
# Objective - Fixes #6370 - Closes #6581 ## Solution - Added the following lints to the workspace: - `std_instead_of_core` - `std_instead_of_alloc` - `alloc_instead_of_core` - Used `cargo +nightly fmt` with [item level use formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A) to split all `use` statements into single items. - Used `cargo clippy --workspace --all-targets --all-features --fix --allow-dirty` to _attempt_ to resolve the new linting issues, and intervened where the lint was unable to resolve the issue automatically (usually due to needing an `extern crate alloc;` statement in a crate root). - Manually removed certain uses of `std` where negative feature gating prevented `--all-features` from finding the offending uses. - Used `cargo +nightly fmt` with [crate level use formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A) to re-merge all `use` statements matching Bevy's previous styling. - Manually fixed cases where the `fmt` tool could not re-merge `use` statements due to conditional compilation attributes. ## Testing - Ran CI locally ## Migration Guide The MSRV is now 1.81. Please update to this version or higher. ## Notes - This is a _massive_ change to try and push through, which is why I've outlined the semi-automatic steps I used to create this PR, in case this fails and someone else tries again in the future. - Making this change has no impact on user code, but does mean Bevy contributors will be warned to use `core` and `alloc` instead of `std` where possible. - This lint is a critical first step towards investigating `no_std` options for Bevy. --------- Co-authored-by: François Mockers <francois.mockers@vleue.com>
138 lines
4.7 KiB
Rust
138 lines
4.7 KiB
Rust
//! Demonstrates UV mappings of the [`CircularSector`] and [`CircularSegment`] primitives.
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//!
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//! Also draws the bounding boxes and circles of the primitives.
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use std::f32::consts::FRAC_PI_2;
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use bevy::{
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color::palettes::css::{BLUE, DARK_SLATE_GREY, RED},
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math::{
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bounding::{Bounded2d, BoundingVolume},
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Isometry2d,
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},
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prelude::*,
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render::mesh::{CircularMeshUvMode, CircularSectorMeshBuilder, CircularSegmentMeshBuilder},
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sprite::MaterialMesh2dBundle,
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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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draw_bounds::<CircularSector>,
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draw_bounds::<CircularSegment>,
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),
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)
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.run();
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}
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#[derive(Component, Debug)]
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struct DrawBounds<Shape: Bounded2d + Send + Sync + 'static>(Shape);
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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let material = materials.add(asset_server.load("branding/icon.png"));
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commands.spawn(Camera2dBundle {
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camera: Camera {
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clear_color: ClearColorConfig::Custom(DARK_SLATE_GREY.into()),
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..default()
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},
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..default()
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});
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const UPPER_Y: f32 = 50.0;
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const LOWER_Y: f32 = -50.0;
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const FIRST_X: f32 = -450.0;
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const OFFSET: f32 = 100.0;
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const NUM_SLICES: i32 = 8;
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// This draws NUM_SLICES copies of the Bevy logo as circular sectors and segments,
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// with successively larger angles up to a complete circle.
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for i in 0..NUM_SLICES {
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let fraction = (i + 1) as f32 / NUM_SLICES as f32;
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let sector = CircularSector::from_turns(40.0, fraction);
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// We want to rotate the circular sector so that the sectors appear clockwise from north.
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// We must rotate it both in the Transform and in the mesh's UV mappings.
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let sector_angle = -sector.half_angle();
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let sector_mesh =
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CircularSectorMeshBuilder::new(sector).uv_mode(CircularMeshUvMode::Mask {
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angle: sector_angle,
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});
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commands.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.add(sector_mesh).into(),
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material: material.clone(),
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transform: Transform {
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translation: Vec3::new(FIRST_X + OFFSET * i as f32, 2.0 * UPPER_Y, 0.0),
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rotation: Quat::from_rotation_z(sector_angle),
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..default()
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},
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..default()
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},
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DrawBounds(sector),
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));
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let segment = CircularSegment::from_turns(40.0, fraction);
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// For the circular segment, we will draw Bevy charging forward, which requires rotating the
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// shape and texture by 90 degrees.
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//
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// Note that this may be unintuitive; it may feel like we should rotate the texture by the
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// opposite angle to preserve the orientation of Bevy. But the angle is not the angle of the
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// texture itself, rather it is the angle at which the vertices are mapped onto the texture.
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// so it is the negative of what you might otherwise expect.
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let segment_angle = -FRAC_PI_2;
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let segment_mesh =
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CircularSegmentMeshBuilder::new(segment).uv_mode(CircularMeshUvMode::Mask {
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angle: -segment_angle,
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});
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commands.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.add(segment_mesh).into(),
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material: material.clone(),
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transform: Transform {
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translation: Vec3::new(FIRST_X + OFFSET * i as f32, LOWER_Y, 0.0),
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rotation: Quat::from_rotation_z(segment_angle),
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..default()
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},
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..default()
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},
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DrawBounds(segment),
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));
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}
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}
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fn draw_bounds<Shape: Bounded2d + Send + Sync + 'static>(
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q: Query<(&DrawBounds<Shape>, &GlobalTransform)>,
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mut gizmos: Gizmos,
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) {
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for (shape, transform) in &q {
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let (_, rotation, translation) = transform.to_scale_rotation_translation();
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let translation = translation.truncate();
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let rotation = rotation.to_euler(EulerRot::XYZ).2;
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let isometry = Isometry2d::new(translation, Rot2::radians(rotation));
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let aabb = shape.0.aabb_2d(isometry);
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gizmos.rect_2d(
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Isometry2d::from_translation(aabb.center()),
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aabb.half_size() * 2.0,
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RED,
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);
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let bounding_circle = shape.0.bounding_circle(isometry);
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gizmos.circle_2d(
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Isometry2d::from_translation(bounding_circle.center),
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bounding_circle.radius(),
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BLUE,
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);
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}
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}
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