mirror of
https://github.com/bevyengine/bevy
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fcfb685821
# Objective - I got tired of calling `enable_state_scoped_entities`, and though it would make more sense to define that at the place where the state is defined ## Solution - add a derive attribute `#[states(scoped_entities)]` when derive `States` or `SubStates` that enables it automatically when adding the state ## Testing - Ran the examples using it, they still work
302 lines
8.9 KiB
Rust
302 lines
8.9 KiB
Rust
//! 3d testbed
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//!
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//! You can switch scene by pressing the spacebar
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#[cfg(feature = "bevy_ci_testing")]
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use bevy::dev_tools::ci_testing::CiTestingCustomEvent;
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use bevy::prelude::*;
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fn main() {
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let mut app = App::new();
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app.add_plugins((DefaultPlugins,))
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.init_state::<Scene>()
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.add_systems(OnEnter(Scene::Light), light::setup)
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.add_systems(OnEnter(Scene::Animation), animation::setup)
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.add_systems(Update, switch_scene);
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// Those scenes don't work in CI on Windows runners
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#[cfg(not(all(feature = "bevy_ci_testing", target_os = "windows")))]
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app.add_systems(OnEnter(Scene::Bloom), bloom::setup)
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.add_systems(OnEnter(Scene::Gltf), gltf::setup);
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app.run();
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}
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#[derive(Debug, Clone, Eq, PartialEq, Hash, States, Default)]
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#[states(scoped_entities)]
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enum Scene {
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#[default]
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Light,
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Bloom,
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Gltf,
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Animation,
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}
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fn switch_scene(
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keyboard: Res<ButtonInput<KeyCode>>,
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#[cfg(feature = "bevy_ci_testing")] mut ci_events: EventReader<CiTestingCustomEvent>,
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scene: Res<State<Scene>>,
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mut next_scene: ResMut<NextState<Scene>>,
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) {
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let mut should_switch = false;
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should_switch |= keyboard.just_pressed(KeyCode::Space);
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#[cfg(feature = "bevy_ci_testing")]
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{
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should_switch |= ci_events.read().any(|event| match event {
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CiTestingCustomEvent(event) => event == "switch_scene",
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});
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}
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if should_switch {
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info!("Switching scene");
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next_scene.set(match scene.get() {
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Scene::Light => Scene::Bloom,
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Scene::Bloom => Scene::Gltf,
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Scene::Gltf => Scene::Animation,
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Scene::Animation => Scene::Light,
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});
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}
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}
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mod light {
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use std::f32::consts::PI;
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use bevy::{
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color::palettes::css::{DEEP_PINK, LIME, RED},
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prelude::*,
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};
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const CURRENT_SCENE: super::Scene = super::Scene::Light;
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pub fn setup(
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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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Mesh3d(meshes.add(Plane3d::default().mesh().size(10.0, 10.0))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Color::WHITE,
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perceptual_roughness: 1.0,
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..default()
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})),
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StateScoped(CURRENT_SCENE),
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));
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::default())),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: DEEP_PINK.into(),
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..default()
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})),
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Transform::from_xyz(0.0, 1.0, 0.0),
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StateScoped(CURRENT_SCENE),
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));
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commands.spawn((
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PointLight {
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intensity: 100_000.0,
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color: RED.into(),
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(1.0, 2.0, 0.0),
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StateScoped(CURRENT_SCENE),
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));
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commands.spawn((
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SpotLight {
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intensity: 100_000.0,
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color: LIME.into(),
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shadows_enabled: true,
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inner_angle: 0.6,
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outer_angle: 0.8,
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..default()
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},
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Transform::from_xyz(-1.0, 2.0, 0.0).looking_at(Vec3::new(-1.0, 0.0, 0.0), Vec3::Z),
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StateScoped(CURRENT_SCENE),
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));
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commands.spawn((
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DirectionalLight {
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illuminance: light_consts::lux::OVERCAST_DAY,
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shadows_enabled: true,
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..default()
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},
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Transform {
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translation: Vec3::new(0.0, 2.0, 0.0),
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rotation: Quat::from_rotation_x(-PI / 4.),
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..default()
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},
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StateScoped(CURRENT_SCENE),
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));
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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StateScoped(CURRENT_SCENE),
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));
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}
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}
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mod bloom {
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use bevy::{
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core_pipeline::{bloom::Bloom, tonemapping::Tonemapping},
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prelude::*,
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};
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const CURRENT_SCENE: super::Scene = super::Scene::Bloom;
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pub fn setup(
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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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Camera3d::default(),
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Camera {
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hdr: true,
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..default()
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},
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Tonemapping::TonyMcMapface,
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Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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Bloom::NATURAL,
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StateScoped(CURRENT_SCENE),
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));
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let material_emissive1 = materials.add(StandardMaterial {
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emissive: LinearRgba::rgb(13.99, 5.32, 2.0),
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..default()
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});
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let material_emissive2 = materials.add(StandardMaterial {
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emissive: LinearRgba::rgb(2.0, 13.99, 5.32),
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..default()
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});
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let mesh = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap());
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for z in -2..3_i32 {
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let material = match (z % 2).abs() {
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0 => material_emissive1.clone(),
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1 => material_emissive2.clone(),
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_ => unreachable!(),
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};
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commands.spawn((
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Mesh3d(mesh.clone()),
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MeshMaterial3d(material),
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Transform::from_xyz(z as f32 * 2.0, 0.0, 0.0),
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StateScoped(CURRENT_SCENE),
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));
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}
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}
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}
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mod gltf {
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use bevy::prelude::*;
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const CURRENT_SCENE: super::Scene = super::Scene::Gltf;
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pub fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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EnvironmentMapLight {
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diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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intensity: 250.0,
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..default()
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},
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StateScoped(CURRENT_SCENE),
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));
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commands.spawn((
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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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StateScoped(CURRENT_SCENE),
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));
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commands.spawn((
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SceneRoot(asset_server.load(
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GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"),
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)),
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StateScoped(CURRENT_SCENE),
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));
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}
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}
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mod animation {
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use std::{f32::consts::PI, time::Duration};
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use bevy::{prelude::*, scene::SceneInstanceReady};
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const CURRENT_SCENE: super::Scene = super::Scene::Animation;
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const FOX_PATH: &str = "models/animated/Fox.glb";
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#[derive(Resource)]
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struct Animation {
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animation: AnimationNodeIndex,
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graph: Handle<AnimationGraph>,
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}
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pub fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut graphs: ResMut<Assets<AnimationGraph>>,
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) {
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let (graph, node) = AnimationGraph::from_clip(
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asset_server.load(GltfAssetLabel::Animation(2).from_asset(FOX_PATH)),
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);
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let graph_handle = graphs.add(graph);
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commands.insert_resource(Animation {
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animation: node,
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graph: graph_handle,
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});
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(100.0, 100.0, 150.0).looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
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StateScoped(CURRENT_SCENE),
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));
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commands.spawn((
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Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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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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StateScoped(CURRENT_SCENE),
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));
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commands
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.spawn((
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SceneRoot(asset_server.load(GltfAssetLabel::Scene(0).from_asset(FOX_PATH))),
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StateScoped(CURRENT_SCENE),
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))
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.observe(pause_animation_frame);
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}
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fn pause_animation_frame(
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trigger: Trigger<SceneInstanceReady>,
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children: Query<&Children>,
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mut commands: Commands,
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animation: Res<Animation>,
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mut players: Query<(Entity, &mut AnimationPlayer)>,
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) {
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let entity = children.get(trigger.entity()).unwrap()[0];
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let entity = children.get(entity).unwrap()[0];
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let (entity, mut player) = players.get_mut(entity).unwrap();
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let mut transitions = AnimationTransitions::new();
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transitions
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.play(&mut player, animation.animation, Duration::ZERO)
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.seek_to(0.5)
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.pause();
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commands
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.entity(entity)
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.insert(AnimationGraphHandle(animation.graph.clone()))
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.insert(transitions);
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}
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}
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