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[Merged by Bors] - Simple 2d rotation example #3065

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2 changes: 2 additions & 0 deletions CREDITS.md
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Expand Up @@ -20,3 +20,5 @@
* Cake from [Kenney's Food Kit](https://www.kenney.nl/assets/food-kit) (CC0 1.0 Universal)
* Ground tile from [Kenney's Tower Defense Kit](https://www.kenney.nl/assets/tower-defense-kit) (CC0 1.0 Universal)
* Game icons from [Kenney's Game Icons](https://www.kenney.nl/assets/game-icons) (CC0 1.0 Universal)
* Space ships from [Kenny's Simple Space Kit](https://www.kenney.nl/assets/simple-space) (CC0 1.0 Universal)

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4 changes: 4 additions & 0 deletions Cargo.toml
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Expand Up @@ -119,6 +119,10 @@ path = "examples/2d/contributors.rs"
name = "many_sprites"
path = "examples/2d/many_sprites.rs"

[[example]]
name = "2d_rotation"
path = "examples/2d/rotation.rs"

[[example]]
name = "mesh2d"
path = "examples/2d/mesh2d.rs"
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22 changes: 22 additions & 0 deletions assets/textures/simplespace/License.txt
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Simple Space

Created/distributed by Kenney (www.kenney.nl)
Creation date: 03-03-2021

------------------------------

License: (Creative Commons Zero, CC0)
http://creativecommons.org/publicdomain/zero/1.0/

This content is free to use in personal, educational and commercial projects.
Support us by crediting Kenney or www.kenney.nl (this is not mandatory)

------------------------------

Donate: http://support.kenney.nl
Patreon: http://patreon.com/kenney/

Follow on Twitter for updates:
http://twitter.com/KenneyNL
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251 changes: 251 additions & 0 deletions examples/2d/rotation.rs
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use bevy::{
core::FixedTimestep,
math::{const_vec2, Vec3Swizzles},
prelude::*,
};

const TIME_STEP: f32 = 1.0 / 60.0;
const BOUNDS: Vec2 = const_vec2!([1200.0, 640.0]);

fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system_set(
SystemSet::new()
.with_run_criteria(FixedTimestep::step(TIME_STEP as f64))
.with_system(player_movement_system)
.with_system(snap_to_player_system)
.with_system(rotate_to_player_system),
)
.add_system(bevy::input::system::exit_on_esc_system)
.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_bundle(OrthographicCameraBundle::new_2d());
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let horizontal_margin = BOUNDS.x / 4.0;
let vertical_margin = BOUNDS.y / 4.0;

// player controlled ship
commands
.spawn_bundle(SpriteBundle {
texture: ship_handle,
..Default::default()
})
.insert(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_bundle(SpriteBundle {
texture: enemy_a_handle.clone(),
transform: Transform::from_xyz(0.0 - horizontal_margin, 0.0, 0.0),
..Default::default()
})
.insert(SnapToPlayer);
commands
.spawn_bundle(SpriteBundle {
texture: enemy_a_handle,
transform: Transform::from_xyz(0.0, 0.0 - vertical_margin, 0.0),
..Default::default()
})
.insert(SnapToPlayer);

// enemy that rotates to face the player enemy spawns on the top and right
commands
.spawn_bundle(SpriteBundle {
texture: enemy_b_handle.clone(),
transform: Transform::from_xyz(0.0 + horizontal_margin, 0.0, 0.0),
..Default::default()
})
.insert(RotateToPlayer {
rotation_speed: f32::to_radians(45.0), // degrees per second
});
commands
.spawn_bundle(SpriteBundle {
texture: enemy_b_handle,
transform: Transform::from_xyz(0.0, 0.0 + vertical_margin, 0.0),
..Default::default()
})
.insert(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;
}

// create the change in rotation around the Z axis (perpendicular to the 2D plane of the screen)
let rotation_delta = Quat::from_rotation_z(rotation_factor * ship.rotation_speed * TIME_STEP);
// update the ship rotation with our rotation delta
transform.rotation *= rotation_delta;

// 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 query.iter_mut() {
// 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, Vec3::from((to_player, 0.0)));

// 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 query.iter_mut() {
// 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);

// get the quaternion to rotate from the current enemy facing direction towards the
// direction facing the player
let rotation_delta = Quat::from_rotation_z(rotation_angle);

// rotate the enemy to face the player
enemy_transform.rotation *= rotation_delta;
}
}
1 change: 1 addition & 0 deletions examples/README.md
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Expand Up @@ -92,6 +92,7 @@ Example | File | Description
`text2d` | [`2d/text2d.rs`](./2d/text2d.rs) | Generates text in 2d
`sprite_flipping` | [`2d/sprite_flipping.rs`](./2d/sprite_flipping.rs) | Renders a sprite flipped along an axis
`texture_atlas` | [`2d/texture_atlas.rs`](./2d/texture_atlas.rs) | Generates a texture atlas (sprite sheet) from individual sprites
`rotation` | [`2d/rotation.rs`](./2d/rotation.rs) | Demonstrates rotating entities in 2D with quaternions

## 3D Rendering

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