 d70595b667
			
		
	
	
		d70595b667
		
			
		
	
	
	
	
		
			
			# 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.
 | |
| //!
 | |
| //! Also draws the bounding boxes and circles of the primitives.
 | |
| 
 | |
| use std::f32::consts::FRAC_PI_2;
 | |
| 
 | |
| use bevy::{
 | |
|     color::palettes::css::{BLUE, DARK_SLATE_GREY, RED},
 | |
|     math::{
 | |
|         bounding::{Bounded2d, BoundingVolume},
 | |
|         Isometry2d,
 | |
|     },
 | |
|     prelude::*,
 | |
|     render::mesh::{CircularMeshUvMode, CircularSectorMeshBuilder, CircularSegmentMeshBuilder},
 | |
|     sprite::MaterialMesh2dBundle,
 | |
| };
 | |
| 
 | |
| 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(Camera2dBundle {
 | |
|         camera: Camera {
 | |
|             clear_color: ClearColorConfig::Custom(DARK_SLATE_GREY.into()),
 | |
|             ..default()
 | |
|         },
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     const UPPER_Y: f32 = 50.0;
 | |
|     const LOWER_Y: f32 = -50.0;
 | |
|     const FIRST_X: f32 = -450.0;
 | |
|     const OFFSET: f32 = 100.0;
 | |
|     const NUM_SLICES: i32 = 8;
 | |
| 
 | |
|     // 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((
 | |
|             MaterialMesh2dBundle {
 | |
|                 mesh: meshes.add(sector_mesh).into(),
 | |
|                 material: material.clone(),
 | |
|                 transform: Transform {
 | |
|                     translation: Vec3::new(FIRST_X + OFFSET * i as f32, 2.0 * UPPER_Y, 0.0),
 | |
|                     rotation: Quat::from_rotation_z(sector_angle),
 | |
|                     ..default()
 | |
|                 },
 | |
|                 ..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((
 | |
|             MaterialMesh2dBundle {
 | |
|                 mesh: meshes.add(segment_mesh).into(),
 | |
|                 material: material.clone(),
 | |
|                 transform: Transform {
 | |
|                     translation: Vec3::new(FIRST_X + OFFSET * i as f32, LOWER_Y, 0.0),
 | |
|                     rotation: Quat::from_rotation_z(segment_angle),
 | |
|                     ..default()
 | |
|                 },
 | |
|                 ..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(
 | |
|             Isometry2d::from_translation(aabb.center()),
 | |
|             aabb.half_size() * 2.0,
 | |
|             RED,
 | |
|         );
 | |
| 
 | |
|         let bounding_circle = shape.0.bounding_circle(isometry);
 | |
|         gizmos.circle_2d(
 | |
|             Isometry2d::from_translation(bounding_circle.center),
 | |
|             bounding_circle.radius(),
 | |
|             BLUE,
 | |
|         );
 | |
|     }
 | |
| }
 |