godot-bevy 0.4.0

Bridge between Bevy ECS and Godot 4 for Rust-powered game development
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
use std::marker::PhantomData;

use bevy::app::{App, Last, Plugin, PreUpdate};
use bevy::ecs::change_detection::DetectChanges;
use bevy::ecs::query::{Added, Changed, Or};
use bevy::ecs::system::Query;
use bevy::math::Vec3;
use bevy::prelude::Transform as BevyTransform;
use bevy::{ecs::component::Component, math::Quat};
use godot::builtin::Transform2D as GodotTransform2D;
use godot::builtin::{Basis, Quaternion, Vector3};
use godot::classes::{Node2D, Node3D};
use godot::prelude::Transform3D as GodotTransform3D;

use crate::bridge::GodotNodeHandle;

use super::SceneTreeRef;

#[derive(Debug, Component, Default, Copy, Clone)]
pub struct Transform3D {
    bevy: bevy::prelude::Transform,
    godot: godot::prelude::Transform3D,
}

impl Transform3D {
    pub fn as_bevy(&self) -> &bevy::prelude::Transform {
        &self.bevy
    }

    pub fn as_bevy_mut(&mut self) -> TransformMutGuard<'_, BevyTransform> {
        self.into()
    }

    pub fn as_godot(&self) -> &godot::prelude::Transform3D {
        &self.godot
    }

    pub fn as_godot_mut(&mut self) -> TransformMutGuard<'_, GodotTransform3D> {
        self.into()
    }

    fn update_godot(&mut self) {
        self.godot = self.bevy.to_godot_transform();
    }

    fn update_bevy(&mut self) {
        self.bevy = self.godot.to_bevy_transform();
    }
}

impl From<BevyTransform> for Transform3D {
    fn from(bevy: BevyTransform) -> Self {
        Self {
            bevy,
            godot: bevy.to_godot_transform(),
        }
    }
}

impl From<GodotTransform3D> for Transform3D {
    fn from(godot: GodotTransform3D) -> Self {
        Self {
            bevy: godot.to_bevy_transform(),
            godot,
        }
    }
}

#[derive(Copy, Clone)]
enum TransformRequested {
    Bevy,
    Godot,
}

pub struct TransformMutGuard<'a, T>(&'a mut Transform3D, TransformRequested, PhantomData<T>);

impl<'a> std::ops::Deref for TransformMutGuard<'a, GodotTransform3D> {
    type Target = GodotTransform3D;
    fn deref(&self) -> &Self::Target {
        &self.0.godot
    }
}

impl<'a> std::ops::DerefMut for TransformMutGuard<'a, GodotTransform3D> {
    fn deref_mut(&mut self) -> &mut Self::Target {
        &mut self.0.godot
    }
}

impl<'a> std::ops::Deref for TransformMutGuard<'a, BevyTransform> {
    type Target = BevyTransform;
    fn deref(&self) -> &Self::Target {
        &self.0.bevy
    }
}

impl<'a> std::ops::DerefMut for TransformMutGuard<'a, BevyTransform> {
    fn deref_mut(&mut self) -> &mut Self::Target {
        &mut self.0.bevy
    }
}

impl<'a> From<&'a mut Transform3D> for TransformMutGuard<'a, GodotTransform3D> {
    fn from(transform: &'a mut Transform3D) -> Self {
        TransformMutGuard(transform, TransformRequested::Godot, PhantomData)
    }
}

impl<'a> From<&'a mut Transform3D> for TransformMutGuard<'a, BevyTransform> {
    fn from(transform: &'a mut Transform3D) -> Self {
        TransformMutGuard(transform, TransformRequested::Bevy, PhantomData)
    }
}

impl<'a, T> Drop for TransformMutGuard<'a, T> {
    fn drop(&mut self) {
        match self.1 {
            TransformRequested::Bevy => self.0.update_godot(),
            TransformRequested::Godot => self.0.update_bevy(),
        }
    }
}

pub trait IntoBevyTransform {
    fn to_bevy_transform(self) -> bevy::prelude::Transform;
}

impl IntoBevyTransform for godot::prelude::Transform3D {
    fn to_bevy_transform(self) -> bevy::prelude::Transform {
        let quat = self.basis.get_quaternion();
        let quat = Quat::from_xyzw(quat.x, quat.y, quat.z, quat.w);

        let scale = self.basis.get_scale();
        let scale = Vec3::new(scale.x, scale.y, scale.z);

        let origin = Vec3::new(self.origin.x, self.origin.y, self.origin.z);

        bevy::prelude::Transform {
            rotation: quat,
            translation: origin,
            scale,
        }
    }
}

impl IntoBevyTransform for godot::prelude::Transform2D {
    fn to_bevy_transform(self) -> bevy::prelude::Transform {
        // Extract 2D position
        let translation = Vec3::new(self.origin.x, self.origin.y, 0.0);

        // Extract 2D rotation (z-axis rotation from the 2D transform matrix)
        let rotation_angle = self.a.y.atan2(self.a.x);
        let rotation = Quat::from_rotation_z(rotation_angle);

        // Extract 2D scale from the transform matrix
        let scale_x = self.a.length();
        let scale_y = self.b.length();
        let scale = Vec3::new(scale_x, scale_y, 1.0);

        bevy::prelude::Transform {
            translation,
            rotation,
            scale,
        }
    }
}

pub trait IntoGodotTransform {
    fn to_godot_transform(self) -> godot::prelude::Transform3D;
}

pub trait IntoGodotTransform2D {
    fn to_godot_transform_2d(self) -> godot::prelude::Transform2D;
}

impl IntoGodotTransform for bevy::prelude::Transform {
    fn to_godot_transform(self) -> godot::prelude::Transform3D {
        let [x, y, z, w] = self.rotation.to_array();
        let quat = Quaternion::new(x, y, z, w);

        let [sx, sy, sz] = self.scale.to_array();
        let scale = Vector3::new(sx, sy, sz);

        let basis = Basis::from_quaternion(quat).scaled(scale);

        let [tx, ty, tz] = self.translation.to_array();
        let origin = Vector3::new(tx, ty, tz);

        godot::prelude::Transform3D { basis, origin }
    }
}

impl IntoGodotTransform2D for bevy::prelude::Transform {
    fn to_godot_transform_2d(self) -> godot::prelude::Transform2D {
        // Extract the Z rotation component from the quaternion
        let (_, _, rotation_z) = self.rotation.to_euler(bevy::math::EulerRot::XYZ);

        // Create 2D rotation matrix
        let cos_rot = rotation_z.cos();
        let sin_rot = rotation_z.sin();

        // Apply scale to rotation matrix
        let a = godot::builtin::Vector2::new(cos_rot * self.scale.x, sin_rot * self.scale.x);
        let b = godot::builtin::Vector2::new(-sin_rot * self.scale.y, cos_rot * self.scale.y);
        let origin = godot::builtin::Vector2::new(self.translation.x, self.translation.y);

        godot::prelude::Transform2D { a, b, origin }
    }
}

#[derive(Debug, Component, Clone, Copy)]
pub struct Transform2D {
    bevy: bevy::prelude::Transform,
    godot: godot::prelude::Transform2D,
}

impl Transform2D {
    pub fn as_bevy(&self) -> &bevy::prelude::Transform {
        &self.bevy
    }

    pub fn as_bevy_mut(&mut self) -> Transform2DMutGuard<'_, BevyTransform> {
        self.into()
    }

    pub fn as_godot(&self) -> &godot::prelude::Transform2D {
        &self.godot
    }

    pub fn as_godot_mut(&mut self) -> Transform2DMutGuard<'_, GodotTransform2D> {
        self.into()
    }

    fn update_godot(&mut self) {
        self.godot = self.bevy.to_godot_transform_2d();
    }

    fn update_bevy(&mut self) {
        self.bevy = self.godot.to_bevy_transform();
    }
}

impl Default for Transform2D {
    fn default() -> Self {
        Self {
            bevy: bevy::prelude::Transform::IDENTITY,
            godot: godot::prelude::Transform2D::IDENTITY,
        }
    }
}

impl From<BevyTransform> for Transform2D {
    fn from(bevy: BevyTransform) -> Self {
        Self {
            bevy,
            godot: bevy.to_godot_transform_2d(),
        }
    }
}

impl From<GodotTransform2D> for Transform2D {
    fn from(godot: GodotTransform2D) -> Self {
        Self {
            bevy: godot.to_bevy_transform(),
            godot,
        }
    }
}

pub struct Transform2DMutGuard<'a, T>(&'a mut Transform2D, TransformRequested, PhantomData<T>);

impl<'a> std::ops::Deref for Transform2DMutGuard<'a, GodotTransform2D> {
    type Target = GodotTransform2D;
    fn deref(&self) -> &Self::Target {
        &self.0.godot
    }
}

impl<'a> std::ops::DerefMut for Transform2DMutGuard<'a, GodotTransform2D> {
    fn deref_mut(&mut self) -> &mut Self::Target {
        &mut self.0.godot
    }
}

impl<'a> std::ops::Deref for Transform2DMutGuard<'a, BevyTransform> {
    type Target = BevyTransform;
    fn deref(&self) -> &Self::Target {
        &self.0.bevy
    }
}

impl<'a> std::ops::DerefMut for Transform2DMutGuard<'a, BevyTransform> {
    fn deref_mut(&mut self) -> &mut Self::Target {
        &mut self.0.bevy
    }
}

impl<'a> From<&'a mut Transform2D> for Transform2DMutGuard<'a, GodotTransform2D> {
    fn from(transform: &'a mut Transform2D) -> Self {
        Transform2DMutGuard(transform, TransformRequested::Godot, PhantomData)
    }
}

impl<'a> From<&'a mut Transform2D> for Transform2DMutGuard<'a, BevyTransform> {
    fn from(transform: &'a mut Transform2D) -> Self {
        Transform2DMutGuard(transform, TransformRequested::Bevy, PhantomData)
    }
}

impl<'a, T> Drop for Transform2DMutGuard<'a, T> {
    fn drop(&mut self) {
        match self.1 {
            TransformRequested::Bevy => self.0.update_godot(),
            TransformRequested::Godot => self.0.update_bevy(),
        }
    }
}

pub struct GodotTransformsPlugin;

impl Plugin for GodotTransformsPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Last, post_update_godot_transforms_3d)
            .add_systems(PreUpdate, pre_update_godot_transforms_3d)
            .add_systems(Last, post_update_godot_transforms_2d)
            .add_systems(PreUpdate, pre_update_godot_transforms_2d);
    }
}

fn post_update_godot_transforms_3d(
    _scene_tree: SceneTreeRef,
    mut entities: Query<
        (&Transform3D, &mut GodotNodeHandle),
        Or<(Added<Transform3D>, Changed<Transform3D>)>,
    >,
) {
    for (transform, mut reference) in entities.iter_mut() {
        let mut obj = reference.get::<Node3D>();

        if obj.get_transform() != *transform.as_godot() {
            obj.set_transform(*transform.as_godot());
        }
    }
}

fn pre_update_godot_transforms_3d(
    _scene_tree: SceneTreeRef,
    mut entities: Query<(&mut Transform3D, &mut GodotNodeHandle)>,
) {
    for (mut transform, mut reference) in entities.iter_mut() {
        // Skip entities that were changed recently (e.g., by PhysicsUpdate systems)
        if transform.is_changed() {
            continue;
        }

        let godot_transform = reference.get::<Node3D>().get_transform();
        if *transform.as_godot() != godot_transform {
            *transform.as_godot_mut() = godot_transform;
        }
    }
}

fn post_update_godot_transforms_2d(
    _scene_tree: SceneTreeRef,
    mut entities: Query<
        (&Transform2D, &mut GodotNodeHandle),
        Or<(Added<Transform2D>, Changed<Transform2D>)>,
    >,
) {
    for (transform, mut reference) in entities.iter_mut() {
        let mut obj = reference.get::<Node2D>();

        let mut obj_transform = GodotTransform2D::IDENTITY.translated(obj.get_position());
        obj_transform = obj_transform.rotated(obj.get_rotation());
        obj_transform = obj_transform.scaled(obj.get_scale());

        if obj_transform != *transform.as_godot() {
            obj.set_transform(*transform.as_godot());
        }
    }
}

fn pre_update_godot_transforms_2d(
    _scene_tree: SceneTreeRef,
    mut entities: Query<(&mut Transform2D, &mut GodotNodeHandle)>,
) {
    for (mut transform, mut reference) in entities.iter_mut() {
        // Skip entities that were changed recently (e.g., by PhysicsUpdate systems)
        if transform.is_changed() {
            continue;
        }

        let obj = reference.get::<Node2D>();

        let mut obj_transform = GodotTransform2D::IDENTITY.translated(obj.get_position());
        obj_transform = obj_transform.rotated(obj.get_rotation());
        obj_transform = obj_transform.scaled(obj.get_scale());

        if obj_transform != *transform.as_godot() {
            *transform.as_godot_mut() = obj_transform;
        }
    }
}