Added demo scene with 2d/3d camera controls and gizmos to help with initial setup

master
hheik 2024-03-02 14:03:44 +02:00
parent 97c58f9a6f
commit 05274b68cd
4 changed files with 141 additions and 7 deletions

8
Cargo.lock generated
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@ -364,6 +364,7 @@ dependencies = [
"bevy",
"bevy-inspector-egui",
"bevy_mod_debugdump",
"bevy_prototype_debug_lines",
"bevy_rapier2d",
"num-traits",
]
@ -833,6 +834,13 @@ dependencies = [
"thread_local",
]
[[package]]
name = "bevy_prototype_debug_lines"
version = "0.11.1"
dependencies = [
"bevy",
]
[[package]]
name = "bevy_ptr"
version = "0.13.0"

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@ -11,6 +11,9 @@ bevy-inspector-egui = "0.23.2"
bevy_mod_debugdump = "0.10.0"
bevy_rapier2d = "0.25.0"
num-traits = "0.2.18"
bevy_prototype_debug_lines = { path = "../bevy_debug_lines", features = [
# "3d"
] } # NOTE: Local version until registry updates to 0.13
# Enable a small amount of optimization in debug mode
[profile.dev]

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@ -9,8 +9,9 @@ impl Plugin for DebugPlugin {
fn build(&self, app: &mut App) {
app.configure_sets(Last, DebugSet.run_if(is_debug_enabled));
app.insert_resource(DebugMode::off())
app.insert_resource(DebugMode::on())
.add_plugins((
bevy_prototype_debug_lines::DebugLinesPlugin::default(),
bevy_inspector_egui::quick::WorldInspectorPlugin::new().run_if(is_debug_enabled),
bevy_rapier2d::prelude::RapierDebugRenderPlugin::default(),
))
@ -34,7 +35,7 @@ impl DebugMode {
}
}
fn is_debug_enabled(debug_mode: Res<DebugMode>) -> bool {
pub fn is_debug_enabled(debug_mode: Res<DebugMode>) -> bool {
debug_mode.enabled
}

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@ -2,15 +2,137 @@ use crate::{debug, game_setup};
use bevy::prelude::*;
pub fn init(app: &mut App) {
app.add_plugins((
let mut app = app.add_plugins((
game_setup::GameSetupPlugin,
bevy_rapier2d::prelude::RapierPhysicsPlugin::<bevy_rapier2d::prelude::NoUserData>::default(
),
debug::DebugPlugin,
))
.add_systems(Startup, setup);
));
app.add_systems(Startup, setup_2d)
.add_systems(Update, demo_2d);
// NOTE: If using 3D, make sure you have '3d' feature enabled for the
// 'bevy_prototype_debug_lines' crate
// app.add_systems(Startup, setup_3d)
// .add_systems(Update, demo_3d);
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2dBundle::default());
fn setup_2d(mut commands: Commands) {
commands.spawn(Camera2dBundle {
transform: Transform::from_xyz(0.0, 0.0, 100.0),
..default()
});
}
fn demo_2d(
mut camera_query: Query<(&mut Transform, &mut OrthographicProjection)>,
mut mouse_events: EventReader<bevy::input::mouse::MouseMotion>,
mut scroll_events: EventReader<bevy::input::mouse::MouseWheel>,
mut debug_lines: ResMut<bevy_prototype_debug_lines::DebugLines>,
mut debug_shapes: ResMut<bevy_prototype_debug_lines::DebugShapes>,
mouse_input: Res<ButtonInput<MouseButton>>,
time: Res<Time>,
) {
let raw_mouse_motion: Vec2 = mouse_events.read().map(|e| e.delta).sum();
let raw_scroll_motion: f32 = scroll_events
.read()
.map(|event| match event.unit {
bevy::input::mouse::MouseScrollUnit::Line => event.y * -0.1,
bevy::input::mouse::MouseScrollUnit::Pixel => event.y * -0.05,
})
.sum();
for (mut transform, mut projection) in camera_query.iter_mut() {
projection.scale += raw_scroll_motion * projection.scale;
let mouse_motion = raw_mouse_motion * projection.scale * Vec2::new(-1.0, 1.0);
if mouse_input.pressed(MouseButton::Middle) {
transform.translation += mouse_motion.extend(0.0);
}
}
debug_lines.line_colored(Vec3::ZERO, Vec3::X * 50.0, 0.0, Color::RED);
debug_lines.line_colored(Vec3::ZERO, Vec3::Y * 50.0, 0.0, Color::GREEN);
debug_shapes
.rect()
.size(Vec2::splat(200.0))
.rotation(Quat::from_euler(
EulerRot::YXZ,
0.0,
0.0,
time.elapsed_seconds(),
))
.color(Color::WHITE);
}
fn setup_3d(mut commands: Commands) {
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 0.0, 10.0),
..default()
});
}
fn demo_3d(
mut camera_query: Query<&mut Transform>,
mut mouse_events: EventReader<bevy::input::mouse::MouseMotion>,
mut debug_lines: ResMut<bevy_prototype_debug_lines::DebugLines>,
mut debug_shapes: ResMut<bevy_prototype_debug_lines::DebugShapes>,
mouse_input: Res<ButtonInput<MouseButton>>,
key_input: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
) {
let raw_mouse_motion: Vec2 = mouse_events.read().map(|e| e.delta).sum();
if mouse_input.pressed(MouseButton::Right) {
let move_forward = key_input.pressed(KeyCode::KeyW);
let move_back = key_input.pressed(KeyCode::KeyS);
let move_left = key_input.pressed(KeyCode::KeyA);
let move_right = key_input.pressed(KeyCode::KeyD);
let move_up = key_input.pressed(KeyCode::Space) || key_input.pressed(KeyCode::KeyE);
let move_down = key_input.pressed(KeyCode::ControlLeft) || key_input.pressed(KeyCode::KeyQ);
let raw_movement = Vec3 {
x: match (move_right, move_left) {
(true, false) => 1.0,
(false, true) => -1.0,
_ => 0.0,
},
y: match (move_up, move_down) {
(true, false) => 1.0,
(false, true) => -1.0,
_ => 0.0,
},
z: match (move_back, move_forward) {
(true, false) => 1.0,
(false, true) => -1.0,
_ => 0.0,
},
};
for mut transform in camera_query.iter_mut() {
let mouse_motion = raw_mouse_motion * Vec2::new(-1.0, -1.0) * 0.002;
transform.rotate_axis(Vec3::Y, mouse_motion.x);
transform.rotate_local_x(mouse_motion.y);
let local_movement = raw_movement * time.delta_seconds() * 10.0;
let movement = transform.rotation * local_movement;
transform.translation += movement;
}
}
debug_lines.line_colored(Vec3::ZERO, Vec3::X, 0.0, Color::RED);
debug_lines.line_colored(Vec3::ZERO, Vec3::Y, 0.0, Color::GREEN);
debug_lines.line_colored(Vec3::ZERO, Vec3::Z, 0.0, Color::BLUE);
debug_shapes
.cuboid()
.size(Vec3::splat(3.0))
.rotation(Quat::from_euler(
EulerRot::YXZ,
time.elapsed_seconds(),
0.0,
0.0,
))
.color(Color::WHITE);
}