mirror of
https://github.com/bevyengine/bevy
synced 2025-02-18 15:08:36 +00:00
## Objective A major critique of Bevy at the moment is how boilerplatey it is to compose (and read) entity hierarchies: ```rust commands .spawn(Foo) .with_children(|p| { p.spawn(Bar).with_children(|p| { p.spawn(Baz); }); p.spawn(Bar).with_children(|p| { p.spawn(Baz); }); }); ``` There is also currently no good way to statically define and return an entity hierarchy from a function. Instead, people often do this "internally" with a Commands function that returns nothing, making it impossible to spawn the hierarchy in other cases (direct World spawns, ChildSpawner, etc). Additionally, because this style of API results in creating the hierarchy bits _after_ the initial spawn of a bundle, it causes ECS archetype changes (and often expensive table moves). Because children are initialized after the fact, we also can't count them to pre-allocate space. This means each time a child inserts itself, it has a high chance of overflowing the currently allocated capacity in the `RelationshipTarget` collection, causing literal worst-case reallocations. We can do better! ## Solution The Bundle trait has been extended to support an optional `BundleEffect`. This is applied directly to World immediately _after_ the Bundle has fully inserted. Note that this is [intentionally](https://github.com/bevyengine/bevy/discussions/16920) _not done via a deferred Command_, which would require repeatedly copying each remaining subtree of the hierarchy to a new command as we walk down the tree (_not_ good performance). This allows us to implement the new `SpawnRelated` trait for all `RelationshipTarget` impls, which looks like this in practice: ```rust world.spawn(( Foo, Children::spawn(( Spawn(( Bar, Children::spawn(Spawn(Baz)), )), Spawn(( Bar, Children::spawn(Spawn(Baz)), )), )) )) ``` `Children::spawn` returns `SpawnRelatedBundle<Children, L: SpawnableList>`, which is a `Bundle` that inserts `Children` (preallocated to the size of the `SpawnableList::size_hint()`). `Spawn<B: Bundle>(pub B)` implements `SpawnableList` with a size of 1. `SpawnableList` is also implemented for tuples of `SpawnableList` (same general pattern as the Bundle impl). There are currently three built-in `SpawnableList` implementations: ```rust world.spawn(( Foo, Children::spawn(( Spawn(Name::new("Child1")), SpawnIter(["Child2", "Child3"].into_iter().map(Name::new), SpawnWith(|parent: &mut ChildSpawner| { parent.spawn(Name::new("Child4")); parent.spawn(Name::new("Child5")); }) )), )) ``` We get the benefits of "structured init", but we have nice flexibility where it is required! Some readers' first instinct might be to try to remove the need for the `Spawn` wrapper. This is impossible in the Rust type system, as a tuple of "child Bundles to be spawned" and a "tuple of Components to be added via a single Bundle" is ambiguous in the Rust type system. There are two ways to resolve that ambiguity: 1. By adding support for variadics to the Rust type system (removing the need for nested bundles). This is out of scope for this PR :) 2. Using wrapper types to resolve the ambiguity (this is what I did in this PR). For the single-entity spawn cases, `Children::spawn_one` does also exist, which removes the need for the wrapper: ```rust world.spawn(( Foo, Children::spawn_one(Bar), )) ``` ## This works for all Relationships This API isn't just for `Children` / `ChildOf` relationships. It works for any relationship type, and they can be mixed and matched! ```rust world.spawn(( Foo, Observers::spawn(( Spawn(Observer::new(|trigger: Trigger<FuseLit>| {})), Spawn(Observer::new(|trigger: Trigger<Exploded>| {})), )), OwnerOf::spawn(Spawn(Bar)) Children::spawn(Spawn(Baz)) )) ``` ## Macros While `Spawn` is necessary to satisfy the type system, we _can_ remove the need to express it via macros. The example above can be expressed more succinctly using the new `children![X]` macro, which internally produces `Children::spawn(Spawn(X))`: ```rust world.spawn(( Foo, children![ ( Bar, children![Baz], ), ( Bar, children![Baz], ), ] )) ``` There is also a `related!` macro, which is a generic version of the `children!` macro that supports any relationship type: ```rust world.spawn(( Foo, related!(Children[ ( Bar, related!(Children[Baz]), ), ( Bar, related!(Children[Baz]), ), ]) )) ``` ## Returning Hierarchies from Functions Thanks to these changes, the following pattern is now possible: ```rust fn button(text: &str, color: Color) -> impl Bundle { ( Node { width: Val::Px(300.), height: Val::Px(100.), ..default() }, BackgroundColor(color), children![ Text::new(text), ] ) } fn ui() -> impl Bundle { ( Node { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default(), }, children![ button("hello", BLUE), button("world", RED), ] ) } // spawn from a system fn system(mut commands: Commands) { commands.spawn(ui()); } // spawn directly on World world.spawn(ui()); ``` ## Additional Changes and Notes * `Bundle::from_components` has been split out into `BundleFromComponents::from_components`, enabling us to implement `Bundle` for types that cannot be "taken" from the ECS (such as the new `SpawnRelatedBundle`). * The `NoBundleEffect` trait (which implements `BundleEffect`) is implemented for empty tuples (and tuples of empty tuples), which allows us to constrain APIs to only accept bundles that do not have effects. This is critical because the current batch spawn APIs cannot efficiently apply BundleEffects in their current form (as doing so in-place could invalidate the cached raw pointers). We could consider allocating a buffer of the effects to be applied later, but that does have performance implications that could offset the balance and value of the batched APIs (and would likely require some refactors to the underlying code). I've decided to be conservative here. We can consider relaxing that requirement on those APIs later, but that should be done in a followup imo. * I've ported a few examples to illustrate real-world usage. I think in a followup we should port all examples to the `children!` form whenever possible (and for cases that require things like SpawnIter, use the raw APIs). * Some may ask "why not use the `Relationship` to spawn (ex: `ChildOf::spawn(Foo)`) instead of the `RelationshipTarget` (ex: `Children::spawn(Spawn(Foo))`)?". That _would_ allow us to remove the `Spawn` wrapper. I've explicitly chosen to disallow this pattern. `Bundle::Effect` has the ability to create _significant_ weirdness. Things in `Bundle` position look like components. For example `world.spawn((Foo, ChildOf::spawn(Bar)))` _looks and reads_ like Foo is a child of Bar. `ChildOf` is in Foo's "component position" but it is not a component on Foo. This is a huge problem. Now that `Bundle::Effect` exists, we should be _very_ principled about keeping the "weird and unintuitive behavior" to a minimum. Things that read like components _should be the components they appear to be". ## Remaining Work * The macros are currently trivially implemented using macro_rules and are currently limited to the max tuple length. They will require a proc_macro implementation to work around the tuple length limit. ## Next Steps * Port the remaining examples to use `children!` where possible and raw `Spawn` / `SpawnIter` / `SpawnWith` where the flexibility of the raw API is required. ## Migration Guide Existing spawn patterns will continue to work as expected. Manual Bundle implementations now require a `BundleEffect` associated type. Exisiting bundles would have no bundle effect, so use `()`. Additionally `Bundle::from_components` has been moved to the new `BundleFromComponents` trait. ```rust // Before unsafe impl Bundle for X { unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> Self { } /* remaining bundle impl here */ } // After unsafe impl Bundle for X { type Effect = (); /* remaining bundle impl here */ } unsafe impl BundleFromComponents for X { unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> Self { } } ``` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com> Co-authored-by: Emerson Coskey <emerson@coskey.dev>
381 lines
14 KiB
Rust
381 lines
14 KiB
Rust
//! Bevy logo as a desk toy using transparent windows! Now with Googly Eyes!
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//!
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//! This example demonstrates:
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//! - Transparent windows that can be clicked through.
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//! - Drag-and-drop operations in 2D.
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//! - Using entity hierarchy, Transform, and Visibility to create simple animations.
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//! - Creating simple 2D meshes based on shape primitives.
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use bevy::{
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app::AppExit,
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input::common_conditions::{input_just_pressed, input_just_released},
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prelude::*,
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window::{PrimaryWindow, WindowLevel},
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};
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#[cfg(target_os = "macos")]
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use bevy::window::CompositeAlphaMode;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Bevy Desk Toy".into(),
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transparent: true,
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#[cfg(target_os = "macos")]
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composite_alpha_mode: CompositeAlphaMode::PostMultiplied,
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..default()
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}),
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..default()
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}))
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.insert_resource(ClearColor(WINDOW_CLEAR_COLOR))
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.insert_resource(WindowTransparency(false))
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.insert_resource(CursorWorldPos(None))
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(
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get_cursor_world_pos,
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update_cursor_hit_test,
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(
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start_drag.run_if(input_just_pressed(MouseButton::Left)),
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end_drag.run_if(input_just_released(MouseButton::Left)),
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drag.run_if(resource_exists::<DragOperation>),
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quit.run_if(input_just_pressed(MouseButton::Right)),
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toggle_transparency.run_if(input_just_pressed(KeyCode::Space)),
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move_pupils.after(drag),
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),
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)
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.chain(),
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)
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.run();
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}
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/// Whether the window is transparent
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#[derive(Resource)]
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struct WindowTransparency(bool);
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/// The projected 2D world coordinates of the cursor (if it's within primary window bounds).
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#[derive(Resource)]
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struct CursorWorldPos(Option<Vec2>);
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/// The current drag operation including the offset with which we grabbed the Bevy logo.
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#[derive(Resource)]
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struct DragOperation(Vec2);
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/// Marker component for the instructions text entity.
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#[derive(Component)]
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struct InstructionsText;
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/// Marker component for the Bevy logo entity.
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#[derive(Component)]
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struct BevyLogo;
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/// Component for the moving pupil entity (the moving part of the googly eye).
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#[derive(Component)]
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struct Pupil {
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/// Radius of the eye containing the pupil.
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eye_radius: f32,
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/// Radius of the pupil.
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pupil_radius: f32,
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/// Current velocity of the pupil.
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velocity: Vec2,
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}
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// Dimensions are based on: assets/branding/icon.png
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// Bevy logo radius
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const BEVY_LOGO_RADIUS: f32 = 128.0;
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// Birds' eyes x y (offset from the origin) and radius
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// These values are manually determined from the logo image
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const BIRDS_EYES: [(f32, f32, f32); 3] = [
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(145.0 - 128.0, -(56.0 - 128.0), 12.0),
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(198.0 - 128.0, -(87.0 - 128.0), 10.0),
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(222.0 - 128.0, -(140.0 - 128.0), 8.0),
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];
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const WINDOW_CLEAR_COLOR: Color = Color::srgb(0.2, 0.2, 0.2);
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/// Spawn the scene
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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// Spawn a 2D camera
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commands.spawn(Camera2d);
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// Spawn the text instructions
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let font = asset_server.load("fonts/FiraSans-Bold.ttf");
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let text_style = TextFont {
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font: font.clone(),
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font_size: 25.0,
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..default()
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};
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commands.spawn((
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Text2d::new("Press Space to play on your desktop! Press it again to return.\nRight click Bevy logo to exit."),
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text_style.clone(),
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Transform::from_xyz(0.0, -300.0, 100.0),
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InstructionsText,
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));
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// Create a circle mesh. We will reuse this mesh for all our circles.
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let circle = meshes.add(Circle { radius: 1.0 });
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// Create the different materials we will use for each part of the eyes. For this demo they are basic [`ColorMaterial`]s.
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let outline_material = materials.add(Color::BLACK);
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let sclera_material = materials.add(Color::WHITE);
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let pupil_material = materials.add(Color::srgb(0.2, 0.2, 0.2));
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let pupil_highlight_material = materials.add(Color::srgba(1.0, 1.0, 1.0, 0.2));
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// Spawn the Bevy logo sprite
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commands
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.spawn((
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Sprite::from_image(asset_server.load("branding/icon.png")),
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BevyLogo,
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))
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.with_children(|commands| {
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// For each bird eye
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for (x, y, radius) in BIRDS_EYES {
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let pupil_radius = radius * 0.6;
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let pupil_highlight_radius = radius * 0.3;
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let pupil_highlight_offset = radius * 0.3;
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// eye outline
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commands.spawn((
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Mesh2d(circle.clone()),
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MeshMaterial2d(outline_material.clone()),
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Transform::from_xyz(x, y - 1.0, 1.0)
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.with_scale(Vec2::splat(radius + 2.0).extend(1.0)),
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));
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// sclera
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commands.spawn((
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Transform::from_xyz(x, y, 2.0),
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Visibility::default(),
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children![
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// sclera
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(
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Mesh2d(circle.clone()),
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MeshMaterial2d(sclera_material.clone()),
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Transform::from_scale(Vec3::new(radius, radius, 0.0)),
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),
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// pupil
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(
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Transform::from_xyz(0.0, 0.0, 1.0),
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Visibility::default(),
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Pupil {
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eye_radius: radius,
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pupil_radius,
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velocity: Vec2::ZERO,
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},
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children![
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// pupil main
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(
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Mesh2d(circle.clone()),
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MeshMaterial2d(pupil_material.clone()),
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Transform::from_xyz(0.0, 0.0, 0.0).with_scale(Vec3::new(
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pupil_radius,
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pupil_radius,
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1.0,
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)),
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),
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// pupil highlight
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(
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Mesh2d(circle.clone()),
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MeshMaterial2d(pupil_highlight_material.clone()),
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Transform::from_xyz(
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-pupil_highlight_offset,
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pupil_highlight_offset,
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1.0,
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)
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.with_scale(Vec3::new(
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pupil_highlight_radius,
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pupil_highlight_radius,
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1.0,
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)),
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)
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],
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)
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],
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));
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}
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});
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}
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/// Project the cursor into the world coordinates and store it in a resource for easy use
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fn get_cursor_world_pos(
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mut cursor_world_pos: ResMut<CursorWorldPos>,
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primary_window: Single<&Window, With<PrimaryWindow>>,
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q_camera: Single<(&Camera, &GlobalTransform)>,
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) {
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let (main_camera, main_camera_transform) = *q_camera;
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// Get the cursor position in the world
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cursor_world_pos.0 = primary_window.cursor_position().and_then(|cursor_pos| {
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main_camera
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.viewport_to_world_2d(main_camera_transform, cursor_pos)
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.ok()
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});
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}
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/// Update whether the window is clickable or not
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fn update_cursor_hit_test(
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cursor_world_pos: Res<CursorWorldPos>,
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mut primary_window: Single<&mut Window, With<PrimaryWindow>>,
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bevy_logo_transform: Single<&Transform, With<BevyLogo>>,
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) {
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// If the window has decorations (e.g. a border) then it should be clickable
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if primary_window.decorations {
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primary_window.cursor_options.hit_test = true;
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return;
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}
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// If the cursor is not within the window we don't need to update whether the window is clickable or not
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let Some(cursor_world_pos) = cursor_world_pos.0 else {
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return;
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};
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// If the cursor is within the radius of the Bevy logo make the window clickable otherwise the window is not clickable
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primary_window.cursor_options.hit_test = bevy_logo_transform
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.translation
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.truncate()
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.distance(cursor_world_pos)
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< BEVY_LOGO_RADIUS;
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}
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/// Start the drag operation and record the offset we started dragging from
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fn start_drag(
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mut commands: Commands,
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cursor_world_pos: Res<CursorWorldPos>,
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bevy_logo_transform: Single<&Transform, With<BevyLogo>>,
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) {
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// If the cursor is not within the primary window skip this system
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let Some(cursor_world_pos) = cursor_world_pos.0 else {
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return;
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};
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// Get the offset from the cursor to the Bevy logo sprite
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let drag_offset = bevy_logo_transform.translation.truncate() - cursor_world_pos;
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// If the cursor is within the Bevy logo radius start the drag operation and remember the offset of the cursor from the origin
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if drag_offset.length() < BEVY_LOGO_RADIUS {
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commands.insert_resource(DragOperation(drag_offset));
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}
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}
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/// Stop the current drag operation
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fn end_drag(mut commands: Commands) {
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commands.remove_resource::<DragOperation>();
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}
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/// Drag the Bevy logo
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fn drag(
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drag_offset: Res<DragOperation>,
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cursor_world_pos: Res<CursorWorldPos>,
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time: Res<Time>,
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mut bevy_transform: Single<&mut Transform, With<BevyLogo>>,
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mut q_pupils: Query<&mut Pupil>,
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) {
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// If the cursor is not within the primary window skip this system
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let Some(cursor_world_pos) = cursor_world_pos.0 else {
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return;
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};
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// Calculate the new translation of the Bevy logo based on cursor and drag offset
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let new_translation = cursor_world_pos + drag_offset.0;
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// Calculate how fast we are dragging the Bevy logo (unit/second)
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let drag_velocity =
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(new_translation - bevy_transform.translation.truncate()) / time.delta_secs();
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// Update the translation of Bevy logo transform to new translation
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bevy_transform.translation = new_translation.extend(bevy_transform.translation.z);
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// Add the cursor drag velocity in the opposite direction to each pupil.
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// Remember pupils are using local coordinates to move. So when the Bevy logo moves right they need to move left to
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// simulate inertia, otherwise they will move fixed to the parent.
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for mut pupil in &mut q_pupils {
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pupil.velocity -= drag_velocity;
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}
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}
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/// Quit when the user right clicks the Bevy logo
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fn quit(
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cursor_world_pos: Res<CursorWorldPos>,
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mut app_exit: EventWriter<AppExit>,
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bevy_logo_transform: Single<&Transform, With<BevyLogo>>,
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) {
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// If the cursor is not within the primary window skip this system
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let Some(cursor_world_pos) = cursor_world_pos.0 else {
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return;
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};
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// If the cursor is within the Bevy logo radius send the [`AppExit`] event to quit the app
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if bevy_logo_transform
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.translation
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.truncate()
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.distance(cursor_world_pos)
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< BEVY_LOGO_RADIUS
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{
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app_exit.send(AppExit::Success);
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}
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}
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/// Enable transparency for the window and make it on top
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fn toggle_transparency(
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mut commands: Commands,
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mut window_transparency: ResMut<WindowTransparency>,
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mut q_instructions_text: Query<&mut Visibility, With<InstructionsText>>,
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mut primary_window: Single<&mut Window, With<PrimaryWindow>>,
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) {
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// Toggle the window transparency resource
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window_transparency.0 = !window_transparency.0;
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// Show or hide the instructions text
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for mut visibility in &mut q_instructions_text {
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*visibility = if window_transparency.0 {
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Visibility::Hidden
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} else {
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Visibility::Visible
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};
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}
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// Remove the primary window's decorations (e.g. borders), make it always on top of other desktop windows, and set the clear color to transparent
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// only if window transparency is enabled
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let clear_color;
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(
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primary_window.decorations,
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primary_window.window_level,
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clear_color,
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) = if window_transparency.0 {
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(false, WindowLevel::AlwaysOnTop, Color::NONE)
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} else {
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(true, WindowLevel::Normal, WINDOW_CLEAR_COLOR)
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};
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// Set the clear color
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commands.insert_resource(ClearColor(clear_color));
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}
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/// Move the pupils and bounce them around
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fn move_pupils(time: Res<Time>, mut q_pupils: Query<(&mut Pupil, &mut Transform)>) {
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for (mut pupil, mut transform) in &mut q_pupils {
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// The wiggle radius is how much the pupil can move within the eye
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let wiggle_radius = pupil.eye_radius - pupil.pupil_radius;
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// Store the Z component
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let z = transform.translation.z;
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// Truncate the Z component to make the calculations be on [`Vec2`]
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let mut translation = transform.translation.truncate();
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// Decay the pupil velocity
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pupil.velocity *= ops::powf(0.04f32, time.delta_secs());
|
|
// Move the pupil
|
|
translation += pupil.velocity * time.delta_secs();
|
|
// If the pupil hit the outside border of the eye, limit the translation to be within the wiggle radius and invert the velocity.
|
|
// This is not physically accurate but it's good enough for the googly eyes effect.
|
|
if translation.length() > wiggle_radius {
|
|
translation = translation.normalize() * wiggle_radius;
|
|
// Invert and decrease the velocity of the pupil when it bounces
|
|
pupil.velocity *= -0.75;
|
|
}
|
|
// Update the entity transform with the new translation after reading the Z component
|
|
transform.translation = translation.extend(z);
|
|
}
|
|
}
|