A fork of bevy to implement some features for forestia
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Joona Aalto c62ad4b2c4
Implement bounding volumes for primitive shapes (#11336)
# Objective

Closes #10570.

#10946 added bounding volume types and traits, but didn't use them for
anything yet. This PR implements `Bounded2d` and `Bounded3d` for Bevy's
primitive shapes.

## Solution

Implement `Bounded2d` and `Bounded3d` for primitive shapes. This allows
computing AABBs and bounding circles/spheres for them.

For most shapes, there are several ways of implementing bounding
volumes. I took inspiration from [Parry's bounding
volumes](https://github.com/dimforge/parry/tree/master/src/bounding_volume),
[Inigo Quilez](http://iquilezles.org/articles/diskbbox/), and figured
out the rest myself using geometry. I tried to comment all slightly
non-trivial or unclear math to make it understandable.

Parry uses support mapping (finding the farthest point in some direction
for convex shapes) for some AABBs like cones, cylinders, and line
segments. This involves several quat operations and normalizations, so I
opted for the simpler and more efficient geometric approaches shown in
[Quilez's article](http://iquilezles.org/articles/diskbbox/).

Below you can see some of the bounding volumes working in 2D and 3D.
Note that I can't conveniently add these examples yet because they use
primitive shape meshing, which is still WIP.


https://github.com/bevyengine/bevy/assets/57632562/4465cbc6-285b-4c71-b62d-a2b3ee16f8b4


https://github.com/bevyengine/bevy/assets/57632562/94b4ac84-a092-46d7-b438-ce2e971496a4

---

## Changelog

- Implemented `Bounded2d`/`Bounded3d` for primitive shapes
- Added `from_point_cloud` method for bounding volumes (used by many
bounding implementations)
- Added `point_cloud_2d/3d_center` and `rotate_vec2` utility functions
- Added `RegularPolygon::vertices` method (used in regular polygon AABB
construction)
- Added `Triangle::circumcenter` method (used in triangle bounding
circle construction)
- Added bounding circle/sphere creation from AABBs and vice versa

## Extra

Do we want to implement `Bounded2d` for some "3D-ish" shapes too? For
example, capsules are sort of dimension-agnostic and useful for 2D, so I
think that would be good to implement. But a cylinder in 2D is just a
rectangle, and a cone is a triangle, so they wouldn't make as much sense
to me. A conical frustum would be an isosceles trapezoid, which could be
useful, but I'm not sure if computing the 2D AABB of a 3D frustum makes
semantic sense.
2024-01-18 15:55:36 +00:00
.cargo Change recommended linker: zld to lld for MacOS (#7496) 2023-02-06 18:24:12 +00:00
.github Publish dev-docs with Github Pages artifacts (2nd attempt) (#10892) 2024-01-02 18:13:31 +00:00
assets Sprite slicing and tiling (#10588) 2024-01-15 15:40:06 +00:00
benches Change Entity::generation from u32 to NonZeroU32 for niche optimization (#9907) 2024-01-08 23:03:00 +00:00
crates Implement bounding volumes for primitive shapes (#11336) 2024-01-18 15:55:36 +00:00
docs Run markdownlint (#11386) 2024-01-17 14:27:28 +00:00
docs-template Improve WebGPU unstable flags docs (#10163) 2023-10-18 17:30:44 +00:00
errors fix B0003 example and update logs (#11162) 2024-01-10 21:40:24 +00:00
examples Multiple Configurations for Gizmos (#10342) 2024-01-18 15:52:50 +00:00
src Schedule-First: the new and improved add_systems (#8079) 2023-03-18 01:45:34 +00:00
tests Use impl Into<A> for Assets::add (#10878) 2024-01-08 22:14:43 +00:00
tools Bump toml_edit in build-template-pages tool (#11342) 2024-01-16 05:23:18 +00:00
.gitattributes Enforce linux-style line endings for .rs and .toml (#3197) 2021-11-26 21:05:35 +00:00
.gitignore Fix example showcase (#10366) 2023-11-04 01:33:51 +00:00
Cargo.toml Dynamic queries and builder API (#9774) 2024-01-16 19:16:49 +00:00
CHANGELOG.md 0.12 Changelog (#10361) 2023-11-04 01:57:29 +00:00
clippy.toml Use clippy::doc_markdown more. (#10286) 2023-10-27 22:49:02 +00:00
CODE_OF_CONDUCT.md Update CODE_OF_CONDUCT.md 2020-08-19 20:25:58 +01:00
CONTRIBUTING.md [doc] Fix typo and formatting in CONTRIBUTING.md (#11381) 2024-01-17 17:07:53 +00:00
CREDITS.md Add morph targets (#8158) 2023-06-22 20:00:01 +00:00
deny.toml Standardize toml format with taplo (#10594) 2023-11-21 01:04:14 +00:00
LICENSE-APACHE Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
LICENSE-MIT Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
README.md Migrate third party plugins guidelines to the book (#11242) 2024-01-07 23:19:37 +00:00
rustfmt.toml Cargo fmt with unstable features (#1903) 2021-04-21 23:19:34 +00:00

Bevy

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What is Bevy?

Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!

WARNING

Bevy is still in the early stages of development. Important features are missing. Documentation is sparse. A new version of Bevy containing breaking changes to the API is released approximately once every 3 months. We provide migration guides, but we can't guarantee migrations will always be easy. Use only if you are willing to work in this environment.

MSRV: Bevy relies heavily on improvements in the Rust language and compiler. As a result, the Minimum Supported Rust Version (MSRV) is generally close to "the latest stable release" of Rust.

Design Goals

  • Capable: Offer a complete 2D and 3D feature set
  • Simple: Easy for newbies to pick up, but infinitely flexible for power users
  • Data Focused: Data-oriented architecture using the Entity Component System paradigm
  • Modular: Use only what you need. Replace what you don't like
  • Fast: App logic should run quickly, and when possible, in parallel
  • Productive: Changes should compile quickly ... waiting isn't fun

About

  • Features: A quick overview of Bevy's features.
  • News: A development blog that covers our progress, plans and shiny new features.

Docs

  • The Bevy Book: Bevy's official documentation. The best place to start learning Bevy.
  • Bevy Rust API Docs: Bevy's Rust API docs, which are automatically generated from the doc comments in this repo.
  • Official Examples: Bevy's dedicated, runnable examples, which are great for digging into specific concepts.
  • Community-Made Learning Resources: More tutorials, documentation, and examples made by the Bevy community.

Community

Before contributing or participating in discussions with the community, you should familiarize yourself with our Code of Conduct.

  • Discord: Bevy's official discord server.
  • Reddit: Bevy's official subreddit.
  • GitHub Discussions: The best place for questions about Bevy, answered right here!
  • Bevy Assets: A collection of awesome Bevy projects, tools, plugins and learning materials.

Contributing

If you'd like to help build Bevy, check out the Contributor's Guide. For simple problems, feel free to open an issue or PR and tackle it yourself!

For more complex architecture decisions and experimental mad science, please open an RFC (Request For Comments) so we can brainstorm together effectively!

Getting Started

We recommend checking out The Bevy Book for a full tutorial.

Follow the Setup guide to ensure your development environment is set up correctly. Once set up, you can quickly try out the examples by cloning this repo and running the following commands:

# Switch to the correct version (latest release, default is main development branch)
git checkout latest
# Runs the "breakout" example
cargo run --example breakout

To draw a window with standard functionality enabled, use:

use bevy::prelude::*;

fn main(){
  App::new()
    .add_plugins(DefaultPlugins)
    .run();
}

Fast Compiles

Bevy can be built just fine using default configuration on stable Rust. However for really fast iterative compiles, you should enable the "fast compiles" setup by following the instructions here.

Bevy Cargo Features

This list outlines the different cargo features supported by Bevy. These allow you to customize the Bevy feature set for your use-case.

Thanks

Bevy is the result of the hard work of many people. A huge thanks to all Bevy contributors, the many open source projects that have come before us, the Rust gamedev ecosystem, and the many libraries we build on.

A huge thanks to Bevy's generous sponsors. Bevy will always be free and open source, but it isn't free to make. Please consider sponsoring our work if you like what we're building.

This project is tested with BrowserStack.

License

Bevy is free, open source and permissively licensed! Except where noted (below and/or in individual files), all code in this repository is dual-licensed under either:

at your option. This means you can select the license you prefer! This dual-licensing approach is the de-facto standard in the Rust ecosystem and there are very good reasons to include both.

Some of the engine's code carries additional copyright notices and license terms due to their external origins. These are generally BSD-like, but exact details vary by crate: If the README of a crate contains a 'License' header (or similar), the additional copyright notices and license terms applicable to that crate will be listed. The above licensing requirement still applies to contributions to those crates, and sections of those crates will carry those license terms. The license field of each crate will also reflect this. For example, bevy_mikktspace has code under the Zlib license (as well as a copyright notice when choosing the MIT license).

The assets included in this repository (for our examples) typically fall under different open licenses. These will not be included in your game (unless copied in by you), and they are not distributed in the published bevy crates. See CREDITS.md for the details of the licenses of those files.

Your contributions

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.