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| 1 | +//! This example demonstrates the implementation and behavior of the axes gizmo. |
| 2 | +use bevy::prelude::*; |
| 3 | +use bevy::render::primitives::Aabb; |
| 4 | +use rand::random; |
| 5 | +use std::f32::consts::PI; |
| 6 | + |
| 7 | +fn main() { |
| 8 | + App::new() |
| 9 | + .add_plugins(DefaultPlugins) |
| 10 | + .add_systems(Startup, setup) |
| 11 | + .add_systems(Update, (move_cubes, draw_axes)) |
| 12 | + .run(); |
| 13 | +} |
| 14 | + |
| 15 | +/// The `ShowAxes` component is attached to an entity to get the `draw_axes` system to |
| 16 | +/// display axes according to its Transform component. |
| 17 | +#[derive(Component)] |
| 18 | +struct ShowAxes; |
| 19 | + |
| 20 | +/// The `TransformTracking` component keeps track of the data we need to interpolate |
| 21 | +/// between two transforms in our example. |
| 22 | +#[derive(Component)] |
| 23 | +struct TransformTracking { |
| 24 | + /// The initial transform of the cube during the move |
| 25 | + initial_transform: Transform, |
| 26 | + |
| 27 | + /// The target transform of the cube during the move |
| 28 | + target_transform: Transform, |
| 29 | + |
| 30 | + /// The progress of the cube during the move in percentage points |
| 31 | + progress: u16, |
| 32 | +} |
| 33 | + |
| 34 | +fn setup( |
| 35 | + mut commands: Commands, |
| 36 | + mut meshes: ResMut<Assets<Mesh>>, |
| 37 | + mut materials: ResMut<Assets<StandardMaterial>>, |
| 38 | +) { |
| 39 | + // Lights... |
| 40 | + commands.spawn(PointLightBundle { |
| 41 | + point_light: PointLight { |
| 42 | + shadows_enabled: true, |
| 43 | + ..default() |
| 44 | + }, |
| 45 | + transform: Transform::from_xyz(2., 6., 0.), |
| 46 | + ..default() |
| 47 | + }); |
| 48 | + |
| 49 | + // Camera... |
| 50 | + commands.spawn(Camera3dBundle { |
| 51 | + transform: Transform::from_xyz(0., 1.5, -8.).looking_at(Vec3::new(0., -0.5, 0.), Vec3::Y), |
| 52 | + ..default() |
| 53 | + }); |
| 54 | + |
| 55 | + // Action! (Our cubes that are going to move) |
| 56 | + commands.spawn(( |
| 57 | + PbrBundle { |
| 58 | + mesh: meshes.add(Cuboid::new(1., 1., 1.)), |
| 59 | + material: materials.add(Color::srgb(0.8, 0.7, 0.6)), |
| 60 | + ..default() |
| 61 | + }, |
| 62 | + ShowAxes, |
| 63 | + TransformTracking { |
| 64 | + initial_transform: default(), |
| 65 | + target_transform: random_transform(), |
| 66 | + progress: 0, |
| 67 | + }, |
| 68 | + )); |
| 69 | + |
| 70 | + commands.spawn(( |
| 71 | + PbrBundle { |
| 72 | + mesh: meshes.add(Cuboid::new(0.5, 0.5, 0.5)), |
| 73 | + material: materials.add(Color::srgb(0.6, 0.7, 0.8)), |
| 74 | + ..default() |
| 75 | + }, |
| 76 | + ShowAxes, |
| 77 | + TransformTracking { |
| 78 | + initial_transform: default(), |
| 79 | + target_transform: random_transform(), |
| 80 | + progress: 0, |
| 81 | + }, |
| 82 | + )); |
| 83 | + |
| 84 | + // A plane to give a sense of place |
| 85 | + commands.spawn(PbrBundle { |
| 86 | + mesh: meshes.add(Plane3d::default().mesh().size(20., 20.)), |
| 87 | + material: materials.add(Color::srgb(0.1, 0.1, 0.1)), |
| 88 | + transform: Transform::from_xyz(0., -2., 0.), |
| 89 | + ..default() |
| 90 | + }); |
| 91 | +} |
| 92 | + |
| 93 | +// This system draws the axes based on the cube's transform, with length based on the size of |
| 94 | +// the entity's axis-aligned bounding box (AABB). |
| 95 | +fn draw_axes(mut gizmos: Gizmos, query: Query<(&Transform, &Aabb), With<ShowAxes>>) { |
| 96 | + for (&transform, &aabb) in &query { |
| 97 | + let length = aabb.half_extents.length(); |
| 98 | + gizmos.axes(transform, length); |
| 99 | + } |
| 100 | +} |
| 101 | + |
| 102 | +// This system changes the cubes' transforms to interpolate between random transforms |
| 103 | +fn move_cubes(mut query: Query<(&mut Transform, &mut TransformTracking)>) { |
| 104 | + for (mut transform, mut tracking) in &mut query { |
| 105 | + let t = tracking.progress as f32 / 100.; |
| 106 | + |
| 107 | + *transform = |
| 108 | + interpolate_transforms(tracking.initial_transform, tracking.target_transform, t); |
| 109 | + |
| 110 | + if tracking.progress < 100 { |
| 111 | + tracking.progress += 1; |
| 112 | + } else { |
| 113 | + tracking.initial_transform = *transform; |
| 114 | + tracking.target_transform = random_transform(); |
| 115 | + tracking.progress = 0; |
| 116 | + } |
| 117 | + } |
| 118 | +} |
| 119 | + |
| 120 | +// Helper functions for random transforms and interpolation: |
| 121 | + |
| 122 | +const TRANSLATION_BOUND_LOWER_X: f32 = -5.; |
| 123 | +const TRANSLATION_BOUND_UPPER_X: f32 = 5.; |
| 124 | +const TRANSLATION_BOUND_LOWER_Y: f32 = -1.; |
| 125 | +const TRANSLATION_BOUND_UPPER_Y: f32 = 1.; |
| 126 | +const TRANSLATION_BOUND_LOWER_Z: f32 = -2.; |
| 127 | +const TRANSLATION_BOUND_UPPER_Z: f32 = 6.; |
| 128 | + |
| 129 | +const SCALING_BOUND_LOWER_LOG: f32 = -1.2; |
| 130 | +const SCALING_BOUND_UPPER_LOG: f32 = 1.2; |
| 131 | + |
| 132 | +fn random_transform() -> Transform { |
| 133 | + Transform { |
| 134 | + translation: random_translation(), |
| 135 | + rotation: random_rotation(), |
| 136 | + scale: random_scale(), |
| 137 | + } |
| 138 | +} |
| 139 | + |
| 140 | +fn random_translation() -> Vec3 { |
| 141 | + let x = random::<f32>() * (TRANSLATION_BOUND_UPPER_X - TRANSLATION_BOUND_LOWER_X) |
| 142 | + + TRANSLATION_BOUND_LOWER_X; |
| 143 | + let y = random::<f32>() * (TRANSLATION_BOUND_UPPER_Y - TRANSLATION_BOUND_LOWER_Y) |
| 144 | + + TRANSLATION_BOUND_LOWER_Y; |
| 145 | + let z = random::<f32>() * (TRANSLATION_BOUND_UPPER_Z - TRANSLATION_BOUND_LOWER_Z) |
| 146 | + + TRANSLATION_BOUND_LOWER_Z; |
| 147 | + |
| 148 | + Vec3::new(x, y, z) |
| 149 | +} |
| 150 | + |
| 151 | +fn random_scale() -> Vec3 { |
| 152 | + let x_factor_log = random::<f32>() * (SCALING_BOUND_UPPER_LOG - SCALING_BOUND_LOWER_LOG) |
| 153 | + + SCALING_BOUND_LOWER_LOG; |
| 154 | + let y_factor_log = random::<f32>() * (SCALING_BOUND_UPPER_LOG - SCALING_BOUND_LOWER_LOG) |
| 155 | + + SCALING_BOUND_LOWER_LOG; |
| 156 | + let z_factor_log = random::<f32>() * (SCALING_BOUND_UPPER_LOG - SCALING_BOUND_LOWER_LOG) |
| 157 | + + SCALING_BOUND_LOWER_LOG; |
| 158 | + |
| 159 | + Vec3::new( |
| 160 | + x_factor_log.exp2(), |
| 161 | + y_factor_log.exp2(), |
| 162 | + z_factor_log.exp2(), |
| 163 | + ) |
| 164 | +} |
| 165 | + |
| 166 | +fn elerp(v1: Vec3, v2: Vec3, t: f32) -> Vec3 { |
| 167 | + let x_factor_log = (1. - t) * v1.x.log2() + t * v2.x.log2(); |
| 168 | + let y_factor_log = (1. - t) * v1.y.log2() + t * v2.y.log2(); |
| 169 | + let z_factor_log = (1. - t) * v1.z.log2() + t * v2.z.log2(); |
| 170 | + |
| 171 | + Vec3::new( |
| 172 | + x_factor_log.exp2(), |
| 173 | + y_factor_log.exp2(), |
| 174 | + z_factor_log.exp2(), |
| 175 | + ) |
| 176 | +} |
| 177 | + |
| 178 | +fn random_rotation() -> Quat { |
| 179 | + let dir = random_direction(); |
| 180 | + let angle = random::<f32>() * 2. * PI; |
| 181 | + |
| 182 | + Quat::from_axis_angle(dir, angle) |
| 183 | +} |
| 184 | + |
| 185 | +fn random_direction() -> Vec3 { |
| 186 | + let height = random::<f32>() * 2. - 1.; |
| 187 | + let theta = random::<f32>() * 2. * PI; |
| 188 | + |
| 189 | + build_direction(height, theta) |
| 190 | +} |
| 191 | + |
| 192 | +fn build_direction(height: f32, theta: f32) -> Vec3 { |
| 193 | + let z = height; |
| 194 | + let m = f32::acos(z).sin(); |
| 195 | + let x = theta.cos() * m; |
| 196 | + let y = theta.sin() * m; |
| 197 | + |
| 198 | + Vec3::new(x, y, z) |
| 199 | +} |
| 200 | + |
| 201 | +fn interpolate_transforms(t1: Transform, t2: Transform, t: f32) -> Transform { |
| 202 | + let translation = t1.translation.lerp(t2.translation, t); |
| 203 | + let rotation = t1.rotation.slerp(t2.rotation, t); |
| 204 | + let scale = elerp(t1.scale, t2.scale, t); |
| 205 | + |
| 206 | + Transform { |
| 207 | + translation, |
| 208 | + rotation, |
| 209 | + scale, |
| 210 | + } |
| 211 | +} |
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