bevy/examples/audio/spatial_audio_3d.rs
Carter Anderson 015f2c69ca
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975)
# Objective

Continue improving the user experience of our UI Node API in the
direction specified by [Bevy's Next Generation Scene / UI
System](https://github.com/bevyengine/bevy/discussions/14437)

## Solution

As specified in the document above, merge `Style` fields into `Node`,
and move "computed Node fields" into `ComputedNode` (I chose this name
over something like `ComputedNodeLayout` because it currently contains
more than just layout info. If we want to break this up / rename these
concepts, lets do that in a separate PR). `Style` has been removed.

This accomplishes a number of goals:

## Ergonomics wins

Specifying both `Node` and `Style` is now no longer required for
non-default styles

Before:
```rust
commands.spawn((
    Node::default(),
    Style {
        width:  Val::Px(100.),
        ..default()
    },
));
```

After:

```rust
commands.spawn(Node {
    width:  Val::Px(100.),
    ..default()
});
```

## Conceptual clarity

`Style` was never a comprehensive "style sheet". It only defined "core"
style properties that all `Nodes` shared. Any "styled property" that
couldn't fit that mold had to be in a separate component. A "real" style
system would style properties _across_ components (`Node`, `Button`,
etc). We have plans to build a true style system (see the doc linked
above).

By moving the `Style` fields to `Node`, we fully embrace `Node` as the
driving concept and remove the "style system" confusion.

## Next Steps

* Consider identifying and splitting out "style properties that aren't
core to Node". This should not happen for Bevy 0.15.

---

## Migration Guide

Move any fields set on `Style` into `Node` and replace all `Style`
component usage with `Node`.

Before:
```rust
commands.spawn((
    Node::default(),
    Style {
        width:  Val::Px(100.),
        ..default()
    },
));
```

After:

```rust
commands.spawn(Node {
    width:  Val::Px(100.),
    ..default()
});
```

For any usage of the "computed node properties" that used to live on
`Node`, use `ComputedNode` instead:

Before:
```rust
fn system(nodes: Query<&Node>) {
    for node in &nodes {
        let computed_size = node.size();
    }
}
```

After:
```rust
fn system(computed_nodes: Query<&ComputedNode>) {
    for computed_node in &computed_nodes {
        let computed_size = computed_node.size();
    }
}
```
2024-10-18 22:25:33 +00:00

130 lines
3.8 KiB
Rust

//! This example illustrates how to load and play an audio file, and control where the sounds seems to come from.
use bevy::{
color::palettes::basic::{BLUE, LIME, RED},
prelude::*,
time::Stopwatch,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, update_positions)
.add_systems(Update, update_listener)
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Space between the two ears
let gap = 4.0;
// sound emitter
commands.spawn((
Mesh3d(meshes.add(Sphere::new(0.2).mesh().uv(32, 18))),
MeshMaterial3d(materials.add(Color::from(BLUE))),
Transform::from_xyz(0.0, 0.0, 0.0),
Emitter::default(),
AudioPlayer::<AudioSource>(asset_server.load("sounds/Windless Slopes.ogg")),
PlaybackSettings::LOOP.with_spatial(true),
));
let listener = SpatialListener::new(gap);
commands
.spawn((
Transform::default(),
Visibility::default(),
listener.clone(),
))
.with_children(|parent| {
// left ear indicator
parent.spawn((
Mesh3d(meshes.add(Cuboid::new(0.2, 0.2, 0.2))),
MeshMaterial3d(materials.add(Color::from(RED))),
Transform::from_translation(listener.left_ear_offset),
));
// right ear indicator
parent.spawn((
Mesh3d(meshes.add(Cuboid::new(0.2, 0.2, 0.2))),
MeshMaterial3d(materials.add(Color::from(LIME))),
Transform::from_translation(listener.right_ear_offset),
));
});
// light
commands.spawn((
DirectionalLight::default(),
Transform::from_xyz(4.0, 8.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
));
// example instructions
commands.spawn((
Text::new("Up/Down/Left/Right: Move Listener\nSpace: Toggle Emitter Movement"),
Node {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
));
// camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
#[derive(Component, Default)]
struct Emitter {
stopwatch: Stopwatch,
}
fn update_positions(
time: Res<Time>,
mut emitters: Query<(&mut Transform, &mut Emitter), With<Emitter>>,
keyboard: Res<ButtonInput<KeyCode>>,
) {
for (mut emitter_transform, mut emitter) in emitters.iter_mut() {
if keyboard.just_pressed(KeyCode::Space) {
if emitter.stopwatch.is_paused() {
emitter.stopwatch.unpause();
} else {
emitter.stopwatch.pause();
}
}
emitter.stopwatch.tick(time.delta());
if !emitter.stopwatch.is_paused() {
emitter_transform.translation.x = ops::sin(emitter.stopwatch.elapsed_secs()) * 3.0;
emitter_transform.translation.z = ops::cos(emitter.stopwatch.elapsed_secs()) * 3.0;
}
}
}
fn update_listener(
keyboard: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
mut listeners: Single<&mut Transform, With<SpatialListener>>,
) {
let speed = 2.;
if keyboard.pressed(KeyCode::ArrowRight) {
listeners.translation.x += speed * time.delta_secs();
}
if keyboard.pressed(KeyCode::ArrowLeft) {
listeners.translation.x -= speed * time.delta_secs();
}
if keyboard.pressed(KeyCode::ArrowDown) {
listeners.translation.z += speed * time.delta_secs();
}
if keyboard.pressed(KeyCode::ArrowUp) {
listeners.translation.z -= speed * time.delta_secs();
}
}