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rotation.rs
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rotation.rs
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//! Demonstrates rotating entities in 2D using quaternions.
use bevy::{math::ops, prelude::*};
const BOUNDS: Vec2 = Vec2::new(1200.0, 640.0);
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(Time::<Fixed>::from_hz(60.0))
.add_systems(Startup, setup)
.add_systems(
FixedUpdate,
(
player_movement_system,
snap_to_player_system,
rotate_to_player_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(Camera2d);
let horizontal_margin = BOUNDS.x / 4.0;
let vertical_margin = BOUNDS.y / 4.0;
// player controlled ship
commands.spawn((
Sprite::from_image(ship_handle),
Player {
movement_speed: 500.0, // meters 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((
Sprite::from_image(enemy_a_handle.clone()),
Transform::from_xyz(0.0 - horizontal_margin, 0.0, 0.0),
SnapToPlayer,
));
commands.spawn((
Sprite::from_image(enemy_a_handle),
Transform::from_xyz(0.0, 0.0 - vertical_margin, 0.0),
SnapToPlayer,
));
// enemy that rotates to face the player enemy spawns on the top and right
commands.spawn((
Sprite::from_image(enemy_b_handle.clone()),
Transform::from_xyz(0.0 + horizontal_margin, 0.0, 0.0),
RotateToPlayer {
rotation_speed: f32::to_radians(45.0), // degrees per second
},
));
commands.spawn((
Sprite::from_image(enemy_b_handle),
Transform::from_xyz(0.0, 0.0 + vertical_margin, 0.0),
RotateToPlayer {
rotation_speed: f32::to_radians(90.0), // degrees per second
},
));
}
/// Demonstrates applying rotation and movement based on keyboard input.
fn player_movement_system(
time: Res<Time>,
keyboard_input: Res<ButtonInput<KeyCode>>,
query: Single<(&Player, &mut Transform)>,
) {
let (ship, mut transform) = query.into_inner();
let mut rotation_factor = 0.0;
let mut movement_factor = 0.0;
if keyboard_input.pressed(KeyCode::ArrowLeft) {
rotation_factor += 1.0;
}
if keyboard_input.pressed(KeyCode::ArrowRight) {
rotation_factor -= 1.0;
}
if keyboard_input.pressed(KeyCode::ArrowUp) {
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.delta_secs());
// 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.delta_secs();
// 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_transform: Single<&Transform, With<Player>>,
) {
// 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(
time: Res<Time>,
mut query: Query<(&RotateToPlayer, &mut Transform), Without<Player>>,
player_transform: Single<&Transform, With<Player>>,
) {
// 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 = ops::acos(forward_dot_player.clamp(-1.0, 1.0)); // clamp acos for safety
// calculate angle of rotation with limit
let rotation_angle =
rotation_sign * (config.rotation_speed * time.delta_secs()).min(max_angle);
// rotate the enemy to face the player
enemy_transform.rotate_z(rotation_angle);
}
}