
# Objective Split up from #12017, rename Bevy's direction types. Currently, Bevy has the `Direction2d`, `Direction3d`, and `Direction3dA` types, which provide a type-level guarantee that their contained vectors remain normalized. They can be very useful for a lot of APIs for safety, explicitness, and in some cases performance, as they can sometimes avoid unnecessary normalizations. However, many consider them to be inconvenient to use, and opt for standard vector types like `Vec3` because of this. One reason is that the direction type names are a bit long and can be annoying to write (of course you can use autocomplete, but just typing `Vec3` is still nicer), and in some intances, the extra characters can make formatting worse. The naming is also inconsistent with Glam's shorter type names, and results in names like `Direction3dA`, which (in my opinion) are difficult to read and even a bit ugly. This PR proposes renaming the types to `Dir2`, `Dir3`, and `Dir3A`. These names are nice and easy to write, consistent with Glam, and work well for variants like the SIMD aligned `Dir3A`. As a bonus, it can also result in nicer formatting in a lot of cases, which can be seen from the diff of this PR. Some examples of what it looks like: (copied from #12017) ```rust // Before let ray_cast = RayCast2d::new(Vec2::ZERO, Direction2d::X, 5.0); // After let ray_cast = RayCast2d::new(Vec2::ZERO, Dir2::X, 5.0); ``` ```rust // Before (an example using Bevy XPBD) let hit = spatial_query.cast_ray( Vec3::ZERO, Direction3d::X, f32::MAX, true, SpatialQueryFilter::default(), ); // After let hit = spatial_query.cast_ray( Vec3::ZERO, Dir3::X, f32::MAX, true, SpatialQueryFilter::default(), ); ``` ```rust // Before self.circle( Vec3::new(0.0, -2.0, 0.0), Direction3d::Y, 5.0, Color::TURQUOISE, ); // After (formatting is collapsed in this case) self.circle(Vec3::new(0.0, -2.0, 0.0), Dir3::Y, 5.0, Color::TURQUOISE); ``` ## Solution Rename `Direction2d`, `Direction3d`, and `Direction3dA` to `Dir2`, `Dir3`, and `Dir3A`. --- ## Migration Guide The `Direction2d` and `Direction3d` types have been renamed to `Dir2` and `Dir3`. ## Additional Context This has been brought up on the Discord a few times, and we had a small [poll](https://discord.com/channels/691052431525675048/1203087353850364004/1212465038711984158) on this. `Dir2`/`Dir3`/`Dir3A` was quite unanimously chosen as the best option, but of course it was a very small poll and inconclusive, so other opinions are certainly welcome too. --------- Co-authored-by: IceSentry <c.giguere42@gmail.com>
178 lines
5.3 KiB
Rust
178 lines
5.3 KiB
Rust
use crate::{
|
|
primitives::{Plane2d, Plane3d},
|
|
Dir2, Dir3, Vec2, Vec3,
|
|
};
|
|
|
|
/// An infinite half-line starting at `origin` and going in `direction` in 2D space.
|
|
#[derive(Clone, Copy, Debug, PartialEq)]
|
|
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
|
|
pub struct Ray2d {
|
|
/// The origin of the ray.
|
|
pub origin: Vec2,
|
|
/// The direction of the ray.
|
|
pub direction: Dir2,
|
|
}
|
|
|
|
impl Ray2d {
|
|
/// Create a new `Ray2d` from a given origin and direction
|
|
///
|
|
/// # Panics
|
|
///
|
|
/// Panics if the given `direction` is zero (or very close to zero), or non-finite.
|
|
#[inline]
|
|
pub fn new(origin: Vec2, direction: Vec2) -> Self {
|
|
Self {
|
|
origin,
|
|
direction: Dir2::new(direction).expect("ray direction must be nonzero and finite"),
|
|
}
|
|
}
|
|
|
|
/// Get a point at a given distance along the ray
|
|
#[inline]
|
|
pub fn get_point(&self, distance: f32) -> Vec2 {
|
|
self.origin + *self.direction * distance
|
|
}
|
|
|
|
/// Get the distance to a plane if the ray intersects it
|
|
#[inline]
|
|
pub fn intersect_plane(&self, plane_origin: Vec2, plane: Plane2d) -> Option<f32> {
|
|
let denominator = plane.normal.dot(*self.direction);
|
|
if denominator.abs() > f32::EPSILON {
|
|
let distance = (plane_origin - self.origin).dot(*plane.normal) / denominator;
|
|
if distance > f32::EPSILON {
|
|
return Some(distance);
|
|
}
|
|
}
|
|
None
|
|
}
|
|
}
|
|
|
|
/// An infinite half-line starting at `origin` and going in `direction` in 3D space.
|
|
#[derive(Clone, Copy, Debug, PartialEq)]
|
|
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
|
|
pub struct Ray3d {
|
|
/// The origin of the ray.
|
|
pub origin: Vec3,
|
|
/// The direction of the ray.
|
|
pub direction: Dir3,
|
|
}
|
|
|
|
impl Ray3d {
|
|
/// Create a new `Ray3d` from a given origin and direction
|
|
///
|
|
/// # Panics
|
|
///
|
|
/// Panics if the given `direction` is zero (or very close to zero), or non-finite.
|
|
#[inline]
|
|
pub fn new(origin: Vec3, direction: Vec3) -> Self {
|
|
Self {
|
|
origin,
|
|
direction: Dir3::new(direction).expect("ray direction must be nonzero and finite"),
|
|
}
|
|
}
|
|
|
|
/// Get a point at a given distance along the ray
|
|
#[inline]
|
|
pub fn get_point(&self, distance: f32) -> Vec3 {
|
|
self.origin + *self.direction * distance
|
|
}
|
|
|
|
/// Get the distance to a plane if the ray intersects it
|
|
#[inline]
|
|
pub fn intersect_plane(&self, plane_origin: Vec3, plane: Plane3d) -> Option<f32> {
|
|
let denominator = plane.normal.dot(*self.direction);
|
|
if denominator.abs() > f32::EPSILON {
|
|
let distance = (plane_origin - self.origin).dot(*plane.normal) / denominator;
|
|
if distance > f32::EPSILON {
|
|
return Some(distance);
|
|
}
|
|
}
|
|
None
|
|
}
|
|
}
|
|
|
|
#[cfg(test)]
|
|
mod tests {
|
|
use super::*;
|
|
|
|
#[test]
|
|
fn intersect_plane_2d() {
|
|
let ray = Ray2d::new(Vec2::ZERO, Vec2::Y);
|
|
|
|
// Orthogonal, and test that an inverse plane_normal has the same result
|
|
assert_eq!(
|
|
ray.intersect_plane(Vec2::Y, Plane2d::new(Vec2::Y)),
|
|
Some(1.0)
|
|
);
|
|
assert_eq!(
|
|
ray.intersect_plane(Vec2::Y, Plane2d::new(Vec2::NEG_Y)),
|
|
Some(1.0)
|
|
);
|
|
assert!(ray
|
|
.intersect_plane(Vec2::NEG_Y, Plane2d::new(Vec2::Y))
|
|
.is_none());
|
|
assert!(ray
|
|
.intersect_plane(Vec2::NEG_Y, Plane2d::new(Vec2::NEG_Y))
|
|
.is_none());
|
|
|
|
// Diagonal
|
|
assert_eq!(
|
|
ray.intersect_plane(Vec2::Y, Plane2d::new(Vec2::ONE)),
|
|
Some(1.0)
|
|
);
|
|
assert!(ray
|
|
.intersect_plane(Vec2::NEG_Y, Plane2d::new(Vec2::ONE))
|
|
.is_none());
|
|
|
|
// Parallel
|
|
assert!(ray
|
|
.intersect_plane(Vec2::X, Plane2d::new(Vec2::X))
|
|
.is_none());
|
|
|
|
// Parallel with simulated rounding error
|
|
assert!(ray
|
|
.intersect_plane(Vec2::X, Plane2d::new(Vec2::X + Vec2::Y * f32::EPSILON))
|
|
.is_none());
|
|
}
|
|
|
|
#[test]
|
|
fn intersect_plane_3d() {
|
|
let ray = Ray3d::new(Vec3::ZERO, Vec3::Z);
|
|
|
|
// Orthogonal, and test that an inverse plane_normal has the same result
|
|
assert_eq!(
|
|
ray.intersect_plane(Vec3::Z, Plane3d::new(Vec3::Z)),
|
|
Some(1.0)
|
|
);
|
|
assert_eq!(
|
|
ray.intersect_plane(Vec3::Z, Plane3d::new(Vec3::NEG_Z)),
|
|
Some(1.0)
|
|
);
|
|
assert!(ray
|
|
.intersect_plane(Vec3::NEG_Z, Plane3d::new(Vec3::Z))
|
|
.is_none());
|
|
assert!(ray
|
|
.intersect_plane(Vec3::NEG_Z, Plane3d::new(Vec3::NEG_Z))
|
|
.is_none());
|
|
|
|
// Diagonal
|
|
assert_eq!(
|
|
ray.intersect_plane(Vec3::Z, Plane3d::new(Vec3::ONE)),
|
|
Some(1.0)
|
|
);
|
|
assert!(ray
|
|
.intersect_plane(Vec3::NEG_Z, Plane3d::new(Vec3::ONE))
|
|
.is_none());
|
|
|
|
// Parallel
|
|
assert!(ray
|
|
.intersect_plane(Vec3::X, Plane3d::new(Vec3::X))
|
|
.is_none());
|
|
|
|
// Parallel with simulated rounding error
|
|
assert!(ray
|
|
.intersect_plane(Vec3::X, Plane3d::new(Vec3::X + Vec3::Z * f32::EPSILON))
|
|
.is_none());
|
|
}
|
|
}
|