rotation/
rotation.rs

1//! Demonstrates rotating entities in 2D using quaternions.
2
3use bevy::{math::ops, prelude::*};
4
5const BOUNDS: Vec2 = Vec2::new(1200.0, 640.0);
6
7fn 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)]
25struct 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)]
34struct SnapToPlayer;
35
36/// Rotate to face player ship behavior
37#[derive(Component)]
38struct 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.
52fn 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: Val::Px(12.0),
65            left: Val::Px(12.0),
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.
112fn 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.
154fn 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`.
195fn 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}