Upgrade to bevy 0.16

master
hheik 2025-05-09 13:57:11 +03:00
parent 9db0030511
commit 9e8912506e
10 changed files with 3092 additions and 1092 deletions

3838
Cargo.lock generated

File diff suppressed because it is too large Load Diff

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@ -6,10 +6,12 @@ edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
bevy = "0.15.1"
bevy-inspector-egui = "0.28.1"
bevy_mod_debugdump = "0.12.1"
bevy_rapier2d = "0.28.0"
bevy = "0.16.0"
bevy-inspector-egui = "0.31.0"
bevy_egui = "0.34.1"
bevy_mod_debugdump = "0.13.0"
bevy_prototype_lyon = "0.13.0"
# bevy_rapier2d = "0.29.0"
num-traits = "0.2.19"
# Enable a small amount of optimization in debug mode

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@ -11,8 +11,13 @@ impl Plugin for DebugPlugin {
app.insert_resource(DebugMode::on())
.add_plugins((
// WorldInspector requires EguiPlugin plugin to be added before it
bevy_egui::EguiPlugin {
enable_multipass_for_primary_context: true,
},
bevy_inspector_egui::quick::WorldInspectorPlugin::new().run_if(is_debug_enabled),
bevy_rapier2d::prelude::RapierDebugRenderPlugin::default(),
// TODO: uncomment when rapier is updated for bevy 0.16
// bevy_rapier2d::prelude::RapierDebugRenderPlugin::default(),
))
.add_systems(Update, debug_toggle);
}

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@ -1,118 +1,23 @@
use crate::{debug, game_setup};
use crate::{debug, game_setup, util};
use bevy::prelude::*;
use bevy_rapier2d::prelude::*;
// TODO: uncomment when rapier is updated for bevy 0.16
// use bevy_rapier2d::prelude::*;
mod prefab;
mod systems;
pub fn init(app: &mut App) {
let app = app.add_plugins((
game_setup::GameSetupPlugin,
RapierPhysicsPlugin::<NoUserData>::default(),
util::UtilPlugin,
// TODO: uncomment when rapier is updated for bevy 0.16
// RapierPhysicsPlugin::<NoUserData>::default(),
debug::DebugPlugin,
));
app.add_systems(Startup, setup_2d)
.add_systems(Update, demo_2d);
// app.add_systems(Startup, systems::setup_demo_2d)
// .add_systems(Update, systems::demo_2d);
// app.add_systems(Startup, setup_3d)
// .add_systems(Update, demo_3d);
}
fn setup_2d(mut commands: Commands) {
commands.spawn((
Name::from("Demo 2D camera"),
Camera2d,
Transform::from_xyz(0.0, 0.0, 10.0),
));
commands.spawn((
Name::from("Demo 2D sprite"),
Sprite::sized(Vec2::splat(256.0)),
));
}
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>,
mouse_input: Res<ButtonInput<MouseButton>>,
) {
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);
}
}
}
fn setup_3d(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Name::from("Demo 3D camera"),
Camera3d::default(),
Transform::from_xyz(0.0, 0.0, 10.0),
PointLight::default(),
));
commands.spawn((
Name::from("Demo 3D cuboid"),
Mesh3d(meshes.add(Cuboid::from_length(1.0))),
MeshMaterial3d(materials.add(Color::from(bevy::color::palettes::css::ORANGE))),
));
}
fn demo_3d(
mut camera_query: Query<&mut Transform, With<Camera3d>>,
mut mouse_events: EventReader<bevy::input::mouse::MouseMotion>,
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(Dir3::Y, mouse_motion.x);
transform.rotate_local_x(mouse_motion.y);
let local_movement = raw_movement * time.delta_secs() * 10.0;
let movement = transform.rotation * local_movement;
transform.translation += movement;
}
}
app.add_systems(Startup, systems::setup_demo_3d)
.add_systems(Update, systems::demo_3d);
}

30
src/game/prefab.rs Normal file
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@ -0,0 +1,30 @@
use bevy::pbr::Atmosphere;
use bevy::prelude::*;
#[derive(Clone, Debug, Default, Component, Reflect)]
#[reflect(Component)]
#[require(
Name = Name::from("2D Camera"),
Camera2d,
Transform = Transform::from_xyz(0., 0., 10.),
)]
pub struct DemoCamera2d;
#[derive(Clone, Debug, Default, Component, Reflect)]
#[reflect(Component)]
#[require(
Name = Name::from("3D Camera"),
// Atmosphere causes a panic if hdr is not true: https://github.com/bevyengine/bevy/issues/18959
Camera = Camera {
hdr: true,
..default()
},
Camera3d,
Atmosphere = Atmosphere::EARTH,
Transform = Transform::from_xyz(1., 2., 10.).looking_at(Vec3::ZERO, Dir3::Y),
PointLight,
)]
pub struct DemoCamera3d;

3
src/game/systems.rs Normal file
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@ -0,0 +1,3 @@
mod demo;
pub use demo::*;

136
src/game/systems/demo.rs Normal file
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@ -0,0 +1,136 @@
pub use bevy::prelude::*;
use crate::game::prefab::{DemoCamera2d, DemoCamera3d};
pub fn setup_demo_2d(mut commands: Commands) {
commands.spawn((
Name::from("2D Demo Scene"),
Transform::default(),
Visibility::default(),
children![
DemoCamera2d,
(Name::from("2D sprite"), Sprite::sized(Vec2::splat(256.0)),)
],
));
}
pub fn demo_2d(
mut camera_query: Query<(&mut Transform, &mut Projection)>,
mut mouse_events: EventReader<bevy::input::mouse::MouseMotion>,
mut scroll_events: EventReader<bevy::input::mouse::MouseWheel>,
mouse_input: Res<ButtonInput<MouseButton>>,
keyboard_input: Res<ButtonInput<KeyCode>>,
) {
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() {
let projection = match projection.as_mut() {
Projection::Orthographic(projection) => projection,
_ => continue,
};
if keyboard_input.pressed(KeyCode::ControlLeft) {
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);
}
}
}
pub fn setup_demo_3d(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Name::from("3D Demo Scene"),
Transform::from_xyz(0., 300.0, 0.),
Visibility::default(),
children![
(
DemoCamera3d,
Transform::from_xyz(-6.225, 2.197, -10.470).looking_at(Vec3::ZERO, Dir3::Y),
),
(
Name::from("Cuboid"),
Transform::from_xyz(0., 0.5, 0.),
Mesh3d(meshes.add(Cuboid::from_length(1.0))),
MeshMaterial3d(materials.add(Color::from(bevy::color::palettes::css::GREY))),
),
(
Name::from("Floor"),
Transform::from_xyz(0., -0.25, 0.),
Mesh3d(meshes.add(Cuboid::from_size(Vec3::new(10., 0.5, 10.)))),
MeshMaterial3d(materials.add(Color::from(bevy::color::palettes::css::GREY))),
),
(
Name::from("Sun"),
Transform::from_rotation(Quat::from_euler(
EulerRot::default(),
f32::to_radians(160.0),
f32::to_radians(-20.0),
0.0,
)),
DirectionalLight {
shadows_enabled: true,
..default()
},
),
],
));
}
pub fn demo_3d(
mut camera_query: Query<&mut Transform, With<Camera3d>>,
mut mouse_events: EventReader<bevy::input::mouse::MouseMotion>,
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(Dir3::Y, mouse_motion.x);
transform.rotate_local_x(mouse_motion.y);
let local_movement = raw_movement * time.delta_secs() * 10.0;
let movement = transform.rotation * local_movement;
transform.translation += movement;
}
}
}

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@ -4,14 +4,18 @@ use core::{fmt, ops};
use std::{fs, path::Path};
mod basis;
mod plugin;
mod transform_f64;
mod types;
mod vector2;
mod vector2_i32;
mod vector3;
mod vector3_i32;
pub use basis::*;
pub use plugin::*;
pub use transform_f64::*;
pub use types::*;
pub use vector2::*;
pub use vector2_i32::*;
pub use vector3::*;

33
src/util/plugin.rs Normal file
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@ -0,0 +1,33 @@
use bevy::prelude::*;
pub struct UtilPlugin;
impl Plugin for UtilPlugin {
fn build(&self, app: &mut App) {
app.register_type::<SpriteLoader>()
.add_systems(PostUpdate, load_sprite);
}
}
/// Automatically sets the `Sprite` components `image` to given asset path upon being added.
///
/// Can be used to set default sprite in required components without having access to AssetServer.
#[derive(Clone, Debug, Default, Component, Reflect)]
#[reflect(Component)]
#[require(Sprite)]
pub struct SpriteLoader(pub String);
impl SpriteLoader {
pub fn from(path: impl Into<String>) -> Self {
Self(path.into())
}
}
pub fn load_sprite(
mut sprite_query: Query<(&mut Sprite, &SpriteLoader), Added<SpriteLoader>>,
assets: Res<AssetServer>,
) {
for (mut sprite, loader) in sprite_query.iter_mut() {
sprite.image = assets.load(&loader.0);
}
}

2
src/util/types.rs Normal file
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@ -0,0 +1,2 @@
pub type Seconds = f32;
pub type Kilograms = f32;