mirror of
https://github.com/bevyengine/bevy
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0166db33f7
# Objective #11431 and #11688 implemented meshing support for Bevy's new geometric primitives. The next step is to deprecate the shapes in `bevy_render::mesh::shape` and to later remove them completely for 0.14. ## Solution Deprecate the shapes and reduce code duplication by utilizing the primitive meshing API for the old shapes where possible. Note that some shapes have behavior that can't be exactly reproduced with the new primitives yet: - `Box` is more of an AABB with min/max extents - `Plane` supports a subdivision count - `Quad` has a `flipped` property These types have not been changed to utilize the new primitives yet. --- ## Changelog - Deprecated all shapes in `bevy_render::mesh::shape` - Changed all examples to use new primitives for meshing ## Migration Guide Bevy has previously used rendering-specific types like `UVSphere` and `Quad` for primitive mesh shapes. These have now been deprecated to use the geometric primitives newly introduced in version 0.13. Some examples: ```rust let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0)); let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0)); let before = meshes.add(shape::Quad::default()); let after = meshes.add(Rectangle::default()); let before = meshes.add(shape::Plane::from_size(5.0)); // The surface normal can now also be specified when using `new` let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0)); let before = meshes.add( Mesh::try_from(shape::Icosphere { radius: 0.5, subdivisions: 5, }) .unwrap(), ); let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap()); ```
528 lines
16 KiB
Rust
528 lines
16 KiB
Rust
//! Shows a visualization of gamepad buttons, sticks, and triggers
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use std::f32::consts::PI;
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use bevy::{
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input::gamepad::{
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GamepadAxisChangedEvent, GamepadButton, GamepadButtonChangedEvent, GamepadSettings,
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},
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prelude::*,
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sprite::{Anchor, MaterialMesh2dBundle, Mesh2dHandle},
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};
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const BUTTON_RADIUS: f32 = 25.;
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const BUTTON_CLUSTER_RADIUS: f32 = 50.;
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const START_SIZE: Vec2 = Vec2::new(30., 15.);
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const TRIGGER_SIZE: Vec2 = Vec2::new(70., 20.);
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const STICK_BOUNDS_SIZE: f32 = 100.;
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const BUTTONS_X: f32 = 150.;
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const BUTTONS_Y: f32 = 80.;
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const STICKS_X: f32 = 150.;
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const STICKS_Y: f32 = -135.;
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const NORMAL_BUTTON_COLOR: Color = Color::rgb(0.3, 0.3, 0.3);
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const ACTIVE_BUTTON_COLOR: Color = Color::PURPLE;
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const LIVE_COLOR: Color = Color::rgb(0.4, 0.4, 0.4);
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const DEAD_COLOR: Color = Color::rgb(0.13, 0.13, 0.13);
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#[derive(Component, Deref)]
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struct ReactTo(GamepadButtonType);
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#[derive(Component)]
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struct MoveWithAxes {
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x_axis: GamepadAxisType,
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y_axis: GamepadAxisType,
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scale: f32,
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}
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#[derive(Component)]
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struct TextWithAxes {
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x_axis: GamepadAxisType,
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y_axis: GamepadAxisType,
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}
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#[derive(Component, Deref)]
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struct TextWithButtonValue(GamepadButtonType);
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#[derive(Component)]
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struct ConnectedGamepadsText;
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#[derive(Resource)]
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struct ButtonMaterials {
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normal: Handle<ColorMaterial>,
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active: Handle<ColorMaterial>,
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}
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impl FromWorld for ButtonMaterials {
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fn from_world(world: &mut World) -> Self {
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let mut materials = world.resource_mut::<Assets<ColorMaterial>>();
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Self {
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normal: materials.add(NORMAL_BUTTON_COLOR),
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active: materials.add(ACTIVE_BUTTON_COLOR),
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}
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}
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}
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#[derive(Resource)]
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struct ButtonMeshes {
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circle: Mesh2dHandle,
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triangle: Mesh2dHandle,
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start_pause: Mesh2dHandle,
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trigger: Mesh2dHandle,
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}
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impl FromWorld for ButtonMeshes {
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fn from_world(world: &mut World) -> Self {
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let mut meshes = world.resource_mut::<Assets<Mesh>>();
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Self {
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circle: meshes.add(Circle::new(BUTTON_RADIUS)).into(),
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triangle: meshes.add(RegularPolygon::new(BUTTON_RADIUS, 3)).into(),
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start_pause: meshes.add(Rectangle::from_size(START_SIZE)).into(),
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trigger: meshes.add(Rectangle::from_size(TRIGGER_SIZE)).into(),
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}
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}
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}
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#[derive(Bundle)]
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struct GamepadButtonBundle {
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mesh_bundle: MaterialMesh2dBundle<ColorMaterial>,
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react_to: ReactTo,
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}
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impl GamepadButtonBundle {
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pub fn new(
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button_type: GamepadButtonType,
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mesh: Mesh2dHandle,
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material: Handle<ColorMaterial>,
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x: f32,
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y: f32,
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) -> Self {
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Self {
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mesh_bundle: MaterialMesh2dBundle {
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mesh,
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material,
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transform: Transform::from_xyz(x, y, 0.),
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..default()
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},
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react_to: ReactTo(button_type),
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}
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}
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pub fn with_rotation(mut self, angle: f32) -> Self {
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self.mesh_bundle.transform.rotation = Quat::from_rotation_z(angle);
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self
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}
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.init_resource::<ButtonMaterials>()
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.init_resource::<ButtonMeshes>()
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.add_systems(
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Startup,
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(setup, setup_sticks, setup_triggers, setup_connected),
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)
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.add_systems(
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Update,
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(
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update_buttons,
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update_button_values,
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update_axes,
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update_connected,
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),
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)
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.run();
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}
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fn setup(mut commands: Commands, meshes: Res<ButtonMeshes>, materials: Res<ButtonMaterials>) {
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commands.spawn(Camera2dBundle::default());
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// Buttons
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commands
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.spawn(SpatialBundle {
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transform: Transform::from_xyz(BUTTONS_X, BUTTONS_Y, 0.),
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..default()
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})
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.with_children(|parent| {
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parent.spawn(GamepadButtonBundle::new(
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GamepadButtonType::North,
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meshes.circle.clone(),
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materials.normal.clone(),
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0.,
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BUTTON_CLUSTER_RADIUS,
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));
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parent.spawn(GamepadButtonBundle::new(
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GamepadButtonType::South,
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meshes.circle.clone(),
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materials.normal.clone(),
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0.,
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-BUTTON_CLUSTER_RADIUS,
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));
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parent.spawn(GamepadButtonBundle::new(
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GamepadButtonType::West,
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meshes.circle.clone(),
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materials.normal.clone(),
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-BUTTON_CLUSTER_RADIUS,
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0.,
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));
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parent.spawn(GamepadButtonBundle::new(
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GamepadButtonType::East,
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meshes.circle.clone(),
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materials.normal.clone(),
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BUTTON_CLUSTER_RADIUS,
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0.,
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));
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});
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// Start and Pause
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commands.spawn(GamepadButtonBundle::new(
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GamepadButtonType::Select,
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meshes.start_pause.clone(),
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materials.normal.clone(),
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-30.,
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BUTTONS_Y,
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));
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commands.spawn(GamepadButtonBundle::new(
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GamepadButtonType::Start,
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meshes.start_pause.clone(),
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materials.normal.clone(),
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30.,
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BUTTONS_Y,
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));
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// D-Pad
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commands
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.spawn(SpatialBundle {
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transform: Transform::from_xyz(-BUTTONS_X, BUTTONS_Y, 0.),
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..default()
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})
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.with_children(|parent| {
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parent.spawn(GamepadButtonBundle::new(
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GamepadButtonType::DPadUp,
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meshes.triangle.clone(),
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materials.normal.clone(),
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0.,
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BUTTON_CLUSTER_RADIUS,
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));
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parent.spawn(
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GamepadButtonBundle::new(
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GamepadButtonType::DPadDown,
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meshes.triangle.clone(),
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materials.normal.clone(),
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0.,
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-BUTTON_CLUSTER_RADIUS,
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)
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.with_rotation(PI),
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);
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parent.spawn(
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GamepadButtonBundle::new(
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GamepadButtonType::DPadLeft,
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meshes.triangle.clone(),
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materials.normal.clone(),
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-BUTTON_CLUSTER_RADIUS,
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0.,
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)
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.with_rotation(PI / 2.),
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);
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parent.spawn(
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GamepadButtonBundle::new(
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GamepadButtonType::DPadRight,
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meshes.triangle.clone(),
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materials.normal.clone(),
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BUTTON_CLUSTER_RADIUS,
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0.,
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)
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.with_rotation(-PI / 2.),
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);
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});
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// Triggers
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commands.spawn(GamepadButtonBundle::new(
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GamepadButtonType::LeftTrigger,
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meshes.trigger.clone(),
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materials.normal.clone(),
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-BUTTONS_X,
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BUTTONS_Y + 115.,
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));
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commands.spawn(GamepadButtonBundle::new(
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GamepadButtonType::RightTrigger,
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meshes.trigger.clone(),
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materials.normal.clone(),
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BUTTONS_X,
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BUTTONS_Y + 115.,
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));
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}
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fn setup_sticks(
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mut commands: Commands,
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meshes: Res<ButtonMeshes>,
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materials: Res<ButtonMaterials>,
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gamepad_settings: Res<GamepadSettings>,
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) {
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let dead_upper =
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STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.deadzone_upperbound();
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let dead_lower =
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STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.deadzone_lowerbound();
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let dead_size = dead_lower.abs() + dead_upper.abs();
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let dead_mid = (dead_lower + dead_upper) / 2.0;
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let live_upper =
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STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.livezone_upperbound();
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let live_lower =
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STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.livezone_lowerbound();
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let live_size = live_lower.abs() + live_upper.abs();
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let live_mid = (live_lower + live_upper) / 2.0;
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let mut spawn_stick = |x_pos, y_pos, x_axis, y_axis, button| {
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commands
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.spawn(SpatialBundle {
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transform: Transform::from_xyz(x_pos, y_pos, 0.),
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..default()
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})
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.with_children(|parent| {
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// full extent
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parent.spawn(SpriteBundle {
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sprite: Sprite {
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custom_size: Some(Vec2::splat(STICK_BOUNDS_SIZE * 2.)),
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color: DEAD_COLOR,
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..default()
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},
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..default()
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});
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// live zone
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parent.spawn(SpriteBundle {
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transform: Transform::from_xyz(live_mid, live_mid, 2.),
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sprite: Sprite {
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custom_size: Some(Vec2::new(live_size, live_size)),
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color: LIVE_COLOR,
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..default()
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},
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..default()
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});
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// dead zone
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parent.spawn(SpriteBundle {
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transform: Transform::from_xyz(dead_mid, dead_mid, 3.),
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sprite: Sprite {
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custom_size: Some(Vec2::new(dead_size, dead_size)),
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color: DEAD_COLOR,
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..default()
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},
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..default()
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});
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// text
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let style = TextStyle {
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font_size: 16.,
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..default()
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};
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parent.spawn((
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Text2dBundle {
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transform: Transform::from_xyz(0., STICK_BOUNDS_SIZE + 2., 4.),
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text: Text::from_sections([
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TextSection {
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value: format!("{:.3}", 0.),
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style: style.clone(),
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},
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TextSection {
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value: ", ".to_string(),
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style: style.clone(),
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},
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TextSection {
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value: format!("{:.3}", 0.),
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style,
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},
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]),
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text_anchor: Anchor::BottomCenter,
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..default()
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},
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TextWithAxes { x_axis, y_axis },
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));
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// cursor
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parent.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.circle.clone(),
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material: materials.normal.clone(),
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transform: Transform::from_xyz(0., 0., 5.)
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.with_scale(Vec2::splat(0.15).extend(1.)),
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..default()
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},
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MoveWithAxes {
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x_axis,
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y_axis,
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scale: STICK_BOUNDS_SIZE,
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},
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ReactTo(button),
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));
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});
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};
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spawn_stick(
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-STICKS_X,
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STICKS_Y,
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GamepadAxisType::LeftStickX,
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GamepadAxisType::LeftStickY,
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GamepadButtonType::LeftThumb,
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);
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spawn_stick(
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STICKS_X,
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STICKS_Y,
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GamepadAxisType::RightStickX,
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GamepadAxisType::RightStickY,
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GamepadButtonType::RightThumb,
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);
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}
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fn setup_triggers(
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mut commands: Commands,
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meshes: Res<ButtonMeshes>,
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materials: Res<ButtonMaterials>,
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) {
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let mut spawn_trigger = |x, y, button_type| {
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commands
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.spawn(GamepadButtonBundle::new(
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button_type,
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meshes.trigger.clone(),
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materials.normal.clone(),
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x,
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y,
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))
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.with_children(|parent| {
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parent.spawn((
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Text2dBundle {
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transform: Transform::from_xyz(0., 0., 1.),
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text: Text::from_section(
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format!("{:.3}", 0.),
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TextStyle {
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font_size: 16.,
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..default()
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},
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),
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..default()
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},
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TextWithButtonValue(button_type),
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));
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});
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};
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spawn_trigger(
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-BUTTONS_X,
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BUTTONS_Y + 145.,
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GamepadButtonType::LeftTrigger2,
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);
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spawn_trigger(
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BUTTONS_X,
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BUTTONS_Y + 145.,
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GamepadButtonType::RightTrigger2,
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);
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}
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fn setup_connected(mut commands: Commands) {
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let text_style = TextStyle {
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font_size: 20.,
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..default()
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};
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commands.spawn((
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TextBundle {
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text: Text::from_sections([
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TextSection {
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value: "Connected Gamepads:\n".to_string(),
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style: text_style.clone(),
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},
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TextSection {
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value: "None".to_string(),
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style: text_style,
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},
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]),
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style: Style {
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position_type: PositionType::Absolute,
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top: Val::Px(12.),
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left: Val::Px(12.),
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..default()
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},
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..default()
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},
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ConnectedGamepadsText,
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));
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}
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fn update_buttons(
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gamepads: Res<Gamepads>,
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button_inputs: Res<ButtonInput<GamepadButton>>,
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materials: Res<ButtonMaterials>,
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mut query: Query<(&mut Handle<ColorMaterial>, &ReactTo)>,
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) {
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for gamepad in gamepads.iter() {
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for (mut handle, react_to) in query.iter_mut() {
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if button_inputs.just_pressed(GamepadButton::new(gamepad, **react_to)) {
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*handle = materials.active.clone();
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}
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if button_inputs.just_released(GamepadButton::new(gamepad, **react_to)) {
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*handle = materials.normal.clone();
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}
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}
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}
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}
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fn update_button_values(
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mut events: EventReader<GamepadButtonChangedEvent>,
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mut query: Query<(&mut Text, &TextWithButtonValue)>,
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) {
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for button_event in events.read() {
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for (mut text, text_with_button_value) in query.iter_mut() {
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if button_event.button_type == **text_with_button_value {
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text.sections[0].value = format!("{:.3}", button_event.value);
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}
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}
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}
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}
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fn update_axes(
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mut axis_events: EventReader<GamepadAxisChangedEvent>,
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mut query: Query<(&mut Transform, &MoveWithAxes)>,
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mut text_query: Query<(&mut Text, &TextWithAxes)>,
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) {
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for axis_event in axis_events.read() {
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let axis_type = axis_event.axis_type;
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let value = axis_event.value;
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for (mut transform, move_with) in query.iter_mut() {
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if axis_type == move_with.x_axis {
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transform.translation.x = value * move_with.scale;
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}
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if axis_type == move_with.y_axis {
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transform.translation.y = value * move_with.scale;
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}
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}
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for (mut text, text_with_axes) in text_query.iter_mut() {
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if axis_type == text_with_axes.x_axis {
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text.sections[0].value = format!("{value:.3}");
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}
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if axis_type == text_with_axes.y_axis {
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text.sections[2].value = format!("{value:.3}");
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}
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}
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}
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}
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fn update_connected(
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gamepads: Res<Gamepads>,
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mut query: Query<&mut Text, With<ConnectedGamepadsText>>,
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) {
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if !gamepads.is_changed() {
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return;
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}
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let mut text = query.single_mut();
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let formatted = gamepads
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.iter()
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.map(|g| format!("- {}", gamepads.name(g).unwrap()))
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.collect::<Vec<_>>()
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.join("\n");
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text.sections[1].value = if !formatted.is_empty() {
|
|
formatted
|
|
} else {
|
|
"None".to_string()
|
|
}
|
|
}
|