
# Objective
Fix typos throughout the project.
## Solution
[`typos`](https://github.com/crate-ci/typos) project was used for
scanning, but no automatic corrections were applied. I checked
everything by hand before fixing.
Most of the changes are documentation/comments corrections. Also, there
are few trivial changes to code (variable name, pub(crate) function name
and a few error/panic messages).
## Unsolved
`bevy_reflect_derive` has
[typo](1b51053f19/crates/bevy_reflect/bevy_reflect_derive/src/type_path.rs (L76)
)
in enum variant name that I didn't fix. Enum is `pub(crate)`, so there
shouldn't be any trouble if fixed. However, code is tightly coupled with
macro usage, so I decided to leave it for more experienced contributor
just in case.
430 lines
15 KiB
Rust
430 lines
15 KiB
Rust
use super::GlobalTransform;
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use bevy_ecs::{component::Component, reflect::ReflectComponent};
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use bevy_math::{Affine3A, Mat3, Mat4, Quat, Vec3};
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use bevy_reflect::prelude::*;
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use bevy_reflect::Reflect;
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use std::ops::Mul;
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/// Describe the position of an entity. If the entity has a parent, the position is relative
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/// to its parent position.
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///
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/// * To place or move an entity, you should set its [`Transform`].
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/// * To get the global transform of an entity, you should get its [`GlobalTransform`].
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/// * To be displayed, an entity must have both a [`Transform`] and a [`GlobalTransform`].
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/// * You may use the [`TransformBundle`](crate::TransformBundle) to guarantee this.
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///
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/// ## [`Transform`] and [`GlobalTransform`]
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///
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/// [`Transform`] is the position of an entity relative to its parent position, or the reference
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/// frame if it doesn't have a [`Parent`](bevy_hierarchy::Parent).
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///
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/// [`GlobalTransform`] is the position of an entity relative to the reference frame.
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///
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/// [`GlobalTransform`] is updated from [`Transform`] by systems in the system set
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/// [`TransformPropagate`](crate::TransformSystem::TransformPropagate).
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///
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/// This system runs during [`PostUpdate`](bevy_app::PostUpdate). If you
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/// update the [`Transform`] of an entity during this set or after, you will notice a 1 frame lag
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/// before the [`GlobalTransform`] is updated.
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///
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/// # Examples
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///
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/// - [`transform`]
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/// - [`global_vs_local_translation`]
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///
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/// [`global_vs_local_translation`]: https://github.com/bevyengine/bevy/blob/latest/examples/transforms/global_vs_local_translation.rs
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/// [`transform`]: https://github.com/bevyengine/bevy/blob/latest/examples/transforms/transform.rs
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/// [`Transform`]: super::Transform
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#[derive(Component, Debug, PartialEq, Clone, Copy, Reflect)]
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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#[reflect(Component, Default, PartialEq)]
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pub struct Transform {
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/// Position of the entity. In 2d, the last value of the `Vec3` is used for z-ordering.
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///
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/// See the [`translations`] example for usage.
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///
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/// [`translations`]: https://github.com/bevyengine/bevy/blob/latest/examples/transforms/translation.rs
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pub translation: Vec3,
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/// Rotation of the entity.
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///
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/// See the [`3d_rotation`] example for usage.
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///
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/// [`3d_rotation`]: https://github.com/bevyengine/bevy/blob/latest/examples/transforms/3d_rotation.rs
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pub rotation: Quat,
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/// Scale of the entity.
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///
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/// See the [`scale`] example for usage.
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///
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/// [`scale`]: https://github.com/bevyengine/bevy/blob/latest/examples/transforms/scale.rs
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pub scale: Vec3,
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}
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impl Transform {
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/// An identity [`Transform`] with no translation, rotation, and a scale of 1 on all axes.
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pub const IDENTITY: Self = Transform {
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translation: Vec3::ZERO,
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rotation: Quat::IDENTITY,
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scale: Vec3::ONE,
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};
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/// Creates a new [`Transform`] at the position `(x, y, z)`. In 2d, the `z` component
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/// is used for z-ordering elements: higher `z`-value will be in front of lower
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/// `z`-value.
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#[inline]
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pub const fn from_xyz(x: f32, y: f32, z: f32) -> Self {
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Self::from_translation(Vec3::new(x, y, z))
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}
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/// Extracts the translation, rotation, and scale from `matrix`. It must be a 3d affine
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/// transformation matrix.
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#[inline]
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pub fn from_matrix(matrix: Mat4) -> Self {
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let (scale, rotation, translation) = matrix.to_scale_rotation_translation();
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Transform {
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translation,
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rotation,
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scale,
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}
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}
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/// Creates a new [`Transform`], with `translation`. Rotation will be 0 and scale 1 on
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/// all axes.
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#[inline]
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pub const fn from_translation(translation: Vec3) -> Self {
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Transform {
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translation,
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..Self::IDENTITY
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}
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}
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/// Creates a new [`Transform`], with `rotation`. Translation will be 0 and scale 1 on
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/// all axes.
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#[inline]
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pub const fn from_rotation(rotation: Quat) -> Self {
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Transform {
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rotation,
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..Self::IDENTITY
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}
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}
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/// Creates a new [`Transform`], with `scale`. Translation will be 0 and rotation 0 on
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/// all axes.
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#[inline]
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pub const fn from_scale(scale: Vec3) -> Self {
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Transform {
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scale,
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..Self::IDENTITY
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}
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}
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/// Returns this [`Transform`] with a new rotation so that [`Transform::forward`]
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/// points towards the `target` position and [`Transform::up`] points towards `up`.
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///
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/// In some cases it's not possible to construct a rotation. Another axis will be picked in those cases:
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/// * if `target` is the same as the transform translation, `Vec3::Z` is used instead
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/// * if `up` is zero, `Vec3::Y` is used instead
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/// * if the resulting forward direction is parallel with `up`, an orthogonal vector is used as the "right" direction
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#[inline]
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#[must_use]
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pub fn looking_at(mut self, target: Vec3, up: Vec3) -> Self {
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self.look_at(target, up);
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self
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}
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/// Returns this [`Transform`] with a new rotation so that [`Transform::forward`]
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/// points in the given `direction` and [`Transform::up`] points towards `up`.
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///
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/// In some cases it's not possible to construct a rotation. Another axis will be picked in those cases:
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/// * if `direction` is zero, `Vec3::Z` is used instead
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/// * if `up` is zero, `Vec3::Y` is used instead
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/// * if `direction` is parallel with `up`, an orthogonal vector is used as the "right" direction
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#[inline]
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#[must_use]
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pub fn looking_to(mut self, direction: Vec3, up: Vec3) -> Self {
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self.look_to(direction, up);
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self
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}
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/// Returns this [`Transform`] with a new translation.
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#[inline]
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#[must_use]
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pub const fn with_translation(mut self, translation: Vec3) -> Self {
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self.translation = translation;
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self
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}
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/// Returns this [`Transform`] with a new rotation.
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#[inline]
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#[must_use]
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pub const fn with_rotation(mut self, rotation: Quat) -> Self {
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self.rotation = rotation;
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self
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}
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/// Returns this [`Transform`] with a new scale.
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#[inline]
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#[must_use]
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pub const fn with_scale(mut self, scale: Vec3) -> Self {
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self.scale = scale;
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self
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}
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/// Returns the 3d affine transformation matrix from this transforms translation,
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/// rotation, and scale.
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#[inline]
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pub fn compute_matrix(&self) -> Mat4 {
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Mat4::from_scale_rotation_translation(self.scale, self.rotation, self.translation)
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}
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/// Returns the 3d affine transformation matrix from this transforms translation,
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/// rotation, and scale.
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#[inline]
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pub fn compute_affine(&self) -> Affine3A {
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Affine3A::from_scale_rotation_translation(self.scale, self.rotation, self.translation)
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}
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/// Get the unit vector in the local `X` direction.
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#[inline]
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pub fn local_x(&self) -> Vec3 {
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self.rotation * Vec3::X
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}
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/// Equivalent to [`-local_x()`][Transform::local_x()]
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#[inline]
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pub fn left(&self) -> Vec3 {
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-self.local_x()
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}
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/// Equivalent to [`local_x()`][Transform::local_x()]
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#[inline]
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pub fn right(&self) -> Vec3 {
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self.local_x()
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}
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/// Get the unit vector in the local `Y` direction.
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#[inline]
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pub fn local_y(&self) -> Vec3 {
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self.rotation * Vec3::Y
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}
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/// Equivalent to [`local_y()`][Transform::local_y]
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#[inline]
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pub fn up(&self) -> Vec3 {
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self.local_y()
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}
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/// Equivalent to [`-local_y()`][Transform::local_y]
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#[inline]
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pub fn down(&self) -> Vec3 {
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-self.local_y()
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}
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/// Get the unit vector in the local `Z` direction.
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#[inline]
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pub fn local_z(&self) -> Vec3 {
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self.rotation * Vec3::Z
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}
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/// Equivalent to [`-local_z()`][Transform::local_z]
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#[inline]
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pub fn forward(&self) -> Vec3 {
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-self.local_z()
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}
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/// Equivalent to [`local_z()`][Transform::local_z]
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#[inline]
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pub fn back(&self) -> Vec3 {
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self.local_z()
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}
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/// Rotates this [`Transform`] by the given rotation.
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///
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/// If this [`Transform`] has a parent, the `rotation` is relative to the rotation of the parent.
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///
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/// # Examples
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///
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/// - [`3d_rotation`]
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///
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/// [`3d_rotation`]: https://github.com/bevyengine/bevy/blob/latest/examples/transforms/3d_rotation.rs
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#[inline]
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pub fn rotate(&mut self, rotation: Quat) {
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self.rotation = rotation * self.rotation;
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}
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/// Rotates this [`Transform`] around the given `axis` by `angle` (in radians).
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///
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/// If this [`Transform`] has a parent, the `axis` is relative to the rotation of the parent.
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#[inline]
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pub fn rotate_axis(&mut self, axis: Vec3, angle: f32) {
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self.rotate(Quat::from_axis_angle(axis, angle));
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}
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/// Rotates this [`Transform`] around the `X` axis by `angle` (in radians).
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///
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/// If this [`Transform`] has a parent, the axis is relative to the rotation of the parent.
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#[inline]
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pub fn rotate_x(&mut self, angle: f32) {
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self.rotate(Quat::from_rotation_x(angle));
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}
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/// Rotates this [`Transform`] around the `Y` axis by `angle` (in radians).
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///
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/// If this [`Transform`] has a parent, the axis is relative to the rotation of the parent.
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#[inline]
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pub fn rotate_y(&mut self, angle: f32) {
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self.rotate(Quat::from_rotation_y(angle));
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}
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/// Rotates this [`Transform`] around the `Z` axis by `angle` (in radians).
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///
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/// If this [`Transform`] has a parent, the axis is relative to the rotation of the parent.
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#[inline]
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pub fn rotate_z(&mut self, angle: f32) {
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self.rotate(Quat::from_rotation_z(angle));
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}
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/// Rotates this [`Transform`] by the given `rotation`.
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///
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/// The `rotation` is relative to this [`Transform`]'s current rotation.
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#[inline]
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pub fn rotate_local(&mut self, rotation: Quat) {
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self.rotation *= rotation;
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}
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/// Rotates this [`Transform`] around its local `axis` by `angle` (in radians).
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#[inline]
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pub fn rotate_local_axis(&mut self, axis: Vec3, angle: f32) {
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self.rotate_local(Quat::from_axis_angle(axis, angle));
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}
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/// Rotates this [`Transform`] around its local `X` axis by `angle` (in radians).
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#[inline]
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pub fn rotate_local_x(&mut self, angle: f32) {
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self.rotate_local(Quat::from_rotation_x(angle));
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}
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/// Rotates this [`Transform`] around its local `Y` axis by `angle` (in radians).
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#[inline]
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pub fn rotate_local_y(&mut self, angle: f32) {
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self.rotate_local(Quat::from_rotation_y(angle));
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}
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/// Rotates this [`Transform`] around its local `Z` axis by `angle` (in radians).
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#[inline]
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pub fn rotate_local_z(&mut self, angle: f32) {
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self.rotate_local(Quat::from_rotation_z(angle));
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}
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/// Translates this [`Transform`] around a `point` in space.
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///
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/// If this [`Transform`] has a parent, the `point` is relative to the [`Transform`] of the parent.
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#[inline]
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pub fn translate_around(&mut self, point: Vec3, rotation: Quat) {
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self.translation = point + rotation * (self.translation - point);
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}
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/// Rotates this [`Transform`] around a `point` in space.
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///
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/// If this [`Transform`] has a parent, the `point` is relative to the [`Transform`] of the parent.
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#[inline]
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pub fn rotate_around(&mut self, point: Vec3, rotation: Quat) {
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self.translate_around(point, rotation);
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self.rotate(rotation);
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}
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/// Rotates this [`Transform`] so that [`Transform::forward`] points towards the `target` position,
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/// and [`Transform::up`] points towards `up`.
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///
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/// In some cases it's not possible to construct a rotation. Another axis will be picked in those cases:
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/// * if `target` is the same as the transform translation, `Vec3::Z` is used instead
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/// * if `up` is zero, `Vec3::Y` is used instead
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/// * if the resulting forward direction is parallel with `up`, an orthogonal vector is used as the "right" direction
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#[inline]
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pub fn look_at(&mut self, target: Vec3, up: Vec3) {
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self.look_to(target - self.translation, up);
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}
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/// Rotates this [`Transform`] so that [`Transform::forward`] points in the given `direction`
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/// and [`Transform::up`] points towards `up`.
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///
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/// In some cases it's not possible to construct a rotation. Another axis will be picked in those cases:
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/// * if `direction` is zero, `Vec3::NEG_Z` is used instead
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/// * if `up` is zero, `Vec3::Y` is used instead
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/// * if `direction` is parallel with `up`, an orthogonal vector is used as the "right" direction
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#[inline]
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pub fn look_to(&mut self, direction: Vec3, up: Vec3) {
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let back = -direction.try_normalize().unwrap_or(Vec3::NEG_Z);
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let up = up.try_normalize().unwrap_or(Vec3::Y);
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let right = up
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.cross(back)
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.try_normalize()
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.unwrap_or_else(|| up.any_orthonormal_vector());
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let up = back.cross(right);
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self.rotation = Quat::from_mat3(&Mat3::from_cols(right, up, back));
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}
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/// Multiplies `self` with `transform` component by component, returning the
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/// resulting [`Transform`]
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#[inline]
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#[must_use]
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pub fn mul_transform(&self, transform: Transform) -> Self {
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let translation = self.transform_point(transform.translation);
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let rotation = self.rotation * transform.rotation;
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let scale = self.scale * transform.scale;
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Transform {
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translation,
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rotation,
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scale,
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}
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}
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/// Transforms the given `point`, applying scale, rotation and translation.
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///
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/// If this [`Transform`] has a parent, this will transform a `point` that is
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/// relative to the parent's [`Transform`] into one relative to this [`Transform`].
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///
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/// If this [`Transform`] does not have a parent, this will transform a `point`
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/// that is in global space into one relative to this [`Transform`].
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///
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/// If you want to transform a `point` in global space to the local space of this [`Transform`],
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/// consider using [`GlobalTransform::transform_point()`] instead.
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#[inline]
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pub fn transform_point(&self, mut point: Vec3) -> Vec3 {
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point = self.scale * point;
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point = self.rotation * point;
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point += self.translation;
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point
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}
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}
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impl Default for Transform {
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fn default() -> Self {
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Self::IDENTITY
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}
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}
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/// The transform is expected to be non-degenerate and without shearing, or the output
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/// will be invalid.
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impl From<GlobalTransform> for Transform {
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fn from(transform: GlobalTransform) -> Self {
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transform.compute_transform()
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}
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}
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impl Mul<Transform> for Transform {
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type Output = Transform;
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fn mul(self, transform: Transform) -> Self::Output {
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self.mul_transform(transform)
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}
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}
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impl Mul<Vec3> for Transform {
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type Output = Vec3;
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fn mul(self, value: Vec3) -> Self::Output {
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self.transform_point(value)
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}
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}
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