From b04a1b658fe96c03046fcd6ff2e63e55d006f711 Mon Sep 17 00:00:00 2001 From: devil-ira Date: Tue, 30 Aug 2022 11:24:07 +0200 Subject: [PATCH] gudbye, fren --- examples/2d/mesh2d_manual.rs | 4 ++-- examples/3d/lighting.rs | 10 +++++----- examples/3d/load_gltf.rs | 6 +++--- examples/3d/render_to_texture.rs | 4 ++-- examples/3d/shadow_biases.rs | 8 ++++---- examples/3d/shadow_caster_receiver.rs | 6 +++--- examples/3d/shapes.rs | 4 ++-- examples/3d/skybox.rs | 6 +++--- examples/3d/split_screen.rs | 4 ++-- examples/3d/spotlight.rs | 10 +++++----- examples/3d/texture.rs | 22 ++++++---------------- examples/animation/animated_fox.rs | 4 ++-- examples/animation/animated_transform.rs | 14 +++++++------- examples/animation/custom_skinned_mesh.rs | 4 ++-- examples/animation/gltf_skinned_mesh.rs | 4 ++-- examples/ecs/hierarchy.rs | 6 +++--- examples/games/alien_cake_addict.rs | 10 +++++----- examples/stress_tests/many_cubes.rs | 4 ++-- examples/stress_tests/many_foxes.rs | 8 ++++---- examples/stress_tests/many_lights.rs | 4 ++-- examples/tools/scene_viewer.rs | 8 ++++---- examples/transforms/scale.rs | 4 ++-- examples/transforms/transform.rs | 4 ++-- 23 files changed, 74 insertions(+), 84 deletions(-) diff --git a/examples/2d/mesh2d_manual.rs b/examples/2d/mesh2d_manual.rs index 5988245435979..25dd9667531f7 100644 --- a/examples/2d/mesh2d_manual.rs +++ b/examples/2d/mesh2d_manual.rs @@ -3,7 +3,7 @@ //! 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::TAU; +use std::f32::consts::{ PI}; use bevy::{ core_pipeline::core_2d::Transparent2d, @@ -65,7 +65,7 @@ fn star( let mut v_pos = vec![[0.0, 0.0, 0.0]]; for i in 0..10 { // The angle between each vertex is 1/10 of a full rotation. - let a = i as f32 * TAU / 10.0; + 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 position. diff --git a/examples/3d/lighting.rs b/examples/3d/lighting.rs index 7479c2af46e12..2a6ef6839b578 100644 --- a/examples/3d/lighting.rs +++ b/examples/3d/lighting.rs @@ -1,7 +1,7 @@ //! Illustrates different lights of various types and colors, some static, some moving over //! a simple scene. -use std::f32::consts::TAU; +use std::f32::consts::PI; use bevy::prelude::*; @@ -36,7 +36,7 @@ fn setup( // left wall let mut transform = Transform::from_xyz(2.5, 2.5, 0.0); - transform.rotate_z(TAU / 4.); + transform.rotate_z(PI / 2.); commands.spawn_bundle(PbrBundle { mesh: meshes.add(Mesh::from(shape::Box::new(5.0, 0.15, 5.0))), transform, @@ -49,7 +49,7 @@ fn setup( }); // back (right) wall let mut transform = Transform::from_xyz(0.0, 2.5, -2.5); - transform.rotate_x(TAU / 4.); + transform.rotate_x(PI / 2.); commands.spawn_bundle(PbrBundle { mesh: meshes.add(Mesh::from(shape::Box::new(5.0, 0.15, 5.0))), transform, @@ -140,7 +140,7 @@ fn setup( }) .with_children(|builder| { builder.spawn_bundle(PbrBundle { - transform: Transform::from_rotation(Quat::from_rotation_x(TAU / 4.0)), + transform: Transform::from_rotation(Quat::from_rotation_x(PI / 2.0)), mesh: meshes.add(Mesh::from(shape::Capsule { depth: 0.125, radius: 0.1, @@ -202,7 +202,7 @@ fn setup( }, transform: Transform { translation: Vec3::new(0.0, 2.0, 0.0), - rotation: Quat::from_rotation_x(-TAU / 8.), + rotation: Quat::from_rotation_x(-PI / 4.), ..default() }, ..default() diff --git a/examples/3d/load_gltf.rs b/examples/3d/load_gltf.rs index a40f3ba2d9f5f..bc7ee046b327e 100644 --- a/examples/3d/load_gltf.rs +++ b/examples/3d/load_gltf.rs @@ -1,6 +1,6 @@ //! Loads and renders a glTF file as a scene. -use std::f32::consts::TAU; +use std::f32::consts::PI; use bevy::prelude::*; @@ -52,8 +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, - -TAU / 8., + time.seconds_since_startup() as f32 * PI / 5.0, + -PI / 4., ); } } diff --git a/examples/3d/render_to_texture.rs b/examples/3d/render_to_texture.rs index e78c859361db8..801f44f3caead 100644 --- a/examples/3d/render_to_texture.rs +++ b/examples/3d/render_to_texture.rs @@ -1,6 +1,6 @@ //! Shows how to render to a texture. Useful for mirrors, UI, or exporting images. -use std::f32::consts::TAU; +use std::f32::consts::PI; use bevy::{ core_pipeline::clear_color::ClearColorConfig, @@ -128,7 +128,7 @@ fn setup( mesh: cube_handle, material: material_handle, transform: Transform::from_xyz(0.0, 0.0, 1.5) - .with_rotation(Quat::from_rotation_x(-TAU / 10.0)), + .with_rotation(Quat::from_rotation_x(-PI / 5.0)), ..default() }) .insert(MainPassCube); diff --git a/examples/3d/shadow_biases.rs b/examples/3d/shadow_biases.rs index a97f7d5087eb2..51f4d483d355b 100644 --- a/examples/3d/shadow_biases.rs +++ b/examples/3d/shadow_biases.rs @@ -1,6 +1,6 @@ //! Demonstrates how shadow biases affect shadows in a 3d scene. -use std::f32::consts::TAU; +use std::f32::consts::PI; use bevy::{input::mouse::MouseMotion, prelude::*}; @@ -83,8 +83,8 @@ fn setup( transform: Transform::from_rotation(Quat::from_euler( EulerRot::ZYX, 0.0, - TAU / 4., - -TAU / 8., + PI / 2., + -PI / 4., )), ..default() }); @@ -314,7 +314,7 @@ fn camera_controller( if mouse_delta != Vec2::ZERO { // Apply look update options.pitch = (options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt) - .clamp(-TAU / 4., TAU / 4.); + .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); } diff --git a/examples/3d/shadow_caster_receiver.rs b/examples/3d/shadow_caster_receiver.rs index d7b67417bb7b6..eeed6f0939bc6 100644 --- a/examples/3d/shadow_caster_receiver.rs +++ b/examples/3d/shadow_caster_receiver.rs @@ -1,6 +1,6 @@ //! Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene. -use std::f32::consts::TAU; +use std::f32::consts::PI; use bevy::{ pbr::{NotShadowCaster, NotShadowReceiver}, @@ -109,8 +109,8 @@ fn setup( transform: Transform::from_rotation(Quat::from_euler( EulerRot::ZYX, 0.0, - TAU / 4., - -TAU / 8., + PI / 2., + -PI / 4., )), ..default() }); diff --git a/examples/3d/shapes.rs b/examples/3d/shapes.rs index 9b099ce231083..3e75decfdd47b 100644 --- a/examples/3d/shapes.rs +++ b/examples/3d/shapes.rs @@ -1,7 +1,7 @@ //! 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::TAU; +use std::f32::consts::PI; use bevy::{ prelude::*, @@ -55,7 +55,7 @@ fn setup( 2.0, 0.0, ) - .with_rotation(Quat::from_rotation_x(-TAU / 8.)), + .with_rotation(Quat::from_rotation_x(-PI / 4.)), ..default() }) .insert(Shape); diff --git a/examples/3d/skybox.rs b/examples/3d/skybox.rs index c0ba220e958ea..c1602ba5d57e8 100644 --- a/examples/3d/skybox.rs +++ b/examples/3d/skybox.rs @@ -1,6 +1,6 @@ //! Load a cubemap texture onto a cube like a skybox and cycle through different compressed texture formats -use std::f32::consts::TAU; +use std::f32::consts::PI; use bevy::{ asset::LoadState, @@ -69,7 +69,7 @@ fn setup(mut commands: Commands, asset_server: Res) { ..default() }, transform: Transform::from_xyz(0.0, 2.0, 0.0) - .with_rotation(Quat::from_rotation_x(-TAU / 8.)), + .with_rotation(Quat::from_rotation_x(-PI / 4.)), ..default() }); @@ -410,7 +410,7 @@ pub fn camera_controller( if mouse_delta != Vec2::ZERO { // Apply look update options.pitch = (options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt) - .clamp(-TAU / 4., TAU / 4.); + .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); } diff --git a/examples/3d/split_screen.rs b/examples/3d/split_screen.rs index 7ee5f1bad2972..7724280840e49 100644 --- a/examples/3d/split_screen.rs +++ b/examples/3d/split_screen.rs @@ -1,6 +1,6 @@ //! Renders two cameras to the same window to accomplish "split screen". -use std::f32::consts::TAU; +use std::f32::consts::PI; use bevy::{ core_pipeline::clear_color::ClearColorConfig, @@ -38,7 +38,7 @@ fn setup( // Light commands.spawn_bundle(DirectionalLightBundle { - transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -TAU / 8.)), + transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)), directional_light: DirectionalLight { shadows_enabled: true, ..default() diff --git a/examples/3d/spotlight.rs b/examples/3d/spotlight.rs index 011948ff2075c..c7ea21b568f9b 100644 --- a/examples/3d/spotlight.rs +++ b/examples/3d/spotlight.rs @@ -1,4 +1,4 @@ -use std::f32::consts::TAU; +use std::f32::consts::PI; use bevy::{ diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin}, @@ -76,8 +76,8 @@ fn setup( intensity: 200.0, // lumens color: Color::WHITE, shadows_enabled: true, - inner_angle: TAU / 8.0 * 0.85, - outer_angle: TAU / 8.0, + inner_angle: PI / 4.0 * 0.85, + outer_angle: PI / 4.0, ..default() }, ..default() @@ -125,11 +125,11 @@ fn light_sway(time: Res