docs/bevy/examples/2d/rotation.rs 9.8 K · 246 lines · raw · history
| 1 | //! Demonstrates rotating entities in 2D using quaternions. |
| 2 | |
| 3 | use bevy::{math::ops, prelude::*}; |
| 4 | |
| 5 | const BOUNDS: Vec2 = Vec2::new(1200.0, 640.0); |
| 6 | |
| 7 | fn main() { |
| 8 | App::new() |
| 9 | .add_plugins(DefaultPlugins) |
| 10 | .insert_resource(Time::<Fixed>::from_hz(60.0)) |
| 11 | .add_systems(Startup, setup) |
| 12 | .add_systems( |
| 13 | FixedUpdate, |
| 14 | ( |
| 15 | player_movement_system, |
| 16 | snap_to_player_system, |
| 17 | rotate_to_player_system, |
| 18 | ), |
| 19 | ) |
| 20 | .run(); |
| 21 | } |
| 22 | |
| 23 | /// Player component |
| 24 | #[derive(Component)] |
| 25 | struct Player { |
| 26 | /// Linear speed in meters per second |
| 27 | movement_speed: f32, |
| 28 | /// Rotation speed in radians per second |
| 29 | rotation_speed: f32, |
| 30 | } |
| 31 | |
| 32 | /// Snap to player ship behavior |
| 33 | #[derive(Component)] |
| 34 | struct SnapToPlayer; |
| 35 | |
| 36 | /// Rotate to face player ship behavior |
| 37 | #[derive(Component)] |
| 38 | struct RotateToPlayer { |
| 39 | /// Rotation speed in radians per second |
| 40 | rotation_speed: f32, |
| 41 | } |
| 42 | |
| 43 | /// Add the game's entities to our world and creates an orthographic camera for 2D rendering. |
| 44 | /// |
| 45 | /// The Bevy coordinate system is the same for 2D and 3D, in terms of 2D this means that: |
| 46 | /// |
| 47 | /// * `X` axis goes from left to right (`+X` points right) |
| 48 | /// * `Y` axis goes from bottom to top (`+Y` point up) |
| 49 | /// * `Z` axis goes from far to near (`+Z` points towards you, out of the screen) |
| 50 | /// |
| 51 | /// The origin is at the center of the screen. |
| 52 | fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { |
| 53 | let ship_handle = asset_server.load("textures/simplespace/ship_C.png"); |
| 54 | let enemy_a_handle = asset_server.load("textures/simplespace/enemy_A.png"); |
| 55 | let enemy_b_handle = asset_server.load("textures/simplespace/enemy_B.png"); |
| 56 | |
| 57 | commands.spawn(Camera2d); |
| 58 | |
| 59 | // Create a minimal UI explaining how to interact with the example |
| 60 | commands.spawn(( |
| 61 | Text::new("Up Arrow: Move Forward\nLeft / Right Arrow: Turn"), |
| 62 | Node { |
| 63 | position_type: PositionType::Absolute, |
| 64 | top: px(12), |
| 65 | left: px(12), |
| 66 | ..default() |
| 67 | }, |
| 68 | )); |
| 69 | |
| 70 | let horizontal_margin = BOUNDS.x / 4.0; |
| 71 | let vertical_margin = BOUNDS.y / 4.0; |
| 72 | |
| 73 | // Player controlled ship |
| 74 | commands.spawn(( |
| 75 | Sprite::from_image(ship_handle), |
| 76 | Player { |
| 77 | movement_speed: 500.0, // Meters per second |
| 78 | rotation_speed: f32::to_radians(360.0), // Degrees per second |
| 79 | }, |
| 80 | )); |
| 81 | |
| 82 | // Enemy that snaps to face the player spawns on the bottom and left |
| 83 | commands.spawn(( |
| 84 | Sprite::from_image(enemy_a_handle.clone()), |
| 85 | Transform::from_xyz(0.0 - horizontal_margin, 0.0, 0.0), |
| 86 | SnapToPlayer, |
| 87 | )); |
| 88 | commands.spawn(( |
| 89 | Sprite::from_image(enemy_a_handle), |
| 90 | Transform::from_xyz(0.0, 0.0 - vertical_margin, 0.0), |
| 91 | SnapToPlayer, |
| 92 | )); |
| 93 | |
| 94 | // Enemy that rotates to face the player enemy spawns on the top and right |
| 95 | commands.spawn(( |
| 96 | Sprite::from_image(enemy_b_handle.clone()), |
| 97 | Transform::from_xyz(0.0 + horizontal_margin, 0.0, 0.0), |
| 98 | RotateToPlayer { |
| 99 | rotation_speed: f32::to_radians(45.0), // Degrees per second |
| 100 | }, |
| 101 | )); |
| 102 | commands.spawn(( |
| 103 | Sprite::from_image(enemy_b_handle), |
| 104 | Transform::from_xyz(0.0, 0.0 + vertical_margin, 0.0), |
| 105 | RotateToPlayer { |
| 106 | rotation_speed: f32::to_radians(90.0), // Degrees per second |
| 107 | }, |
| 108 | )); |
| 109 | } |
| 110 | |
| 111 | /// Demonstrates applying rotation and movement based on keyboard input. |
| 112 | fn player_movement_system( |
| 113 | time: Res<Time>, |
| 114 | keyboard_input: Res<ButtonInput<KeyCode>>, |
| 115 | query: Single<(&Player, &mut Transform)>, |
| 116 | ) { |
| 117 | let (ship, mut transform) = query.into_inner(); |
| 118 | |
| 119 | let mut rotation_factor = 0.0; |
| 120 | let mut movement_factor = 0.0; |
| 121 | |
| 122 | if keyboard_input.pressed(KeyCode::ArrowLeft) { |
| 123 | rotation_factor += 1.0; |
| 124 | } |
| 125 | |
| 126 | if keyboard_input.pressed(KeyCode::ArrowRight) { |
| 127 | rotation_factor -= 1.0; |
| 128 | } |
| 129 | |
| 130 | if keyboard_input.pressed(KeyCode::ArrowUp) { |
| 131 | movement_factor += 1.0; |
| 132 | } |
| 133 | |
| 134 | // Update the ship rotation around the Z axis (perpendicular to the 2D plane of the screen) |
| 135 | transform.rotate_z(rotation_factor * ship.rotation_speed * time.delta_secs()); |
| 136 | |
| 137 | // Get the ship's forward vector by applying the current rotation to the ships initial facing |
| 138 | // vector |
| 139 | let movement_direction = transform.rotation * Vec3::Y; |
| 140 | // Get the distance the ship will move based on direction, the ship's movement speed and delta |
| 141 | // time |
| 142 | let movement_distance = movement_factor * ship.movement_speed * time.delta_secs(); |
| 143 | // Create the change in translation using the new movement direction and distance |
| 144 | let translation_delta = movement_direction * movement_distance; |
| 145 | // Update the ship translation with our new translation delta |
| 146 | transform.translation += translation_delta; |
| 147 | |
| 148 | // Bound the ship within the invisible level bounds |
| 149 | let extents = Vec3::from((BOUNDS / 2.0, 0.0)); |
| 150 | transform.translation = transform.translation.min(extents).max(-extents); |
| 151 | } |
| 152 | |
| 153 | /// Demonstrates snapping the enemy ship to face the player ship immediately. |
| 154 | fn snap_to_player_system( |
| 155 | mut query: Query<&mut Transform, (With<SnapToPlayer>, Without<Player>)>, |
| 156 | player_transform: Single<&Transform, With<Player>>, |
| 157 | ) { |
| 158 | // Get the player translation in 2D |
| 159 | let player_translation = player_transform.translation.xy(); |
| 160 | |
| 161 | for mut enemy_transform in &mut query { |
| 162 | // Get the vector from the enemy ship to the player ship in 2D and normalize it. |
| 163 | let to_player = (player_translation - enemy_transform.translation.xy()).normalize(); |
| 164 | |
| 165 | // Get the quaternion to rotate from the initial enemy facing direction to the direction |
| 166 | // facing the player |
| 167 | let rotate_to_player = Quat::from_rotation_arc(Vec3::Y, to_player.extend(0.)); |
| 168 | |
| 169 | // Rotate the enemy to face the player |
| 170 | enemy_transform.rotation = rotate_to_player; |
| 171 | } |
| 172 | } |
| 173 | |
| 174 | /// Demonstrates rotating an enemy ship to face the player ship at a given rotation speed. |
| 175 | /// |
| 176 | /// This method uses the vector dot product to determine if the enemy is facing the player and |
| 177 | /// if not, which way to rotate to face the player. The dot product on two unit length vectors |
| 178 | /// will return a value between -1.0 and +1.0 which tells us the following about the two vectors: |
| 179 | /// |
| 180 | /// * If the result is 1.0 the vectors are pointing in the same direction, the angle between them is |
| 181 | /// 0 degrees. |
| 182 | /// * If the result is 0.0 the vectors are perpendicular, the angle between them is 90 degrees. |
| 183 | /// * If the result is -1.0 the vectors are parallel but pointing in opposite directions, the angle |
| 184 | /// between them is 180 degrees. |
| 185 | /// * If the result is positive the vectors are pointing in roughly the same direction, the angle |
| 186 | /// between them is greater than 0 and less than 90 degrees. |
| 187 | /// * If the result is negative the vectors are pointing in roughly opposite directions, the angle |
| 188 | /// between them is greater than 90 and less than 180 degrees. |
| 189 | /// |
| 190 | /// It is possible to get the angle by taking the arc cosine (`acos`) of the dot product. It is |
| 191 | /// often unnecessary to do this though. Beware than `acos` will return `NaN` if the input is less |
| 192 | /// than -1.0 or greater than 1.0. This can happen even when working with unit vectors due to |
| 193 | /// floating point precision loss, so it pays to clamp your dot product value before calling |
| 194 | /// `acos`. |
| 195 | fn rotate_to_player_system( |
| 196 | time: Res<Time>, |
| 197 | mut query: Query<(&RotateToPlayer, &mut Transform), Without<Player>>, |
| 198 | player_transform: Single<&Transform, With<Player>>, |
| 199 | ) { |
| 200 | // Get the player translation in 2D |
| 201 | let player_translation = player_transform.translation.xy(); |
| 202 | |
| 203 | for (config, mut enemy_transform) in &mut query { |
| 204 | // Get the enemy ship forward vector in 2D (already unit length) |
| 205 | let enemy_forward = (enemy_transform.rotation * Vec3::Y).xy(); |
| 206 | |
| 207 | // Get the vector from the enemy ship to the player ship in 2D and normalize it. |
| 208 | let to_player = (player_translation - enemy_transform.translation.xy()).normalize(); |
| 209 | |
| 210 | // Get the dot product between the enemy forward vector and the direction to the player. |
| 211 | let forward_dot_player = enemy_forward.dot(to_player); |
| 212 | |
| 213 | // If the dot product is approximately 1.0 then the enemy is already facing the player and |
| 214 | // we can early out. |
| 215 | if (forward_dot_player - 1.0).abs() < f32::EPSILON { |
| 216 | continue; |
| 217 | } |
| 218 | |
| 219 | // Get the right vector of the enemy ship in 2D (already unit length) |
| 220 | let enemy_right = (enemy_transform.rotation * Vec3::X).xy(); |
| 221 | |
| 222 | // Get the dot product of the enemy right vector and the direction to the player ship. |
| 223 | // If the dot product is negative them we need to rotate counter clockwise, if it is |
| 224 | // positive we need to rotate clockwise. Note that `copysign` will still return 1.0 if the |
| 225 | // dot product is 0.0 (because the player is directly behind the enemy, so perpendicular |
| 226 | // with the right vector). |
| 227 | let right_dot_player = enemy_right.dot(to_player); |
| 228 | |
| 229 | // Determine the sign of rotation from the right dot player. We need to negate the sign |
| 230 | // here as the 2D bevy co-ordinate system rotates around +Z, which is pointing out of the |
| 231 | // screen. Due to the right hand rule, positive rotation around +Z is counter clockwise and |
| 232 | // negative is clockwise. |
| 233 | let rotation_sign = -f32::copysign(1.0, right_dot_player); |
| 234 | |
| 235 | // Limit rotation so we don't overshoot the target. We need to convert our dot product to |
| 236 | // an angle here so we can get an angle of rotation to clamp against. |
| 237 | let max_angle = ops::acos(forward_dot_player.clamp(-1.0, 1.0)); // Clamp acos for safety |
| 238 | |
| 239 | // Calculate angle of rotation with limit |
| 240 | let rotation_angle = |
| 241 | rotation_sign * (config.rotation_speed * time.delta_secs()).min(max_angle); |
| 242 | |
| 243 | // Rotate the enemy to face the player |
| 244 | enemy_transform.rotate_z(rotation_angle); |
| 245 | } |
| 246 | } |