bevy/examples/tools/gamepad_viewer.rs
Joona Aalto 54006b107b
Migrate meshes and materials to required components (#15524)
# Objective

A big step in the migration to required components: meshes and
materials!

## Solution

As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):

- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.

Previously:

```rust
commands.spawn(MaterialMesh2dBundle {
    mesh: meshes.add(Circle::new(100.0)).into(),
    material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
    transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
    ..default()
});
```

Now:

```rust
commands.spawn((
    Mesh2d(meshes.add(Circle::new(100.0))),
    MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
    Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```

If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:

![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)

![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)

Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.

## Testing

I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!

## Implementation Notes

- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.

---

## Migration Guide

Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.

Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.

Previously:

```rust
commands.spawn(MaterialMesh2dBundle {
    mesh: meshes.add(Circle::new(100.0)).into(),
    material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
    transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
    ..default()
});
```

Now:

```rust
commands.spawn((
    Mesh2d(meshes.add(Circle::new(100.0))),
    MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
    Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```

If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.

The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.

---------

Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00

512 lines
15 KiB
Rust

//! Shows a visualization of gamepad buttons, sticks, and triggers
use std::f32::consts::PI;
use bevy::{
input::gamepad::{GamepadAxisChangedEvent, GamepadButtonChangedEvent, GamepadConnectionEvent},
prelude::*,
sprite::Anchor,
};
const BUTTON_RADIUS: f32 = 25.;
const BUTTON_CLUSTER_RADIUS: f32 = 50.;
const START_SIZE: Vec2 = Vec2::new(30., 15.);
const TRIGGER_SIZE: Vec2 = Vec2::new(70., 20.);
const STICK_BOUNDS_SIZE: f32 = 100.;
const BUTTONS_X: f32 = 150.;
const BUTTONS_Y: f32 = 80.;
const STICKS_X: f32 = 150.;
const STICKS_Y: f32 = -135.;
const NORMAL_BUTTON_COLOR: Color = Color::srgb(0.3, 0.3, 0.3);
const ACTIVE_BUTTON_COLOR: Color = Color::srgb(0.5, 0., 0.5);
const LIVE_COLOR: Color = Color::srgb(0.4, 0.4, 0.4);
const DEAD_COLOR: Color = Color::srgb(0.13, 0.13, 0.13);
#[derive(Component, Deref)]
struct ReactTo(GamepadButton);
#[derive(Component)]
struct MoveWithAxes {
x_axis: GamepadAxis,
y_axis: GamepadAxis,
scale: f32,
}
#[derive(Component)]
struct TextWithAxes {
x_axis: GamepadAxis,
y_axis: GamepadAxis,
}
#[derive(Component, Deref)]
struct TextWithButtonValue(GamepadButton);
#[derive(Component)]
struct ConnectedGamepadsText;
#[derive(Resource)]
struct ButtonMaterials {
normal: MeshMaterial2d<ColorMaterial>,
active: MeshMaterial2d<ColorMaterial>,
}
impl FromWorld for ButtonMaterials {
fn from_world(world: &mut World) -> Self {
Self {
normal: world.add_asset(NORMAL_BUTTON_COLOR).into(),
active: world.add_asset(ACTIVE_BUTTON_COLOR).into(),
}
}
}
#[derive(Resource)]
struct ButtonMeshes {
circle: Mesh2d,
triangle: Mesh2d,
start_pause: Mesh2d,
trigger: Mesh2d,
}
impl FromWorld for ButtonMeshes {
fn from_world(world: &mut World) -> Self {
Self {
circle: world.add_asset(Circle::new(BUTTON_RADIUS)).into(),
triangle: world
.add_asset(RegularPolygon::new(BUTTON_RADIUS, 3))
.into(),
start_pause: world.add_asset(Rectangle::from_size(START_SIZE)).into(),
trigger: world.add_asset(Rectangle::from_size(TRIGGER_SIZE)).into(),
}
}
}
#[derive(Bundle)]
struct GamepadButtonBundle {
mesh: Mesh2d,
material: MeshMaterial2d<ColorMaterial>,
transform: Transform,
react_to: ReactTo,
}
impl GamepadButtonBundle {
pub fn new(
button_type: GamepadButton,
mesh: Mesh2d,
material: MeshMaterial2d<ColorMaterial>,
x: f32,
y: f32,
) -> Self {
Self {
mesh,
material,
transform: Transform::from_xyz(x, y, 0.),
react_to: ReactTo(button_type),
}
}
pub fn with_rotation(mut self, angle: f32) -> Self {
self.transform.rotation = Quat::from_rotation_z(angle);
self
}
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<ButtonMaterials>()
.init_resource::<ButtonMeshes>()
.add_systems(
Startup,
(setup, setup_sticks, setup_triggers, setup_connected),
)
.add_systems(
Update,
(
update_buttons,
update_button_values,
update_axes,
update_connected,
),
)
.run();
}
fn setup(mut commands: Commands, meshes: Res<ButtonMeshes>, materials: Res<ButtonMaterials>) {
commands.spawn(Camera2dBundle::default());
// Buttons
commands
.spawn(SpatialBundle {
transform: Transform::from_xyz(BUTTONS_X, BUTTONS_Y, 0.),
..default()
})
.with_children(|parent| {
parent.spawn(GamepadButtonBundle::new(
GamepadButton::North,
meshes.circle.clone(),
materials.normal.clone(),
0.,
BUTTON_CLUSTER_RADIUS,
));
parent.spawn(GamepadButtonBundle::new(
GamepadButton::South,
meshes.circle.clone(),
materials.normal.clone(),
0.,
-BUTTON_CLUSTER_RADIUS,
));
parent.spawn(GamepadButtonBundle::new(
GamepadButton::West,
meshes.circle.clone(),
materials.normal.clone(),
-BUTTON_CLUSTER_RADIUS,
0.,
));
parent.spawn(GamepadButtonBundle::new(
GamepadButton::East,
meshes.circle.clone(),
materials.normal.clone(),
BUTTON_CLUSTER_RADIUS,
0.,
));
});
// Start and Pause
commands.spawn(GamepadButtonBundle::new(
GamepadButton::Select,
meshes.start_pause.clone(),
materials.normal.clone(),
-30.,
BUTTONS_Y,
));
commands.spawn(GamepadButtonBundle::new(
GamepadButton::Start,
meshes.start_pause.clone(),
materials.normal.clone(),
30.,
BUTTONS_Y,
));
// D-Pad
commands
.spawn(SpatialBundle {
transform: Transform::from_xyz(-BUTTONS_X, BUTTONS_Y, 0.),
..default()
})
.with_children(|parent| {
parent.spawn(GamepadButtonBundle::new(
GamepadButton::DPadUp,
meshes.triangle.clone(),
materials.normal.clone(),
0.,
BUTTON_CLUSTER_RADIUS,
));
parent.spawn(
GamepadButtonBundle::new(
GamepadButton::DPadDown,
meshes.triangle.clone(),
materials.normal.clone(),
0.,
-BUTTON_CLUSTER_RADIUS,
)
.with_rotation(PI),
);
parent.spawn(
GamepadButtonBundle::new(
GamepadButton::DPadLeft,
meshes.triangle.clone(),
materials.normal.clone(),
-BUTTON_CLUSTER_RADIUS,
0.,
)
.with_rotation(PI / 2.),
);
parent.spawn(
GamepadButtonBundle::new(
GamepadButton::DPadRight,
meshes.triangle.clone(),
materials.normal.clone(),
BUTTON_CLUSTER_RADIUS,
0.,
)
.with_rotation(-PI / 2.),
);
});
// Triggers
commands.spawn(GamepadButtonBundle::new(
GamepadButton::LeftTrigger,
meshes.trigger.clone(),
materials.normal.clone(),
-BUTTONS_X,
BUTTONS_Y + 115.,
));
commands.spawn(GamepadButtonBundle::new(
GamepadButton::RightTrigger,
meshes.trigger.clone(),
materials.normal.clone(),
BUTTONS_X,
BUTTONS_Y + 115.,
));
}
fn setup_sticks(
mut commands: Commands,
meshes: Res<ButtonMeshes>,
materials: Res<ButtonMaterials>,
) {
// NOTE: This stops making sense because in entities because there isn't a "global" default,
// instead each gamepad has its own default setting
let gamepad_settings = GamepadSettings::default();
let dead_upper =
STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.deadzone_upperbound();
let dead_lower =
STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.deadzone_lowerbound();
let dead_size = dead_lower.abs() + dead_upper.abs();
let dead_mid = (dead_lower + dead_upper) / 2.0;
let live_upper =
STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.livezone_upperbound();
let live_lower =
STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.livezone_lowerbound();
let live_size = live_lower.abs() + live_upper.abs();
let live_mid = (live_lower + live_upper) / 2.0;
let mut spawn_stick = |x_pos, y_pos, x_axis, y_axis, button| {
commands
.spawn(SpatialBundle {
transform: Transform::from_xyz(x_pos, y_pos, 0.),
..default()
})
.with_children(|parent| {
// full extent
parent.spawn(SpriteBundle {
sprite: Sprite {
custom_size: Some(Vec2::splat(STICK_BOUNDS_SIZE * 2.)),
color: DEAD_COLOR,
..default()
},
..default()
});
// live zone
parent.spawn(SpriteBundle {
transform: Transform::from_xyz(live_mid, live_mid, 2.),
sprite: Sprite {
custom_size: Some(Vec2::new(live_size, live_size)),
color: LIVE_COLOR,
..default()
},
..default()
});
// dead zone
parent.spawn(SpriteBundle {
transform: Transform::from_xyz(dead_mid, dead_mid, 3.),
sprite: Sprite {
custom_size: Some(Vec2::new(dead_size, dead_size)),
color: DEAD_COLOR,
..default()
},
..default()
});
// text
let style = TextStyle {
font_size: 13.,
..default()
};
parent.spawn((
Text2dBundle {
transform: Transform::from_xyz(0., STICK_BOUNDS_SIZE + 2., 4.),
text: Text::from_sections([
TextSection {
value: format!("{:.3}", 0.),
style: style.clone(),
},
TextSection {
value: ", ".to_string(),
style: style.clone(),
},
TextSection {
value: format!("{:.3}", 0.),
style,
},
]),
text_anchor: Anchor::BottomCenter,
..default()
},
TextWithAxes { x_axis, y_axis },
));
// cursor
parent.spawn((
meshes.circle.clone(),
materials.normal.clone(),
Transform::from_xyz(0., 0., 5.).with_scale(Vec2::splat(0.15).extend(1.)),
MoveWithAxes {
x_axis,
y_axis,
scale: STICK_BOUNDS_SIZE,
},
ReactTo(button),
));
});
};
spawn_stick(
-STICKS_X,
STICKS_Y,
GamepadAxis::LeftStickX,
GamepadAxis::LeftStickY,
GamepadButton::LeftThumb,
);
spawn_stick(
STICKS_X,
STICKS_Y,
GamepadAxis::RightStickX,
GamepadAxis::RightStickY,
GamepadButton::RightThumb,
);
}
fn setup_triggers(
mut commands: Commands,
meshes: Res<ButtonMeshes>,
materials: Res<ButtonMaterials>,
) {
let mut spawn_trigger = |x, y, button_type| {
commands
.spawn(GamepadButtonBundle::new(
button_type,
meshes.trigger.clone(),
materials.normal.clone(),
x,
y,
))
.with_children(|parent| {
parent.spawn((
Text2dBundle {
transform: Transform::from_xyz(0., 0., 1.),
text: Text::from_section(
format!("{:.3}", 0.),
TextStyle {
font_size: 13.,
..default()
},
),
..default()
},
TextWithButtonValue(button_type),
));
});
};
spawn_trigger(-BUTTONS_X, BUTTONS_Y + 145., GamepadButton::LeftTrigger2);
spawn_trigger(BUTTONS_X, BUTTONS_Y + 145., GamepadButton::RightTrigger2);
}
fn setup_connected(mut commands: Commands) {
let text_style = TextStyle::default();
commands.spawn((
TextBundle {
text: Text::from_sections([
TextSection {
value: "Connected Gamepads:\n".to_string(),
style: text_style.clone(),
},
TextSection {
value: "None".to_string(),
style: text_style,
},
]),
style: Style {
position_type: PositionType::Absolute,
top: Val::Px(12.),
left: Val::Px(12.),
..default()
},
..default()
},
ConnectedGamepadsText,
));
}
fn update_buttons(
gamepads: Query<&Gamepad>,
materials: Res<ButtonMaterials>,
mut query: Query<(&mut MeshMaterial2d<ColorMaterial>, &ReactTo)>,
) {
for buttons in &gamepads {
for (mut handle, react_to) in query.iter_mut() {
if buttons.just_pressed(**react_to) {
*handle = materials.active.clone();
}
if buttons.just_released(**react_to) {
*handle = materials.normal.clone();
}
}
}
}
fn update_button_values(
mut events: EventReader<GamepadButtonChangedEvent>,
mut query: Query<(&mut Text, &TextWithButtonValue)>,
) {
for button_event in events.read() {
for (mut text, text_with_button_value) in query.iter_mut() {
if button_event.button == **text_with_button_value {
text.sections[0].value = format!("{:.3}", button_event.value);
}
}
}
}
fn update_axes(
mut axis_events: EventReader<GamepadAxisChangedEvent>,
mut query: Query<(&mut Transform, &MoveWithAxes)>,
mut text_query: Query<(&mut Text, &TextWithAxes)>,
) {
for axis_event in axis_events.read() {
let axis_type = axis_event.axis;
let value = axis_event.value;
for (mut transform, move_with) in query.iter_mut() {
if axis_type == move_with.x_axis {
transform.translation.x = value * move_with.scale;
}
if axis_type == move_with.y_axis {
transform.translation.y = value * move_with.scale;
}
}
for (mut text, text_with_axes) in text_query.iter_mut() {
if axis_type == text_with_axes.x_axis {
text.sections[0].value = format!("{value:.3}");
}
if axis_type == text_with_axes.y_axis {
text.sections[2].value = format!("{value:.3}");
}
}
}
}
fn update_connected(
mut connected: EventReader<GamepadConnectionEvent>,
gamepads: Query<(Entity, &Gamepad)>,
mut query: Query<&mut Text, With<ConnectedGamepadsText>>,
) {
if connected.is_empty() {
return;
}
connected.clear();
let mut text = query.single_mut();
let formatted = gamepads
.iter()
.map(|(entity, gamepad)| format!("{} - {}", entity, gamepad.name()))
.collect::<Vec<_>>()
.join("\n");
text.sections[1].value = if !formatted.is_empty() {
formatted
} else {
"None".to_string()
}
}