bevy/examples/3d/split_screen.rs
Joona Aalto 0166db33f7
Deprecate shapes in bevy_render::mesh::shape (#11773)
# 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());
```
2024-02-08 18:01:34 +00:00

250 lines
7.9 KiB
Rust

//! Renders two cameras to the same window to accomplish "split screen".
use std::f32::consts::PI;
use bevy::{
pbr::CascadeShadowConfigBuilder, prelude::*, render::camera::Viewport, window::WindowResized,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, (set_camera_viewports, button_system))
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(100.0, 100.0)),
material: materials.add(Color::rgb(0.3, 0.5, 0.3)),
..default()
});
commands.spawn(SceneBundle {
scene: asset_server.load("models/animated/Fox.glb#Scene0"),
..default()
});
// Light
commands.spawn(DirectionalLightBundle {
transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
directional_light: DirectionalLight {
illuminance: 1500.0,
shadows_enabled: true,
..default()
},
cascade_shadow_config: CascadeShadowConfigBuilder {
num_cascades: 2,
first_cascade_far_bound: 200.0,
maximum_distance: 280.0,
..default()
}
.into(),
..default()
});
// Left Camera
let left_camera = commands
.spawn((
Camera3dBundle {
transform: Transform::from_xyz(0.0, 200.0, -100.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
LeftCamera,
))
.id();
// Right Camera
let right_camera = commands
.spawn((
Camera3dBundle {
transform: Transform::from_xyz(100.0, 100., 150.0).looking_at(Vec3::ZERO, Vec3::Y),
camera: Camera {
// Renders the right camera after the left camera, which has a default priority of 0
order: 1,
// don't clear on the second camera because the first camera already cleared the window
clear_color: ClearColorConfig::None,
..default()
},
..default()
},
RightCamera,
))
.id();
// Set up UI
commands
.spawn((
TargetCamera(left_camera),
NodeBundle {
style: Style {
width: Val::Percent(100.),
height: Val::Percent(100.),
..default()
},
..default()
},
))
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
"Left",
TextStyle {
font_size: 20.,
..default()
},
));
buttons_panel(parent);
});
commands
.spawn((
TargetCamera(right_camera),
NodeBundle {
style: Style {
width: Val::Percent(100.),
height: Val::Percent(100.),
..default()
},
..default()
},
))
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
"Right",
TextStyle {
font_size: 20.,
..default()
},
));
buttons_panel(parent);
});
fn buttons_panel(parent: &mut ChildBuilder) {
parent
.spawn(NodeBundle {
style: Style {
position_type: PositionType::Absolute,
width: Val::Percent(100.),
height: Val::Percent(100.),
display: Display::Flex,
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::SpaceBetween,
align_items: AlignItems::Center,
padding: UiRect::all(Val::Px(20.)),
..default()
},
..default()
})
.with_children(|parent| {
rotate_button(parent, "<", Direction::Left);
rotate_button(parent, ">", Direction::Right);
});
}
fn rotate_button(parent: &mut ChildBuilder, caption: &str, direction: Direction) {
parent
.spawn((
RotateCamera(direction),
ButtonBundle {
style: Style {
width: Val::Px(40.),
height: Val::Px(40.),
border: UiRect::all(Val::Px(2.)),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
border_color: Color::WHITE.into(),
background_color: Color::DARK_GRAY.into(),
..default()
},
))
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
caption,
TextStyle {
font_size: 20.,
..default()
},
));
});
}
}
#[derive(Component)]
struct LeftCamera;
#[derive(Component)]
struct RightCamera;
#[derive(Component)]
struct RotateCamera(Direction);
enum Direction {
Left,
Right,
}
fn set_camera_viewports(
windows: Query<&Window>,
mut resize_events: EventReader<WindowResized>,
mut left_camera: Query<&mut Camera, (With<LeftCamera>, Without<RightCamera>)>,
mut right_camera: Query<&mut Camera, With<RightCamera>>,
) {
// We need to dynamically resize the camera's viewports whenever the window size changes
// so then each camera always takes up half the screen.
// A resize_event is sent when the window is first created, allowing us to reuse this system for initial setup.
for resize_event in resize_events.read() {
let window = windows.get(resize_event.window).unwrap();
let mut left_camera = left_camera.single_mut();
left_camera.viewport = Some(Viewport {
physical_position: UVec2::new(0, 0),
physical_size: UVec2::new(
window.resolution.physical_width() / 2,
window.resolution.physical_height(),
),
..default()
});
let mut right_camera = right_camera.single_mut();
right_camera.viewport = Some(Viewport {
physical_position: UVec2::new(window.resolution.physical_width() / 2, 0),
physical_size: UVec2::new(
window.resolution.physical_width() / 2,
window.resolution.physical_height(),
),
..default()
});
}
}
#[allow(clippy::type_complexity)]
fn button_system(
interaction_query: Query<
(&Interaction, &TargetCamera, &RotateCamera),
(Changed<Interaction>, With<Button>),
>,
mut camera_query: Query<&mut Transform, With<Camera>>,
) {
for (interaction, target_camera, RotateCamera(direction)) in &interaction_query {
if let Interaction::Pressed = *interaction {
// Since TargetCamera propagates to the children, we can use it to find
// which side of the screen the button is on.
if let Ok(mut camera_transform) = camera_query.get_mut(target_camera.entity()) {
let angle = match direction {
Direction::Left => -0.1,
Direction::Right => 0.1,
};
camera_transform.rotate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, angle));
}
}
}
}