Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[Merged by Bors] - Consistently use PI to specify angles in examples. #5825

Closed
wants to merge 3 commits into from
Closed
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
12 changes: 7 additions & 5 deletions examples/2d/mesh2d_manual.rs
Original file line number Diff line number Diff line change
Expand Up @@ -3,6 +3,8 @@
//! It doesn't use the [`Material2d`] abstraction, but changes the vertex buffer to include vertex color.
//! Check out the "mesh2d" example for simpler / higher level 2d meshes.

use std::f32::consts::PI;

use bevy::{
core_pipeline::core_2d::Transparent2d,
prelude::*,
Expand Down Expand Up @@ -62,12 +64,12 @@ fn star(
// These vertices are specified in 3D space.
let mut v_pos = vec![[0.0, 0.0, 0.0]];
for i in 0..10 {
// Angle of each vertex is 1/10 of TAU, plus PI/2 for positioning vertex 0
let a = std::f32::consts::FRAC_PI_2 - i as f32 * std::f32::consts::TAU / 10.0;
// Radius of internal vertices (2, 4, 6, 8, 10) is 100, it's 200 for external
// The angle between each vertex is 1/10 of a full rotation.
let a = i as f32 * PI / 5.0;
// The radius of inner vertices (even indices) is 100. For outer vertices (odd indices) it's 200.
let r = (1 - i % 2) as f32 * 100.0 + 100.0;
// Add the vertex coordinates
v_pos.push([r * a.cos(), r * a.sin(), 0.0]);
// Add the vertex position.
v_pos.push([r * a.sin(), r * a.cos(), 0.0]);
}
// Set the position attribute
star.insert_attribute(Mesh::ATTRIBUTE_POSITION, v_pos);
Expand Down
12 changes: 6 additions & 6 deletions examples/3d/lighting.rs
Original file line number Diff line number Diff line change
@@ -1,6 +1,8 @@
//! Illustrates different lights of various types and colors, some static, some moving over
//! a simple scene.

use std::f32::consts::PI;

use bevy::prelude::*;

fn main() {
Expand Down Expand Up @@ -34,7 +36,7 @@ fn setup(

// left wall
let mut transform = Transform::from_xyz(2.5, 2.5, 0.0);
transform.rotate_z(std::f32::consts::FRAC_PI_2);
transform.rotate_z(PI / 2.);
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Box::new(5.0, 0.15, 5.0))),
transform,
Expand All @@ -47,7 +49,7 @@ fn setup(
});
// back (right) wall
let mut transform = Transform::from_xyz(0.0, 2.5, -2.5);
transform.rotate_x(std::f32::consts::FRAC_PI_2);
transform.rotate_x(PI / 2.);
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Box::new(5.0, 0.15, 5.0))),
transform,
Expand Down Expand Up @@ -138,9 +140,7 @@ fn setup(
})
.with_children(|builder| {
builder.spawn_bundle(PbrBundle {
transform: Transform::from_rotation(Quat::from_rotation_x(
std::f32::consts::PI / 2.0,
)),
transform: Transform::from_rotation(Quat::from_rotation_x(PI / 2.0)),
mesh: meshes.add(Mesh::from(shape::Capsule {
depth: 0.125,
radius: 0.1,
Expand Down Expand Up @@ -202,7 +202,7 @@ fn setup(
},
transform: Transform {
translation: Vec3::new(0.0, 2.0, 0.0),
rotation: Quat::from_rotation_x(-std::f32::consts::FRAC_PI_4),
rotation: Quat::from_rotation_x(-PI / 4.),
..default()
},
..default()
Expand Down
6 changes: 4 additions & 2 deletions examples/3d/load_gltf.rs
Original file line number Diff line number Diff line change
@@ -1,5 +1,7 @@
//! Loads and renders a glTF file as a scene.

use std::f32::consts::PI;

use bevy::prelude::*;

fn main() {
Expand Down Expand Up @@ -50,8 +52,8 @@ fn animate_light_direction(
transform.rotation = Quat::from_euler(
EulerRot::ZYX,
0.0,
time.seconds_since_startup() as f32 * std::f32::consts::TAU / 10.0,
-std::f32::consts::FRAC_PI_4,
time.seconds_since_startup() as f32 * PI / 5.0,
-PI / 4.,
);
}
}
14 changes: 6 additions & 8 deletions examples/3d/render_to_texture.rs
Original file line number Diff line number Diff line change
@@ -1,5 +1,7 @@
//! Shows how to render to a texture. Useful for mirrors, UI, or exporting images.

use std::f32::consts::PI;

use bevy::{
core_pipeline::clear_color::ClearColorConfig,
prelude::*,
Expand Down Expand Up @@ -104,7 +106,7 @@ fn setup(
..default()
},
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
.looking_at(Vec3::default(), Vec3::Y),
.looking_at(Vec3::ZERO, Vec3::Y),
..default()
})
.insert(first_pass_layer);
Expand All @@ -125,19 +127,15 @@ fn setup(
.spawn_bundle(PbrBundle {
mesh: cube_handle,
material: material_handle,
transform: Transform {
translation: Vec3::new(0.0, 0.0, 1.5),
rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
..default()
},
transform: Transform::from_xyz(0.0, 0.0, 1.5)
.with_rotation(Quat::from_rotation_x(-PI / 5.0)),
..default()
})
.insert(MainPassCube);

// The main pass camera.
commands.spawn_bundle(Camera3dBundle {
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
.looking_at(Vec3::default(), Vec3::Y),
transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
Expand Down
25 changes: 12 additions & 13 deletions examples/3d/shadow_biases.rs
Original file line number Diff line number Diff line change
@@ -1,5 +1,7 @@
//! Demonstrates how shadow biases affect shadows in a 3d scene.

use std::f32::consts::PI;

use bevy::{input::mouse::MouseMotion, prelude::*};

fn main() {
Expand Down Expand Up @@ -61,8 +63,6 @@ fn setup(
..default()
});

let theta = std::f32::consts::FRAC_PI_4;
let light_transform = Mat4::from_euler(EulerRot::ZYX, 0.0, std::f32::consts::FRAC_PI_2, -theta);
commands.spawn_bundle(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: 100000.0,
Expand All @@ -80,7 +80,12 @@ fn setup(
shadows_enabled: true,
..default()
},
transform: Transform::from_matrix(light_transform),
transform: Transform::from_rotation(Quat::from_euler(
EulerRot::ZYX,
0.0,
PI / 2.,
-PI / 4.,
)),
..default()
});

Expand Down Expand Up @@ -308,16 +313,10 @@ fn camera_controller(

if mouse_delta != Vec2::ZERO {
// Apply look update
let (pitch, yaw) = (
(options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt).clamp(
-0.99 * std::f32::consts::FRAC_PI_2,
0.99 * std::f32::consts::FRAC_PI_2,
),
options.yaw - mouse_delta.x * options.sensitivity * dt,
);
transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, yaw, pitch);
options.pitch = pitch;
options.yaw = yaw;
options.pitch = (options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt)
.clamp(-PI / 2., PI / 2.);
options.yaw -= mouse_delta.x * options.sensitivity * dt;
transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, options.yaw, options.pitch);
}
}
}
11 changes: 8 additions & 3 deletions examples/3d/shadow_caster_receiver.rs
Original file line number Diff line number Diff line change
@@ -1,5 +1,7 @@
//! Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene.

use std::f32::consts::PI;

use bevy::{
pbr::{NotShadowCaster, NotShadowReceiver},
prelude::*,
Expand Down Expand Up @@ -89,8 +91,6 @@ fn setup(
..default()
});

let theta = std::f32::consts::FRAC_PI_4;
let light_transform = Mat4::from_euler(EulerRot::ZYX, 0.0, std::f32::consts::FRAC_PI_2, -theta);
commands.spawn_bundle(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: 100000.0,
Expand All @@ -106,7 +106,12 @@ fn setup(
shadows_enabled: true,
..default()
},
transform: Transform::from_matrix(light_transform),
transform: Transform::from_rotation(Quat::from_euler(
EulerRot::ZYX,
0.0,
PI / 2.,
-PI / 4.,
)),
..default()
});

Expand Down
17 changes: 8 additions & 9 deletions examples/3d/shapes.rs
Original file line number Diff line number Diff line change
@@ -1,6 +1,8 @@
//! This example demonstrates the built-in 3d shapes in Bevy.
//! The scene includes a patterned texture and a rotation for visualizing the normals and UVs.

use std::f32::consts::PI;

use bevy::{
prelude::*,
render::render_resource::{Extent3d, TextureDimension, TextureFormat},
Expand Down Expand Up @@ -48,15 +50,12 @@ fn setup(
.spawn_bundle(PbrBundle {
mesh: shape,
material: debug_material.clone(),
transform: Transform {
translation: Vec3::new(
-X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT,
2.0,
0.0,
),
rotation: Quat::from_rotation_x(-std::f32::consts::PI / 4.),
..default()
},
transform: Transform::from_xyz(
-X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT,
2.0,
0.0,
)
.with_rotation(Quat::from_rotation_x(-PI / 4.)),
..default()
})
.insert(Shape);
Expand Down
25 changes: 9 additions & 16 deletions examples/3d/skybox.rs
Original file line number Diff line number Diff line change
@@ -1,5 +1,7 @@
//! Load a cubemap texture onto a cube like a skybox and cycle through different compressed texture formats

use std::f32::consts::PI;

use bevy::{
asset::LoadState,
input::mouse::MouseMotion,
Expand Down Expand Up @@ -66,19 +68,16 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
illuminance: 32000.0,
..default()
},
transform: Transform {
translation: Vec3::new(0.0, 2.0, 0.0),
rotation: Quat::from_rotation_x(-std::f32::consts::FRAC_PI_4),
..default()
},
transform: Transform::from_xyz(0.0, 2.0, 0.0)
.with_rotation(Quat::from_rotation_x(-PI / 4.)),
..default()
});

let skybox_handle = asset_server.load(CUBEMAPS[0].0);
// camera
commands
.spawn_bundle(Camera3dBundle {
transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::default(), Vec3::Y),
transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
})
.insert(CameraController::default());
Expand Down Expand Up @@ -410,16 +409,10 @@ pub fn camera_controller(

if mouse_delta != Vec2::ZERO {
// Apply look update
let (pitch, yaw) = (
(options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt).clamp(
-0.99 * std::f32::consts::FRAC_PI_2,
0.99 * std::f32::consts::FRAC_PI_2,
),
options.yaw - mouse_delta.x * options.sensitivity * dt,
);
transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, yaw, pitch);
options.pitch = pitch;
options.yaw = yaw;
options.pitch = (options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt)
.clamp(-PI / 2., PI / 2.);
options.yaw -= mouse_delta.x * options.sensitivity * dt;
transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, options.yaw, options.pitch);
}
}
}
9 changes: 3 additions & 6 deletions examples/3d/split_screen.rs
Original file line number Diff line number Diff line change
@@ -1,5 +1,7 @@
//! Renders two cameras to the same window to accomplish "split screen".

use std::f32::consts::PI;

use bevy::{
core_pipeline::clear_color::ClearColorConfig,
prelude::*,
Expand Down Expand Up @@ -36,12 +38,7 @@ fn setup(

// Light
commands.spawn_bundle(DirectionalLightBundle {
transform: Transform::from_rotation(Quat::from_euler(
EulerRot::ZYX,
0.0,
1.0,
-std::f32::consts::FRAC_PI_4,
)),
transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
directional_light: DirectionalLight {
shadows_enabled: true,
..default()
Expand Down
14 changes: 7 additions & 7 deletions examples/3d/spotlight.rs
Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
use std::f32::consts::PI;

use bevy::{
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
pbr::NotShadowCaster,
Expand Down Expand Up @@ -74,8 +76,8 @@ fn setup(
intensity: 200.0, // lumens
color: Color::WHITE,
shadows_enabled: true,
inner_angle: std::f32::consts::PI / 4.0 * 0.85,
outer_angle: std::f32::consts::PI / 4.0,
inner_angle: PI / 4.0 * 0.85,
outer_angle: PI / 4.0,
..default()
},
..default()
Expand Down Expand Up @@ -123,13 +125,11 @@ fn light_sway(time: Res<Time>, mut query: Query<(&mut Transform, &mut SpotLight)
for (mut transform, mut angles) in query.iter_mut() {
transform.rotation = Quat::from_euler(
EulerRot::XYZ,
-std::f32::consts::FRAC_PI_2
+ (time.seconds_since_startup() * 0.67 * 3.0).sin() as f32 * 0.5,
-PI / 2. + (time.seconds_since_startup() * 0.67 * 3.0).sin() as f32 * 0.5,
(time.seconds_since_startup() * 3.0).sin() as f32 * 0.5,
0.0,
);
let angle = ((time.seconds_since_startup() * 1.2).sin() as f32 + 1.0)
* (std::f32::consts::FRAC_PI_4 - 0.1);
let angle = ((time.seconds_since_startup() * 1.2).sin() as f32 + 1.0) * (PI / 4. - 0.1);
angles.inner_angle = angle * 0.8;
angles.outer_angle = angle;
}
Expand All @@ -140,7 +140,7 @@ fn movement(
time: Res<Time>,
mut query: Query<&mut Transform, With<Movable>>,
) {
for mut transform in query.iter_mut() {
for mut transform in &mut query {
let mut direction = Vec3::ZERO;
if input.pressed(KeyCode::Up) {
direction.z -= 1.0;
Expand Down
Loading