 b8263b55fb
			
		
	
	
		b8263b55fb
		
	
	
	
	
		
			
			# Objective
Support the following syntax for adding systems:
```rust
App::new()
    .add_system(setup.on_startup())
    .add_systems((
        show_menu.in_schedule(OnEnter(GameState::Paused)),
        menu_ssytem.in_set(OnUpdate(GameState::Paused)),
        hide_menu.in_schedule(OnExit(GameState::Paused)),
    ))
```
## Solution
Add the traits `IntoSystemAppConfig{s}`, which provide the extension methods necessary for configuring which schedule a system belongs to. These extension methods return `IntoSystemAppConfig{s}`, which `App::add_system{s}` uses to choose which schedule to add systems to.
---
## Changelog
+ Added the extension methods `in_schedule(label)` and  `on_startup()` for configuring the schedule a system belongs to.
## Future Work
* Replace all uses of `add_startup_system` in the engine.
* Deprecate this method
		
	
			
		
			
				
	
	
		
			251 lines
		
	
	
		
			9.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			251 lines
		
	
	
		
			9.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates rotating entities in 2D using quaternions.
 | |
| 
 | |
| use bevy::{math::Vec3Swizzles, prelude::*};
 | |
| 
 | |
| const TIME_STEP: f32 = 1.0 / 60.0;
 | |
| const BOUNDS: Vec2 = Vec2::new(1200.0, 640.0);
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_startup_system(setup)
 | |
|         .add_systems(
 | |
|             (
 | |
|                 player_movement_system,
 | |
|                 snap_to_player_system,
 | |
|                 rotate_to_player_system,
 | |
|             )
 | |
|                 .in_schedule(CoreSchedule::FixedUpdate),
 | |
|         )
 | |
|         .insert_resource(FixedTime::new_from_secs(TIME_STEP))
 | |
|         .add_system(bevy::window::close_on_esc)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| /// player component
 | |
| #[derive(Component)]
 | |
| struct Player {
 | |
|     /// linear speed in meters per second
 | |
|     movement_speed: f32,
 | |
|     /// rotation speed in radians per second
 | |
|     rotation_speed: f32,
 | |
| }
 | |
| 
 | |
| /// snap to player ship behavior
 | |
| #[derive(Component)]
 | |
| struct SnapToPlayer;
 | |
| 
 | |
| /// rotate to face player ship behavior
 | |
| #[derive(Component)]
 | |
| struct RotateToPlayer {
 | |
|     /// rotation speed in radians per second
 | |
|     rotation_speed: f32,
 | |
| }
 | |
| 
 | |
| /// Add the game's entities to our world and creates an orthographic camera for 2D rendering.
 | |
| ///
 | |
| /// The Bevy coordinate system is the same for 2D and 3D, in terms of 2D this means that:
 | |
| ///
 | |
| /// * `X` axis goes from left to right (`+X` points right)
 | |
| /// * `Y` axis goes from bottom to top (`+Y` point up)
 | |
| /// * `Z` axis goes from far to near (`+Z` points towards you, out of the screen)
 | |
| ///
 | |
| /// The origin is at the center of the screen.
 | |
| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
 | |
|     let ship_handle = asset_server.load("textures/simplespace/ship_C.png");
 | |
|     let enemy_a_handle = asset_server.load("textures/simplespace/enemy_A.png");
 | |
|     let enemy_b_handle = asset_server.load("textures/simplespace/enemy_B.png");
 | |
| 
 | |
|     // 2D orthographic camera
 | |
|     commands.spawn(Camera2dBundle::default());
 | |
| 
 | |
|     let horizontal_margin = BOUNDS.x / 4.0;
 | |
|     let vertical_margin = BOUNDS.y / 4.0;
 | |
| 
 | |
|     // player controlled ship
 | |
|     commands.spawn((
 | |
|         SpriteBundle {
 | |
|             texture: ship_handle,
 | |
|             ..default()
 | |
|         },
 | |
|         Player {
 | |
|             movement_speed: 500.0,                  // metres per second
 | |
|             rotation_speed: f32::to_radians(360.0), // degrees per second
 | |
|         },
 | |
|     ));
 | |
| 
 | |
|     // enemy that snaps to face the player spawns on the bottom and left
 | |
|     commands.spawn((
 | |
|         SpriteBundle {
 | |
|             texture: enemy_a_handle.clone(),
 | |
|             transform: Transform::from_xyz(0.0 - horizontal_margin, 0.0, 0.0),
 | |
|             ..default()
 | |
|         },
 | |
|         SnapToPlayer,
 | |
|     ));
 | |
|     commands.spawn((
 | |
|         SpriteBundle {
 | |
|             texture: enemy_a_handle,
 | |
|             transform: Transform::from_xyz(0.0, 0.0 - vertical_margin, 0.0),
 | |
|             ..default()
 | |
|         },
 | |
|         SnapToPlayer,
 | |
|     ));
 | |
| 
 | |
|     // enemy that rotates to face the player enemy spawns on the top and right
 | |
|     commands.spawn((
 | |
|         SpriteBundle {
 | |
|             texture: enemy_b_handle.clone(),
 | |
|             transform: Transform::from_xyz(0.0 + horizontal_margin, 0.0, 0.0),
 | |
|             ..default()
 | |
|         },
 | |
|         RotateToPlayer {
 | |
|             rotation_speed: f32::to_radians(45.0), // degrees per second
 | |
|         },
 | |
|     ));
 | |
|     commands.spawn((
 | |
|         SpriteBundle {
 | |
|             texture: enemy_b_handle,
 | |
|             transform: Transform::from_xyz(0.0, 0.0 + vertical_margin, 0.0),
 | |
|             ..default()
 | |
|         },
 | |
|         RotateToPlayer {
 | |
|             rotation_speed: f32::to_radians(90.0), // degrees per second
 | |
|         },
 | |
|     ));
 | |
| }
 | |
| 
 | |
| /// Demonstrates applying rotation and movement based on keyboard input.
 | |
| fn player_movement_system(
 | |
|     keyboard_input: Res<Input<KeyCode>>,
 | |
|     mut query: Query<(&Player, &mut Transform)>,
 | |
| ) {
 | |
|     let (ship, mut transform) = query.single_mut();
 | |
| 
 | |
|     let mut rotation_factor = 0.0;
 | |
|     let mut movement_factor = 0.0;
 | |
| 
 | |
|     if keyboard_input.pressed(KeyCode::Left) {
 | |
|         rotation_factor += 1.0;
 | |
|     }
 | |
| 
 | |
|     if keyboard_input.pressed(KeyCode::Right) {
 | |
|         rotation_factor -= 1.0;
 | |
|     }
 | |
| 
 | |
|     if keyboard_input.pressed(KeyCode::Up) {
 | |
|         movement_factor += 1.0;
 | |
|     }
 | |
| 
 | |
|     // update the ship rotation around the Z axis (perpendicular to the 2D plane of the screen)
 | |
|     transform.rotate_z(rotation_factor * ship.rotation_speed * TIME_STEP);
 | |
| 
 | |
|     // get the ship's forward vector by applying the current rotation to the ships initial facing vector
 | |
|     let movement_direction = transform.rotation * Vec3::Y;
 | |
|     // get the distance the ship will move based on direction, the ship's movement speed and delta time
 | |
|     let movement_distance = movement_factor * ship.movement_speed * TIME_STEP;
 | |
|     // create the change in translation using the new movement direction and distance
 | |
|     let translation_delta = movement_direction * movement_distance;
 | |
|     // update the ship translation with our new translation delta
 | |
|     transform.translation += translation_delta;
 | |
| 
 | |
|     // bound the ship within the invisible level bounds
 | |
|     let extents = Vec3::from((BOUNDS / 2.0, 0.0));
 | |
|     transform.translation = transform.translation.min(extents).max(-extents);
 | |
| }
 | |
| 
 | |
| /// Demonstrates snapping the enemy ship to face the player ship immediately.
 | |
| fn snap_to_player_system(
 | |
|     mut query: Query<&mut Transform, (With<SnapToPlayer>, Without<Player>)>,
 | |
|     player_query: Query<&Transform, With<Player>>,
 | |
| ) {
 | |
|     let player_transform = player_query.single();
 | |
|     // get the player translation in 2D
 | |
|     let player_translation = player_transform.translation.xy();
 | |
| 
 | |
|     for mut enemy_transform in &mut query {
 | |
|         // get the vector from the enemy ship to the player ship in 2D and normalize it.
 | |
|         let to_player = (player_translation - enemy_transform.translation.xy()).normalize();
 | |
| 
 | |
|         // get the quaternion to rotate from the initial enemy facing direction to the direction
 | |
|         // facing the player
 | |
|         let rotate_to_player = Quat::from_rotation_arc(Vec3::Y, to_player.extend(0.));
 | |
| 
 | |
|         // rotate the enemy to face the player
 | |
|         enemy_transform.rotation = rotate_to_player;
 | |
|     }
 | |
| }
 | |
| 
 | |
| /// Demonstrates rotating an enemy ship to face the player ship at a given rotation speed.
 | |
| ///
 | |
| /// This method uses the vector dot product to determine if the enemy is facing the player and
 | |
| /// if not, which way to rotate to face the player. The dot product on two unit length vectors
 | |
| /// will return a value between -1.0 and +1.0 which tells us the following about the two vectors:
 | |
| ///
 | |
| /// * If the result is 1.0 the vectors are pointing in the same direction, the angle between them
 | |
| ///   is 0 degrees.
 | |
| /// * If the result is 0.0 the vectors are perpendicular, the angle between them is 90 degrees.
 | |
| /// * If the result is -1.0 the vectors are parallel but pointing in opposite directions, the angle
 | |
| ///   between them is 180 degrees.
 | |
| /// * If the result is positive the vectors are pointing in roughly the same direction, the angle
 | |
| ///   between them is greater than 0 and less than 90 degrees.
 | |
| /// * If the result is negative the vectors are pointing in roughly opposite directions, the angle
 | |
| ///   between them is greater than 90 and less than 180 degrees.
 | |
| ///
 | |
| /// It is possible to get the angle by taking the arc cosine (`acos`) of the dot product. It is
 | |
| /// often unnecessary to do this though. Beware than `acos` will return `NaN` if the input is less
 | |
| /// than -1.0 or greater than 1.0. This can happen even when working with unit vectors due to
 | |
| /// floating point precision loss, so it pays to clamp your dot product value before calling
 | |
| /// `acos`.
 | |
| fn rotate_to_player_system(
 | |
|     mut query: Query<(&RotateToPlayer, &mut Transform), Without<Player>>,
 | |
|     player_query: Query<&Transform, With<Player>>,
 | |
| ) {
 | |
|     let player_transform = player_query.single();
 | |
|     // get the player translation in 2D
 | |
|     let player_translation = player_transform.translation.xy();
 | |
| 
 | |
|     for (config, mut enemy_transform) in &mut query {
 | |
|         // get the enemy ship forward vector in 2D (already unit length)
 | |
|         let enemy_forward = (enemy_transform.rotation * Vec3::Y).xy();
 | |
| 
 | |
|         // get the vector from the enemy ship to the player ship in 2D and normalize it.
 | |
|         let to_player = (player_translation - enemy_transform.translation.xy()).normalize();
 | |
| 
 | |
|         // get the dot product between the enemy forward vector and the direction to the player.
 | |
|         let forward_dot_player = enemy_forward.dot(to_player);
 | |
| 
 | |
|         // if the dot product is approximately 1.0 then the enemy is already facing the player and
 | |
|         // we can early out.
 | |
|         if (forward_dot_player - 1.0).abs() < f32::EPSILON {
 | |
|             continue;
 | |
|         }
 | |
| 
 | |
|         // get the right vector of the enemy ship in 2D (already unit length)
 | |
|         let enemy_right = (enemy_transform.rotation * Vec3::X).xy();
 | |
| 
 | |
|         // get the dot product of the enemy right vector and the direction to the player ship.
 | |
|         // if the dot product is negative them we need to rotate counter clockwise, if it is
 | |
|         // positive we need to rotate clockwise. Note that `copysign` will still return 1.0 if the
 | |
|         // dot product is 0.0 (because the player is directly behind the enemy, so perpendicular
 | |
|         // with the right vector).
 | |
|         let right_dot_player = enemy_right.dot(to_player);
 | |
| 
 | |
|         // determine the sign of rotation from the right dot player. We need to negate the sign
 | |
|         // here as the 2D bevy co-ordinate system rotates around +Z, which is pointing out of the
 | |
|         // screen. Due to the right hand rule, positive rotation around +Z is counter clockwise and
 | |
|         // negative is clockwise.
 | |
|         let rotation_sign = -f32::copysign(1.0, right_dot_player);
 | |
| 
 | |
|         // limit rotation so we don't overshoot the target. We need to convert our dot product to
 | |
|         // an angle here so we can get an angle of rotation to clamp against.
 | |
|         let max_angle = forward_dot_player.clamp(-1.0, 1.0).acos(); // clamp acos for safety
 | |
| 
 | |
|         // calculate angle of rotation with limit
 | |
|         let rotation_angle = rotation_sign * (config.rotation_speed * TIME_STEP).min(max_angle);
 | |
| 
 | |
|         // rotate the enemy to face the player
 | |
|         enemy_transform.rotate_z(rotation_angle);
 | |
|     }
 | |
| }
 |