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//! Components for physics positions and rotations.
use crate::prelude::*;
use bevy::{math::DQuat, prelude::*};
use derive_more::From;
#[cfg(feature = "2d")]
use crate::math::Matrix;
/// The global position of a [rigid body](RigidBody) or a [collider](Collider).
///
/// ## Relation to `Transform` and `GlobalTransform`
///
/// [`Position`] is used for physics internally and kept in sync with `Transform`
/// by the [`SyncPlugin`]. It rarely needs to be used directly in your own code, as `Transform` can still
/// be used for almost everything. Using [`Position`] should only be required for managing positions
/// in systems running in the [`SubstepSchedule`]. However, if you prefer, you can also use [`Position`]
/// for everything.
///
/// The reasons why the engine uses a separate [`Position`] component can be found
/// [here](crate#why-are-there-separate-position-and-rotation-components).
///
/// ## Example
///
/// ```
#[cfg_attr(feature = "2d", doc = "use avian2d::prelude::*;")]
#[cfg_attr(feature = "3d", doc = "use avian3d::prelude::*;")]
/// use bevy::prelude::*;
///
/// fn setup(mut commands: Commands) {
/// commands.spawn((
/// RigidBody::Dynamic,
#[cfg_attr(feature = "2d", doc = " Position::from_xy(0.0, 20.0),")]
#[cfg_attr(feature = "3d", doc = " Position::from_xyz(0.0, 2.0, 0.0),")]
/// ));
/// }
/// ```
#[derive(Reflect, Clone, Copy, Component, Debug, Default, Deref, DerefMut, PartialEq, From)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Debug, Component, Default, PartialEq)]
pub struct Position(pub Vector);
impl Position {
/// Creates a [`Position`] component with the given global `position`.
pub fn new(position: Vector) -> Self {
Self(position)
}
/// Creates a [`Position`] component with the global position `(x, y)`.
#[cfg(feature = "2d")]
pub fn from_xy(x: Scalar, y: Scalar) -> Self {
Self(Vector::new(x, y))
}
/// Creates a [`Position`] component with the global position `(x, y, z)`.
#[cfg(feature = "3d")]
pub fn from_xyz(x: Scalar, y: Scalar, z: Scalar) -> Self {
Self(Vector::new(x, y, z))
}
}
impl From<GlobalTransform> for Position {
#[cfg(feature = "2d")]
fn from(value: GlobalTransform) -> Self {
Self::from_xy(
value.translation().adjust_precision().x,
value.translation().adjust_precision().y,
)
}
#[cfg(feature = "3d")]
fn from(value: GlobalTransform) -> Self {
Self::from_xyz(
value.translation().adjust_precision().x,
value.translation().adjust_precision().y,
value.translation().adjust_precision().z,
)
}
}
impl From<&GlobalTransform> for Position {
#[cfg(feature = "2d")]
fn from(value: &GlobalTransform) -> Self {
Self::from_xy(
value.translation().adjust_precision().x,
value.translation().adjust_precision().y,
)
}
#[cfg(feature = "3d")]
fn from(value: &GlobalTransform) -> Self {
Self::from_xyz(
value.translation().adjust_precision().x,
value.translation().adjust_precision().y,
value.translation().adjust_precision().z,
)
}
}
/// The translation accumulated before the XPBD position solve.
#[derive(Reflect, Clone, Copy, Component, Debug, Default, Deref, DerefMut, PartialEq, From)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Debug, Component, Default, PartialEq)]
pub struct PreSolveAccumulatedTranslation(pub Vector);
/// The rotation accumulated before the XPBD position solve.
#[derive(Reflect, Clone, Copy, Component, Debug, Default, Deref, DerefMut, PartialEq, From)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Debug, Component, Default, PartialEq)]
pub struct PreSolveRotation(pub Rotation);
/// Radians
#[cfg(all(feature = "2d", feature = "default-collider"))]
pub(crate) type RotationValue = Scalar;
/// Quaternion
#[cfg(all(feature = "3d", feature = "default-collider"))]
pub(crate) type RotationValue = Quaternion;
/// The global counterclockwise physics rotation of a [rigid body](RigidBody)
/// or a [collider](Collider) in radians.
///
/// The rotation angle is wrapped to be within the `(-pi, pi]` range.
///
/// ## Relation to `Transform` and `GlobalTransform`
///
/// [`Rotation`] is used for physics internally and kept in sync with `Transform`
/// by the [`SyncPlugin`]. It rarely needs to be used directly in your own code, as `Transform` can still
/// be used for almost everything. Using [`Rotation`] should only be required for managing rotations
/// in systems running in the [`SubstepSchedule`], but if you prefer, you can also use [`Rotation`]
/// for everything.
///
/// The reasons why the engine uses a separate [`Rotation`] component can be found
/// [here](crate#why-are-there-separate-position-and-rotation-components).
///
/// ## Example
///
/// ```
/// use avian2d::prelude::*;
/// use bevy::prelude::*;
///
/// fn setup(mut commands: Commands) {
/// // Spawn a dynamic rigid body rotated by 90 degrees
/// commands.spawn((RigidBody::Dynamic, Rotation::degrees(90.0)));
/// }
/// ```
#[derive(Reflect, Clone, Copy, Component, Debug, PartialEq)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Debug, Component, PartialEq)]
#[cfg(feature = "2d")]
pub struct Rotation {
/// The cosine of the rotation angle in radians.
///
/// This is the real part of the unit complex number representing the rotation.
pub cos: Scalar,
/// The sine of the rotation angle in radians.
///
/// This is the imaginary part of the unit complex number representing the rotation.
pub sin: Scalar,
}
#[cfg(feature = "2d")]
impl Default for Rotation {
fn default() -> Self {
Self::IDENTITY
}
}
#[cfg(feature = "2d")]
impl Rotation {
/// No rotation.
pub const IDENTITY: Self = Self { cos: 1.0, sin: 0.0 };
/// A rotation of π radians.
pub const PI: Self = Self {
cos: -1.0,
sin: 0.0,
};
/// A counterclockwise rotation of π/2 radians.
pub const FRAC_PI_2: Self = Self { cos: 0.0, sin: 1.0 };
/// A counterclockwise rotation of π/3 radians.
pub const FRAC_PI_3: Self = Self {
cos: 0.5,
sin: 0.866_025_4,
};
/// A counterclockwise rotation of π/4 radians.
pub const FRAC_PI_4: Self = Self {
cos: FRAC_1_SQRT_2,
sin: FRAC_1_SQRT_2,
};
/// A counterclockwise rotation of π/6 radians.
pub const FRAC_PI_6: Self = Self {
cos: 0.866_025_4,
sin: 0.5,
};
/// A counterclockwise rotation of π/8 radians.
pub const FRAC_PI_8: Self = Self {
cos: 0.923_879_5,
sin: 0.382_683_43,
};
/// Creates a [`Rotation`] from a counterclockwise angle in radians.
#[inline]
pub fn radians(radians: Scalar) -> Self {
#[cfg(feature = "enhanced-determinism")]
let (sin, cos) = (
libm::sin(radians as f64) as Scalar,
libm::cos(radians as f64) as Scalar,
);
#[cfg(not(feature = "enhanced-determinism"))]
let (sin, cos) = radians.sin_cos();
Self::from_sin_cos(sin, cos)
}
/// Creates a [`Rotation`] from a counterclockwise angle in degrees.
#[inline]
pub fn degrees(degrees: Scalar) -> Self {
Self::radians(degrees.to_radians())
}
/// Creates a [`Rotation`] from radians.
#[deprecated(note = "renamed to just `radians` to match Bevy")]
pub fn from_radians(radians: Scalar) -> Self {
Self::radians(radians)
}
/// Creates a [`Rotation`] from degrees.
#[deprecated(note = "renamed to just `degrees` to match Bevy")]
pub fn from_degrees(degrees: Scalar) -> Self {
Self::degrees(degrees)
}
/// Creates a [`Rotation`] from the sine and cosine of an angle in radians.
///
/// The rotation is only valid if `sin * sin + cos * cos == 1.0`.
///
/// # Panics
///
/// Panics if `sin * sin + cos * cos != 1.0` when the `glam_assert` feature is enabled.
#[inline]
pub fn from_sin_cos(sin: Scalar, cos: Scalar) -> Self {
let rotation = Self { sin, cos };
debug_assert!(
rotation.is_normalized(),
"the given sine and cosine produce an invalid rotation"
);
rotation
}
/// Returns the rotation in radians in the `(-pi, pi]` range.
#[inline]
pub fn as_radians(self) -> Scalar {
#[cfg(feature = "enhanced-determinism")]
{
libm::atan2(self.sin as f64, self.cos as f64) as Scalar
}
#[cfg(not(feature = "enhanced-determinism"))]
{
Scalar::atan2(self.sin, self.cos)
}
}
/// Returns the rotation in degrees in the `(-180, 180]` range.
#[inline]
pub fn as_degrees(self) -> Scalar {
self.as_radians().to_degrees()
}
/// Returns the sine and cosine of the rotation angle in radians.
#[inline]
pub const fn sin_cos(self) -> (Scalar, Scalar) {
(self.sin, self.cos)
}
/// Rotates the given vector by `self`.
#[deprecated(note = "use the `Mul` impl instead, like `rot * vec`")]
pub fn rotate(&self, vec: Vector) -> Vector {
self * vec
}
/// Computes the length or norm of the complex number used to represent the rotation.
///
/// The length is typically expected to be `1.0`. Unexpectedly denormalized rotations
/// can be a result of incorrect construction or floating point error caused by
/// successive operations.
#[inline]
#[doc(alias = "norm")]
pub fn length(self) -> Scalar {
Vector::new(self.sin, self.cos).length()
}
/// Computes the squared length or norm of the complex number used to represent the rotation.
///
/// This is generally faster than [`Rotation::length()`], as it avoids a square
/// root operation.
///
/// The length is typically expected to be `1.0`. Unexpectedly denormalized rotations
/// can be a result of incorrect construction or floating point error caused by
/// successive operations.
#[inline]
#[doc(alias = "norm2")]
pub fn length_squared(self) -> Scalar {
Vector::new(self.sin, self.cos).length_squared()
}
/// Computes `1.0 / self.length()`.
///
/// For valid results, `self` must _not_ have a length of zero.
#[inline]
pub fn length_recip(self) -> Scalar {
Vector::new(self.sin, self.cos).length_recip()
}
/// Returns `self` with a length of `1.0` if possible, and `None` otherwise.
///
/// `None` will be returned if the sine and cosine of `self` are both zero (or very close to zero),
/// or if either of them is NaN or infinite.
///
/// Note that [`Rotation`] should typically already be normalized by design.
/// Manual normalization is only needed when successive operations result in
/// accumulated floating point error, or if the rotation was constructed
/// with invalid values.
#[inline]
pub fn try_normalize(self) -> Option<Self> {
let recip = self.length_recip();
if recip.is_finite() && recip > 0.0 {
Some(Self::from_sin_cos(self.sin * recip, self.cos * recip))
} else {
None
}
}
/// Returns `self` with a length of `1.0`.
///
/// Note that [`Rotation`] should typically already be normalized by design.
/// Manual normalization is only needed when successive operations result in
/// accumulated floating point error, or if the rotation was constructed
/// with invalid values.
///
/// # Panics
///
/// Panics if `self` has a length of zero, NaN, or infinity when debug assertions are enabled.
#[inline]
pub fn normalize(self) -> Self {
let length_recip = self.length_recip();
Self::from_sin_cos(self.sin * length_recip, self.cos * length_recip)
}
/// Returns `true` if the rotation is neither infinite nor NaN.
#[inline]
pub fn is_finite(self) -> bool {
self.sin.is_finite() && self.cos.is_finite()
}
/// Returns `true` if the rotation is NaN.
#[inline]
pub fn is_nan(self) -> bool {
self.sin.is_nan() || self.cos.is_nan()
}
/// Returns whether `self` has a length of `1.0` or not.
///
/// Uses a precision threshold of approximately `1e-4`.
#[inline]
pub fn is_normalized(self) -> bool {
// The allowed length is 1 +/- 1e-4, so the largest allowed
// squared length is (1 + 1e-4)^2 = 1.00020001, which makes
// the threshold for the squared length approximately 2e-4.
(self.length_squared() - 1.0).abs() <= 2e-4
}
/// Returns `true` if the rotation is near [`Rotation::IDENTITY`].
#[inline]
pub fn is_near_identity(self) -> bool {
// Same as `Quat::is_near_identity`, but using sine and cosine
let threshold_angle_sin = 0.000_049_692_047; // let threshold_angle = 0.002_847_144_6;
self.cos > 0.0 && self.sin.abs() < threshold_angle_sin
}
/// Returns the angle in radians needed to make `self` and `other` coincide.
#[inline]
pub fn angle_between(self, other: Self) -> Scalar {
(other * self.inverse()).as_radians()
}
/// Returns the inverse of the rotation. This is also the conjugate
/// of the unit complex number representing the rotation.
#[inline]
#[must_use]
#[doc(alias = "conjugate")]
pub fn inverse(self) -> Self {
Self {
cos: self.cos,
sin: -self.sin,
}
}
#[inline]
#[must_use]
/// Adds the given counterclockiwise angle in radians to the [`Rotation`].
/// Uses small-angle approximation
pub fn add_angle(&self, radians: Scalar) -> Self {
let (sin, cos) = (self.sin + radians * self.cos, self.cos - radians * self.sin);
let magnitude_squared = sin * sin + cos * cos;
let magnitude_recip = if magnitude_squared > 0.0 {
magnitude_squared.sqrt().recip()
} else {
0.0
};
Rotation::from_sin_cos(sin * magnitude_recip, cos * magnitude_recip)
}
/// Performs a linear interpolation between `self` and `rhs` based on
/// the value `s`, and normalizes the rotation afterwards.
///
/// When `s == 0.0`, the result will be equal to `self`.
/// When `s == 1.0`, the result will be equal to `rhs`.
///
/// This is slightly more efficient than [`slerp`](Self::slerp), and produces a similar result
/// when the difference between the two rotations is small. At larger differences,
/// the result resembles a kind of ease-in-out effect.
///
/// If you would like the angular velocity to remain constant, consider using [`slerp`](Self::slerp) instead.
///
/// # Details
///
/// `nlerp` corresponds to computing an angle for a point at position `s` on a line drawn
/// between the endpoints of the arc formed by `self` and `rhs` on a unit circle,
/// and normalizing the result afterwards.
///
/// Note that if the angles are opposite like 0 and π, the line will pass through the origin,
/// and the resulting angle will always be either `self` or `rhs` depending on `s`.
/// If `s` happens to be `0.5` in this case, a valid rotation cannot be computed, and `self`
/// will be returned as a fallback.
///
/// # Example
///
/// ```
/// # use approx::assert_relative_eq;
/// # use avian2d::prelude::Rotation;
/// #
/// let rot1 = Rotation::IDENTITY;
/// let rot2 = Rotation::degrees(135.0);
///
/// let result1 = rot1.nlerp(rot2, 1.0 / 3.0);
/// assert_relative_eq!(result1.as_degrees(), 28.675055, epsilon = 0.0001);
///
/// let result2 = rot1.nlerp(rot2, 0.5);
/// assert_relative_eq!(result2.as_degrees(), 67.5);
/// ```
#[inline]
pub fn nlerp(self, end: Self, s: Scalar) -> Self {
Self {
sin: self.sin.lerp(end.sin, s),
cos: self.cos.lerp(end.cos, s),
}
.try_normalize()
// Fall back to the start rotation.
// This can happen when `self` and `end` are opposite angles and `s == 0.5`,
// because the resulting rotation would be zero, which cannot be normalized.
.unwrap_or(self)
}
/// Performs a spherical linear interpolation between `self` and `end`
/// based on the value `s`.
///
/// This corresponds to interpolating between the two angles at a constant angular velocity.
///
/// When `s == 0.0`, the result will be equal to `self`.
/// When `s == 1.0`, the result will be equal to `rhs`.
///
/// If you would like the rotation to have a kind of ease-in-out effect, consider
/// using the slightly more efficient [`nlerp`](Self::nlerp) instead.
///
/// # Example
///
/// ```
/// # use avian2d::prelude::Rotation;
/// #
/// let rot1 = Rotation::IDENTITY;
/// let rot2 = Rotation::degrees(135.0);
///
/// let result1 = rot1.slerp(rot2, 1.0 / 3.0);
/// assert_eq!(result1.as_degrees(), 45.0);
///
/// let result2 = rot1.slerp(rot2, 0.5);
/// assert_eq!(result2.as_degrees(), 67.5);
/// ```
#[inline]
pub fn slerp(self, end: Self, s: Scalar) -> Self {
self * Self::radians(self.angle_between(end) * s)
}
}
#[cfg(feature = "2d")]
impl From<Scalar> for Rotation {
/// Creates a [`Rotation`] from a counterclockwise angle in radians.
fn from(rotation: Scalar) -> Self {
Self::radians(rotation)
}
}
#[cfg(feature = "2d")]
impl From<Rotation> for Matrix {
/// Creates a [`Matrix`] rotation matrix from a [`Rotation`].
fn from(rot: Rotation) -> Self {
Matrix::from_cols_array(&[rot.cos, -rot.sin, rot.sin, rot.cos])
}
}
#[cfg(feature = "2d")]
impl std::ops::Mul for Rotation {
type Output = Self;
fn mul(self, rhs: Self) -> Self::Output {
Self {
cos: self.cos * rhs.cos - self.sin * rhs.sin,
sin: self.sin * rhs.cos + self.cos * rhs.sin,
}
}
}
#[cfg(feature = "2d")]
impl std::ops::MulAssign for Rotation {
fn mul_assign(&mut self, rhs: Self) {
*self = *self * rhs;
}
}
#[cfg(feature = "2d")]
impl std::ops::Mul<Vector> for Rotation {
type Output = Vector;
/// Rotates a [`Vector`] by a [`Rotation`].
fn mul(self, rhs: Vector) -> Self::Output {
Vector::new(
rhs.x * self.cos - rhs.y * self.sin,
rhs.x * self.sin + rhs.y * self.cos,
)
}
}
#[cfg(feature = "2d")]
impl core::ops::Mul<Vector3> for Rotation {
type Output = Vector3;
fn mul(self, rhs: Vector3) -> Self::Output {
Vector3::new(
rhs.x * self.cos - rhs.y * self.sin,
rhs.x * self.sin + rhs.y * self.cos,
rhs.z,
)
}
}
#[cfg(feature = "2d")]
impl core::ops::Mul<&Vector3> for Rotation {
type Output = Vector3;
fn mul(self, rhs: &Vector3) -> Self::Output {
self * *rhs
}
}
#[cfg(feature = "2d")]
impl core::ops::Mul<&mut Vector3> for Rotation {
type Output = Vector3;
fn mul(self, rhs: &mut Vector3) -> Self::Output {
self * *rhs
}
}
#[cfg(feature = "2d")]
impl core::ops::Mul<Vector3> for &Rotation {
type Output = Vector3;
fn mul(self, rhs: Vector3) -> Self::Output {
*self * rhs
}
}
#[cfg(feature = "2d")]
impl core::ops::Mul<&Vector3> for &Rotation {
type Output = Vector3;
fn mul(self, rhs: &Vector3) -> Self::Output {
*self * *rhs
}
}
#[cfg(feature = "2d")]
impl core::ops::Mul<&mut Vector3> for &Rotation {
type Output = Vector3;
fn mul(self, rhs: &mut Vector3) -> Self::Output {
*self * *rhs
}
}
#[cfg(feature = "2d")]
impl core::ops::Mul<Vector3> for &mut Rotation {
type Output = Vector3;
fn mul(self, rhs: Vector3) -> Self::Output {
*self * rhs
}
}
#[cfg(feature = "2d")]
impl core::ops::Mul<&Vector3> for &mut Rotation {
type Output = Vector3;
fn mul(self, rhs: &Vector3) -> Self::Output {
*self * *rhs
}
}
#[cfg(feature = "2d")]
impl core::ops::Mul<&mut Vector3> for &mut Rotation {
type Output = Vector3;
fn mul(self, rhs: &mut Vector3) -> Self::Output {
*self * *rhs
}
}
/// The global physics rotation of a [rigid body](RigidBody) or a [collider](Collider).
///
/// ## Relation to `Transform` and `GlobalTransform`
///
/// [`Rotation`] is used for physics internally and kept in sync with `Transform`
/// by the [`SyncPlugin`]. It rarely needs to be used directly in your own code, as `Transform` can still
/// be used for almost everything. Using [`Rotation`] should only be required for managing rotations
/// in systems running in the [`SubstepSchedule`], but if you prefer, you can also use [`Rotation`]
/// for everything.
///
/// The reasons why the engine uses a separate [`Rotation`] component can be found
/// [here](crate#why-are-there-separate-position-and-rotation-components).
///
/// ## Example
///
/// ```
/// use avian3d::prelude::*;
/// use bevy::prelude::*;
///
/// # #[cfg(feature = "f32")]
/// fn setup(mut commands: Commands) {
/// // Spawn a dynamic rigid body rotated by 1.5 radians around the x axis
/// commands.spawn((RigidBody::Dynamic, Rotation(Quat::from_rotation_x(1.5))));
/// }
/// ```
#[cfg(feature = "3d")]
#[derive(Reflect, Clone, Copy, Component, Debug, Default, Deref, DerefMut, PartialEq)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Debug, Component, Default, PartialEq)]
pub struct Rotation(pub Quaternion);
#[cfg(feature = "3d")]
impl Rotation {
/// Inverts the rotation.
pub fn inverse(&self) -> Self {
Self(self.0.inverse())
}
/// Performs a linear interpolation between `self` and `end` based on
/// the value `s`, and normalizes the rotation afterwards.
///
/// When `s == 0.0`, the result will be equal to `self`.
/// When `s == 1.0`, the result will be equal to `end`.
///
/// This is slightly more efficient than [`slerp`](Self::slerp), and produces a similar result
/// when the difference between the two rotations is small. At larger differences,
/// the result resembles a kind of ease-in-out effect.
///
/// If you would like the angular velocity to remain constant, consider using [`slerp`](Self::slerp) instead.
pub fn nlerp(self, end: Self, t: Scalar) -> Self {
Self(self.0.lerp(end.0, t))
}
/// Performs a spherical linear interpolation between `self` and `end`
/// based on the value `s`.
///
/// This corresponds to interpolating between the two angles at a constant angular velocity.
///
/// When `s == 0.0`, the result will be equal to `self`.
/// When `s == 1.0`, the result will be equal to `end`.
///
/// If you would like the rotation to have a kind of ease-in-out effect, consider
/// using the slightly more efficient [`nlerp`](Self::nlerp) instead.
pub fn slerp(self, end: Self, t: Scalar) -> Self {
Self(self.0.slerp(end.0, t))
}
}
#[cfg(feature = "3d")]
impl core::ops::Mul<Vector> for Rotation {
type Output = Vector;
fn mul(self, vector: Vector) -> Self::Output {
self.0 * vector
}
}
impl core::ops::Mul<Dir> for Rotation {
type Output = Dir;
fn mul(self, direction: Dir) -> Self::Output {
Dir::new_unchecked((self * direction.adjust_precision()).f32())
}
}
impl core::ops::Mul<Vector> for &Rotation {
type Output = Vector;
fn mul(self, vector: Vector) -> Self::Output {
*self * vector
}
}
impl core::ops::Mul<Dir> for &Rotation {
type Output = Dir;
fn mul(self, direction: Dir) -> Self::Output {
Dir::new_unchecked((*self * direction.adjust_precision()).f32())
}
}
impl core::ops::Mul<Vector> for &mut Rotation {
type Output = Vector;
fn mul(self, vector: Vector) -> Self::Output {
*self * vector
}
}
impl core::ops::Mul<Dir> for &mut Rotation {
type Output = Dir;
fn mul(self, direction: Dir) -> Self::Output {
Dir::new_unchecked((*self * direction.adjust_precision()).f32())
}
}
impl core::ops::Mul<&Vector> for Rotation {
type Output = Vector;
fn mul(self, vector: &Vector) -> Self::Output {
self * *vector
}
}
impl core::ops::Mul<&Dir> for Rotation {
type Output = Dir;
fn mul(self, direction: &Dir) -> Self::Output {
Dir::new_unchecked((self * direction.adjust_precision()).f32())
}
}
impl core::ops::Mul<&mut Vector> for Rotation {
type Output = Vector;
fn mul(self, vector: &mut Vector) -> Self::Output {
self * *vector
}
}
impl core::ops::Mul<&mut Dir> for Rotation {
type Output = Dir;
fn mul(self, direction: &mut Dir) -> Self::Output {
Dir::new_unchecked((self * direction.adjust_precision()).f32())
}
}
impl core::ops::Mul<&Vector> for &Rotation {
type Output = Vector;
fn mul(self, vector: &Vector) -> Self::Output {
*self * *vector
}
}
impl core::ops::Mul<&Dir> for &Rotation {
type Output = Dir;
fn mul(self, direction: &Dir) -> Self::Output {
Dir::new_unchecked((*self * direction.adjust_precision()).f32())
}
}
impl core::ops::Mul<&Vector> for &mut Rotation {
type Output = Vector;
fn mul(self, vector: &Vector) -> Self::Output {
*self * *vector
}
}
impl core::ops::Mul<&Dir> for &mut Rotation {
type Output = Dir;
fn mul(self, direction: &Dir) -> Self::Output {
Dir::new_unchecked((*self * direction.adjust_precision()).f32())
}
}
impl core::ops::Mul<&mut Vector> for &Rotation {
type Output = Vector;
fn mul(self, vector: &mut Vector) -> Self::Output {
*self * *vector
}
}
impl core::ops::Mul<&mut Dir> for &Rotation {
type Output = Dir;
fn mul(self, direction: &mut Dir) -> Self::Output {
Dir::new_unchecked((*self * direction.adjust_precision()).f32())
}
}
impl core::ops::Mul<&mut Vector> for &mut Rotation {
type Output = Vector;
fn mul(self, vector: &mut Vector) -> Self::Output {
*self * *vector
}
}
impl core::ops::Mul<&mut Dir> for &mut Rotation {
type Output = Dir;
fn mul(self, direction: &mut Dir) -> Self::Output {
Dir::new_unchecked((*self * direction.adjust_precision()).f32())
}
}
#[cfg(feature = "2d")]
impl From<Rotation> for Scalar {
fn from(rot: Rotation) -> Self {
rot.as_radians()
}
}
#[cfg(feature = "2d")]
impl From<Rotation> for Quaternion {
fn from(rot: Rotation) -> Self {
let z = rot.sin.signum() * ((1.0 - rot.cos) / 2.0).abs().sqrt();
let w = ((1.0 + rot.cos) / 2.0).abs().sqrt();
Quaternion::from_xyzw(0.0, 0.0, z, w)
}
}
#[cfg(feature = "3d")]
impl From<Rotation> for Quaternion {
fn from(rot: Rotation) -> Self {
rot.0
}
}
impl From<Transform> for Rotation {
fn from(value: Transform) -> Self {
Self::from(value.rotation)
}
}
impl From<GlobalTransform> for Rotation {
fn from(value: GlobalTransform) -> Self {
Self::from(value.compute_transform().rotation)
}
}
impl From<&GlobalTransform> for Rotation {
fn from(value: &GlobalTransform) -> Self {
Self::from(value.compute_transform().rotation)
}
}
#[cfg(feature = "2d")]
impl From<Quat> for Rotation {
fn from(quat: Quat) -> Self {
let angle = quat.to_euler(EulerRot::XYZ).2;
Self::radians(angle as Scalar)
}
}
#[cfg(feature = "2d")]
impl From<DQuat> for Rotation {
fn from(quat: DQuat) -> Self {
let angle = quat.to_euler(EulerRot::XYZ).2;
Self::radians(angle as Scalar)
}
}
#[cfg(feature = "3d")]
impl From<Quat> for Rotation {
fn from(quat: Quat) -> Self {
Self(Quaternion::from_xyzw(
quat.x as Scalar,
quat.y as Scalar,
quat.z as Scalar,
quat.w as Scalar,
))
}
}
#[cfg(feature = "3d")]
impl From<DQuat> for Rotation {
fn from(quat: DQuat) -> Self {
Self(Quaternion::from_xyzw(
quat.x as Scalar,
quat.y as Scalar,
quat.z as Scalar,
quat.w as Scalar,
))
}
}
/// The previous rotation of a body. See [`Rotation`].
#[derive(Reflect, Clone, Copy, Component, Debug, Default, Deref, DerefMut, PartialEq)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Debug, Component, Default, PartialEq)]
pub struct PreviousRotation(pub Rotation);