Upgrade to bevy 0.16
parent
9db0030511
commit
9e8912506e
File diff suppressed because it is too large
Load Diff
10
Cargo.toml
10
Cargo.toml
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@ -6,10 +6,12 @@ edition = "2021"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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bevy = "0.15.1"
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bevy-inspector-egui = "0.28.1"
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bevy_mod_debugdump = "0.12.1"
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bevy_rapier2d = "0.28.0"
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bevy = "0.16.0"
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bevy-inspector-egui = "0.31.0"
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bevy_egui = "0.34.1"
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bevy_mod_debugdump = "0.13.0"
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bevy_prototype_lyon = "0.13.0"
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# bevy_rapier2d = "0.29.0"
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num-traits = "0.2.19"
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# Enable a small amount of optimization in debug mode
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@ -11,8 +11,13 @@ impl Plugin for DebugPlugin {
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app.insert_resource(DebugMode::on())
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.add_plugins((
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// WorldInspector requires EguiPlugin plugin to be added before it
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bevy_egui::EguiPlugin {
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enable_multipass_for_primary_context: true,
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},
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bevy_inspector_egui::quick::WorldInspectorPlugin::new().run_if(is_debug_enabled),
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bevy_rapier2d::prelude::RapierDebugRenderPlugin::default(),
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// TODO: uncomment when rapier is updated for bevy 0.16
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// bevy_rapier2d::prelude::RapierDebugRenderPlugin::default(),
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))
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.add_systems(Update, debug_toggle);
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}
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121
src/game.rs
121
src/game.rs
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@ -1,118 +1,23 @@
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use crate::{debug, game_setup};
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use crate::{debug, game_setup, util};
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use bevy::prelude::*;
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use bevy_rapier2d::prelude::*;
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// TODO: uncomment when rapier is updated for bevy 0.16
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// use bevy_rapier2d::prelude::*;
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mod prefab;
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mod systems;
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pub fn init(app: &mut App) {
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let app = app.add_plugins((
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game_setup::GameSetupPlugin,
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RapierPhysicsPlugin::<NoUserData>::default(),
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util::UtilPlugin,
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// TODO: uncomment when rapier is updated for bevy 0.16
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// RapierPhysicsPlugin::<NoUserData>::default(),
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debug::DebugPlugin,
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));
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app.add_systems(Startup, setup_2d)
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.add_systems(Update, demo_2d);
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// app.add_systems(Startup, systems::setup_demo_2d)
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// .add_systems(Update, systems::demo_2d);
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// app.add_systems(Startup, setup_3d)
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// .add_systems(Update, demo_3d);
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}
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fn setup_2d(mut commands: Commands) {
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commands.spawn((
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Name::from("Demo 2D camera"),
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Camera2d,
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Transform::from_xyz(0.0, 0.0, 10.0),
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));
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commands.spawn((
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Name::from("Demo 2D sprite"),
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Sprite::sized(Vec2::splat(256.0)),
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));
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}
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fn demo_2d(
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mut camera_query: Query<(&mut Transform, &mut OrthographicProjection)>,
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mut mouse_events: EventReader<bevy::input::mouse::MouseMotion>,
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mut scroll_events: EventReader<bevy::input::mouse::MouseWheel>,
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mouse_input: Res<ButtonInput<MouseButton>>,
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) {
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let raw_mouse_motion: Vec2 = mouse_events.read().map(|e| e.delta).sum();
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let raw_scroll_motion: f32 = scroll_events
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.read()
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.map(|event| match event.unit {
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bevy::input::mouse::MouseScrollUnit::Line => event.y * -0.1,
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bevy::input::mouse::MouseScrollUnit::Pixel => event.y * -0.05,
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})
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.sum();
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for (mut transform, mut projection) in camera_query.iter_mut() {
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projection.scale += raw_scroll_motion * projection.scale;
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let mouse_motion = raw_mouse_motion * projection.scale * Vec2::new(-1.0, 1.0);
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if mouse_input.pressed(MouseButton::Middle) {
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transform.translation += mouse_motion.extend(0.0);
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}
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}
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}
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fn setup_3d(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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commands.spawn((
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Name::from("Demo 3D camera"),
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Camera3d::default(),
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Transform::from_xyz(0.0, 0.0, 10.0),
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PointLight::default(),
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));
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commands.spawn((
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Name::from("Demo 3D cuboid"),
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Mesh3d(meshes.add(Cuboid::from_length(1.0))),
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MeshMaterial3d(materials.add(Color::from(bevy::color::palettes::css::ORANGE))),
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));
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}
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fn demo_3d(
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mut camera_query: Query<&mut Transform, With<Camera3d>>,
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mut mouse_events: EventReader<bevy::input::mouse::MouseMotion>,
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mouse_input: Res<ButtonInput<MouseButton>>,
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key_input: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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) {
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let raw_mouse_motion: Vec2 = mouse_events.read().map(|e| e.delta).sum();
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if mouse_input.pressed(MouseButton::Right) {
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let move_forward = key_input.pressed(KeyCode::KeyW);
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let move_back = key_input.pressed(KeyCode::KeyS);
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let move_left = key_input.pressed(KeyCode::KeyA);
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let move_right = key_input.pressed(KeyCode::KeyD);
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let move_up = key_input.pressed(KeyCode::Space) || key_input.pressed(KeyCode::KeyE);
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let move_down = key_input.pressed(KeyCode::ControlLeft) || key_input.pressed(KeyCode::KeyQ);
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let raw_movement = Vec3 {
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x: match (move_right, move_left) {
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(true, false) => 1.0,
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(false, true) => -1.0,
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_ => 0.0,
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},
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y: match (move_up, move_down) {
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(true, false) => 1.0,
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(false, true) => -1.0,
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_ => 0.0,
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},
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z: match (move_back, move_forward) {
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(true, false) => 1.0,
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(false, true) => -1.0,
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_ => 0.0,
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},
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};
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for mut transform in camera_query.iter_mut() {
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let mouse_motion = raw_mouse_motion * Vec2::new(-1.0, -1.0) * 0.002;
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transform.rotate_axis(Dir3::Y, mouse_motion.x);
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transform.rotate_local_x(mouse_motion.y);
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let local_movement = raw_movement * time.delta_secs() * 10.0;
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let movement = transform.rotation * local_movement;
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transform.translation += movement;
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}
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}
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app.add_systems(Startup, systems::setup_demo_3d)
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.add_systems(Update, systems::demo_3d);
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}
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@ -0,0 +1,30 @@
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use bevy::pbr::Atmosphere;
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use bevy::prelude::*;
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#[derive(Clone, Debug, Default, Component, Reflect)]
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#[reflect(Component)]
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#[require(
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Name = Name::from("2D Camera"),
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Camera2d,
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Transform = Transform::from_xyz(0., 0., 10.),
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)]
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pub struct DemoCamera2d;
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#[derive(Clone, Debug, Default, Component, Reflect)]
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#[reflect(Component)]
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#[require(
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Name = Name::from("3D Camera"),
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// Atmosphere causes a panic if hdr is not true: https://github.com/bevyengine/bevy/issues/18959
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Camera = Camera {
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hdr: true,
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..default()
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},
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Camera3d,
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Atmosphere = Atmosphere::EARTH,
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Transform = Transform::from_xyz(1., 2., 10.).looking_at(Vec3::ZERO, Dir3::Y),
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PointLight,
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)]
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pub struct DemoCamera3d;
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@ -0,0 +1,3 @@
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mod demo;
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pub use demo::*;
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@ -0,0 +1,136 @@
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pub use bevy::prelude::*;
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use crate::game::prefab::{DemoCamera2d, DemoCamera3d};
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pub fn setup_demo_2d(mut commands: Commands) {
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commands.spawn((
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Name::from("2D Demo Scene"),
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Transform::default(),
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Visibility::default(),
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children![
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DemoCamera2d,
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(Name::from("2D sprite"), Sprite::sized(Vec2::splat(256.0)),)
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],
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));
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}
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pub fn demo_2d(
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mut camera_query: Query<(&mut Transform, &mut Projection)>,
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mut mouse_events: EventReader<bevy::input::mouse::MouseMotion>,
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mut scroll_events: EventReader<bevy::input::mouse::MouseWheel>,
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mouse_input: Res<ButtonInput<MouseButton>>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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) {
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let raw_mouse_motion: Vec2 = mouse_events.read().map(|e| e.delta).sum();
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let raw_scroll_motion: f32 = scroll_events
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.read()
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.map(|event| match event.unit {
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bevy::input::mouse::MouseScrollUnit::Line => event.y * -0.1,
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bevy::input::mouse::MouseScrollUnit::Pixel => event.y * -0.05,
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})
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.sum();
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for (mut transform, mut projection) in camera_query.iter_mut() {
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let projection = match projection.as_mut() {
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Projection::Orthographic(projection) => projection,
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_ => continue,
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};
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if keyboard_input.pressed(KeyCode::ControlLeft) {
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projection.scale += raw_scroll_motion * projection.scale;
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}
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let mouse_motion = raw_mouse_motion * projection.scale * Vec2::new(-1.0, 1.0);
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if mouse_input.pressed(MouseButton::Middle) {
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transform.translation += mouse_motion.extend(0.0);
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}
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}
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}
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pub fn setup_demo_3d(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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commands.spawn((
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Name::from("3D Demo Scene"),
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Transform::from_xyz(0., 300.0, 0.),
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Visibility::default(),
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children![
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(
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DemoCamera3d,
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Transform::from_xyz(-6.225, 2.197, -10.470).looking_at(Vec3::ZERO, Dir3::Y),
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),
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(
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Name::from("Cuboid"),
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Transform::from_xyz(0., 0.5, 0.),
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Mesh3d(meshes.add(Cuboid::from_length(1.0))),
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MeshMaterial3d(materials.add(Color::from(bevy::color::palettes::css::GREY))),
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),
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(
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Name::from("Floor"),
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Transform::from_xyz(0., -0.25, 0.),
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Mesh3d(meshes.add(Cuboid::from_size(Vec3::new(10., 0.5, 10.)))),
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MeshMaterial3d(materials.add(Color::from(bevy::color::palettes::css::GREY))),
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),
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(
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Name::from("Sun"),
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Transform::from_rotation(Quat::from_euler(
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EulerRot::default(),
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f32::to_radians(160.0),
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f32::to_radians(-20.0),
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0.0,
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)),
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DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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),
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],
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));
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}
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pub fn demo_3d(
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mut camera_query: Query<&mut Transform, With<Camera3d>>,
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mut mouse_events: EventReader<bevy::input::mouse::MouseMotion>,
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mouse_input: Res<ButtonInput<MouseButton>>,
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key_input: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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) {
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let raw_mouse_motion: Vec2 = mouse_events.read().map(|e| e.delta).sum();
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if mouse_input.pressed(MouseButton::Right) {
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let move_forward = key_input.pressed(KeyCode::KeyW);
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let move_back = key_input.pressed(KeyCode::KeyS);
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let move_left = key_input.pressed(KeyCode::KeyA);
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let move_right = key_input.pressed(KeyCode::KeyD);
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let move_up = key_input.pressed(KeyCode::Space) || key_input.pressed(KeyCode::KeyE);
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let move_down = key_input.pressed(KeyCode::ControlLeft) || key_input.pressed(KeyCode::KeyQ);
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let raw_movement = Vec3 {
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x: match (move_right, move_left) {
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(true, false) => 1.0,
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(false, true) => -1.0,
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_ => 0.0,
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},
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y: match (move_up, move_down) {
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(true, false) => 1.0,
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(false, true) => -1.0,
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_ => 0.0,
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},
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z: match (move_back, move_forward) {
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(true, false) => 1.0,
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(false, true) => -1.0,
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_ => 0.0,
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},
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};
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for mut transform in camera_query.iter_mut() {
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let mouse_motion = raw_mouse_motion * Vec2::new(-1.0, -1.0) * 0.002;
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transform.rotate_axis(Dir3::Y, mouse_motion.x);
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transform.rotate_local_x(mouse_motion.y);
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let local_movement = raw_movement * time.delta_secs() * 10.0;
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let movement = transform.rotation * local_movement;
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transform.translation += movement;
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}
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}
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}
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@ -4,14 +4,18 @@ use core::{fmt, ops};
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use std::{fs, path::Path};
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mod basis;
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mod plugin;
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mod transform_f64;
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mod types;
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mod vector2;
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mod vector2_i32;
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mod vector3;
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mod vector3_i32;
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pub use basis::*;
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pub use plugin::*;
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pub use transform_f64::*;
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pub use types::*;
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pub use vector2::*;
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pub use vector2_i32::*;
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pub use vector3::*;
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@ -0,0 +1,33 @@
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use bevy::prelude::*;
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pub struct UtilPlugin;
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impl Plugin for UtilPlugin {
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fn build(&self, app: &mut App) {
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app.register_type::<SpriteLoader>()
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.add_systems(PostUpdate, load_sprite);
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}
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}
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/// Automatically sets the `Sprite` components `image` to given asset path upon being added.
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///
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/// Can be used to set default sprite in required components without having access to AssetServer.
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#[derive(Clone, Debug, Default, Component, Reflect)]
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#[reflect(Component)]
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#[require(Sprite)]
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pub struct SpriteLoader(pub String);
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impl SpriteLoader {
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pub fn from(path: impl Into<String>) -> Self {
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Self(path.into())
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}
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}
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pub fn load_sprite(
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mut sprite_query: Query<(&mut Sprite, &SpriteLoader), Added<SpriteLoader>>,
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assets: Res<AssetServer>,
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) {
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for (mut sprite, loader) in sprite_query.iter_mut() {
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sprite.image = assets.load(&loader.0);
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}
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}
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@ -0,0 +1,2 @@
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pub type Seconds = f32;
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pub type Kilograms = f32;
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