.delta_secs();
} else {
tracking.initial_transform = *transform;
tracking.target_transform = random_transform(&mut rng.0);
tracking.progress = 0.0;
}
}
}
// Helper functions for random transforms and interpolation:
const TRANSLATION_BOUND_LOWER_X: f32 = -5.;
const TRANSLATION_BOUND_UPPER_X: f32 = 5.;
const TRANSLATION_BOUND_LOWER_Y: f32 = -1.;
const TRANSLATION_BOUND_UPPER_Y: f32 = 1.;
const TRANSLATION_BOUND_LOWER_Z: f32 = -2.;
const TRANSLATION_BOUND_UPPER_Z: f32 = 6.;
const SCALING_BOUND_LOWER_LOG: f32 = -1.2;
const SCALING_BOUND_UPPER_LOG: f32 = 1.2;
fn random_transform(rng: &mut impl Rng) -> Transform {
Transform {
translation: random_translation(rng),
rotation: random_rotation(rng),
scale: random_scale(rng),
}
}
fn random_translation(rng: &mut impl Rng) -> Vec3 {
let x = rng.r#gen::<f32>() * (TRANSLATION_BOUND_UPPER_X - TRANSLATION_BOUND_LOWER_X)
+ TRANSLATION_BOUND_LOWER_X;
let y = rng.r#gen::<f32>() * (TRANSLATION_BOUND_UPPER_Y - TRANSLATION_BOUND_LOWER_Y)
+ TRANSLATION_BOUND_LOWER_Y;
let z = rng.r#gen::<f32>() * (TRANSLATION_BOUND_UPPER_Z - TRANSLATION_BOUND_LOWER_Z)
+ TRANSLATION_BOUND_LOWER_Z;
Vec3::new(x, y, z)
}
fn random_scale(rng: &mut impl Rng) -> Vec3 {
let x_factor_log = rng.r#gen::<f32>() * (SCALING_BOUND_UPPER_LOG - SCALING_BOUND_LOWER_LOG)
+ SCALING_BOUND_LOWER_LOG;
let y_factor_log = rng.r#gen::<f32>() * (SCALING_BOUND_UPPER_LOG - SCALING_BOUND_LOWER_LOG)
+ SCALING_BOUND_LOWER_LOG;
let z_factor_log = rng.r#gen::<f32>() * (SCALING_BOUND_UPPER_LOG - SCALING_BOUND_LOWER_LOG)
+ SCALING_BOUND_LOWER_LOG;
Vec3::new(
ops::exp2(x_factor_log),
ops::exp2(y_factor_log),
ops::exp2(z_factor_log),
)
}
fn elerp(v1: Vec3, v2: Vec3, t: f32) -> Vec3 {
let x_factor_log = (1. - t) * ops::log2(v1.x) + t * ops::log2(v2.x);
let y_factor_log = (1. - t) * ops::log2(v1.y) + t * ops::log2(v2.y);
let z_factor_log = (1. - t) * ops::log2(v1.z) + t * ops::log2(v2.z);
Vec3::new(
ops::exp2(x_factor_log),
ops::exp2(y_factor_log),
ops::exp2(z_factor_log),
)
}
fn random_rotation(rng: &mut impl Rng) -> Quat {
let dir = random_direction(rng);
let angle = rng.r#gen::<f32>() * 2. * PI;
Quat::from_axis_angle(dir, angle)
}
fn random_direction(rng: &mut impl Rng) -> Vec3 {
let height = rng.r#gen::<f32>() * 2. - 1.;
let theta = rng.r#gen::<f32>() * 2. * PI;
build_direction(height, theta)
}
fn build_direction(height: f32, theta: f32) -> Vec3 {
let z = height;
let m = ops::sin(ops::acos(z));
let x = ops::cos(theta) * m;
let y = ops::sin(theta) * m;
Vec3::new(x, y, z)
}
fn interpolate_transforms(t1: Transform, t2: Transform, t: f32) -> Transform {
let translation = t1.translation.lerp(t2.translation, t);
let rotation = t1.rotation.slerp(t2.rotation, t);
let scale = elerp(t1.scale, t2.scale, t);
Transform {
translation,
rotation,
scale,
}
}