mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 14:40:19 +00:00
325f0fd982
# Objective - Closes #11793 - Introduces a general API for aligning local coordinates of Transforms with given vectors. ## Solution - We introduce `Transform::align`, which allows a rotation to be specified by four pieces of alignment data, as explained by the documentation: ````rust /// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points /// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`. /// /// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates /// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's /// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`. /// /// More precisely, the [`Transform::rotation`] produced will be such that: /// * applying it to `main_axis` results in `main_direction` /// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and /// `secondary_direction` (with positive contribution by `secondary_direction`) /// /// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`] /// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default /// orientation). (Failure cases may differ somewhat.) /// /// In some cases a rotation cannot be constructed. Another axis will be picked in those cases: /// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place /// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place /// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`, /// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary /// counterparts /// /// Example /// ``` /// # use bevy_math::{Vec3, Quat}; /// # use bevy_transform::components::Transform; /// let mut t1 = Transform::IDENTITY; /// let mut t2 = Transform::IDENTITY; /// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X); /// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X); /// assert_eq!(t1.rotation, t2.rotation); /// /// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y); /// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z)); /// ``` pub fn align( &mut self, main_axis: Vec3, main_direction: Vec3, secondary_axis: Vec3, secondary_direction: Vec3, ) { //... } ```` - We introduce `Transform::aligned_by`, the returning-Self version of `align`: ````rust pub fn aligned_by( mut self, main_axis: Vec3, main_direction: Vec3, secondary_axis: Vec3, secondary_direction: Vec3, ) -> Self { //... } ```` - We introduce an example (examples/transforms/align.rs) that shows the usage of this API. It is likely to be mathier than most other `Transform` APIs, so when run, the example demonstrates what the API does in space: <img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM" src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe"> --- ## Changelog - Added methods `align`, `aligned_by` to `Transform`. - Added transforms/align.rs to examples. --- ## Discussion ### On the form of `align` The original issue linked above suggests an API similar to that of the existing `Transform::look_to` method: ````rust pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... } ```` Not allowing an input axis of some sort that is to be aligned with `direction` would not really solve the problem in the issue, since the user could easily be in a scenario where they have to compose with another rotation on their own (undesirable). This leads to something like: ````rust pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... } ```` However, this still has two problems: - If the vector that the user wants to align is parallel to the Y-axis, then the API basically does not work (we cannot fully specify a rotation) - More generally, it does not give the user the freedom to specify which direction is to be treated as the local "up" direction, so it fails as a general alignment API Specifying both leads us to the present situation, with two local axis inputs (`main_axis` and `secondary_axis`) and two target directions (`main_direction` and `secondary_direction`). This might seem a little cumbersome for general use, but for the time being I stand by the decision not to expand further without prompting from users. I'll expand on this below. ### Additional APIs? Presently, this PR introduces only `align` and `aligned_by`. Other potentially useful bundles of API surface arrange into a few different categories: 1. Inferring direction from position, a la `Transform::look_at`, which might look something like this: ````rust pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) { self.align(axis, target - self.translation, Vec3::Y, up); } ```` (This is simple but still runs into issues when the user wants to point the local Y-axis somewhere.) 2. Filling in some data for the user for common use-cases; e.g.: ````rust pub fn align_x(&mut self, direction: Vec3, up: Vec3) { self.align(Vec3::X, direction, Vec3::Y, up); } ```` (Here, use of the `up` vector doesn't lose any generality, but it might be less convenient to specify than something else. This does naturally leave open the question of what `align_y` would look like if we provided it.) Morally speaking, I do think that the `up` business is more pertinent when the intention is to work with cameras, which the `look_at` and `look_to` APIs seem to cover pretty well. If that's the case, then I'm not sure what the ideal shape for these API functions would be, since it seems like a lot of input would have to be baked into the function definitions. For some cases, this might not be the end of the world: ````rust pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) { self.align(Vec3::X, direction, Vec3::Z, weak_direction); } ```` (However, this is not symmetrical in x and z, so you'd still need six API functions just to support the standard positive coordinate axes, and if you support negative axes then things really start to balloon.) The reasons that these are not actually produced in this PR are as follows: 1. Without prompting from actual users in the wild, it is unknown to me whether these additional APIs would actually see a lot of use. Extending these to our users in the future would be trivial if we see there is a demand for something specific from the above-mentioned categories. 2. As discussed above, there are so many permutations of these that could be provided that trying to do so looks like it risks unduly ballooning the API surface for this feature. 3. Finally, and most importantly, creating these helper functions in user-space is trivial, since they all just involve specializing `align` to particular inputs; e.g.: ````rust fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) { ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction); } ```` With that in mind, I would prefer instead to focus on making the documentation and examples for a thin API as clear as possible, so that users can get a grip on the tool and specialize it for their own needs when they feel the desire to do so. ### `Dir3`? As in the case of `Transform::look_to` and `Transform::look_at`, the inputs to this function are, morally speaking, *directions* rather than vectors (actually, if we're being pedantic, the input is *really really* a pair of orthonormal frames), so it's worth asking whether we should really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3` for the following reasons: 1. Specifying a `Dir3` in user-space is just more annoying than providing a `Vec3`. Even in the most basic cases (e.g. providing a vector literal), you still have to do error handling or call an unsafe unwrap in your function invocations. 2. The existing API mentioned above uses `Vec3`, so we are just adhering to the same thing. Of course, the use of `Vec3` has its own downsides; it can be argued that the replacement of zero-vectors with fixed ones (which we do in `Transform::align` as well as `Transform::look_to`) more-or-less amounts to failing silently. ### Future steps The question of additional APIs was addressed above. For me, the main thing here to handle more immediately is actually just upstreaming this API (or something similar and slightly mathier) to `glam::Quat`. The reason that this would be desirable for users is that this API currently only works with `Transform`s even though all it's actually doing is specifying a rotation. Upstreaming to `glam::Quat`, properly done, could buy a lot basically for free, since a number of `Transform` methods take a rotation as an input. Using these together would require a little bit of mathematical savvy, but it opens up some good things (e.g. `Transform::rotate_around`).
2802 lines
72 KiB
TOML
2802 lines
72 KiB
TOML
[package]
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name = "bevy"
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version = "0.14.0-dev"
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edition = "2021"
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categories = ["game-engines", "graphics", "gui", "rendering"]
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description = "A refreshingly simple data-driven game engine and app framework"
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exclude = ["assets/", "tools/", ".github/", "crates/", "examples/wasm/assets/"]
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homepage = "https://bevyengine.org"
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keywords = ["game", "engine", "gamedev", "graphics", "bevy"]
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license = "MIT OR Apache-2.0"
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readme = "README.md"
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repository = "https://github.com/bevyengine/bevy"
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documentation = "https://docs.rs/bevy"
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rust-version = "1.76.0"
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[workspace]
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exclude = [
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"benches",
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"crates/bevy_ecs_compile_fail_tests",
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"crates/bevy_macros_compile_fail_tests",
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"crates/bevy_reflect_compile_fail_tests",
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]
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members = [
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"crates/*",
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"examples/mobile",
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"tools/ci",
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"tools/build-templated-pages",
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"tools/build-wasm-example",
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"tools/example-showcase",
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"errors",
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]
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[workspace.lints.clippy]
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type_complexity = "allow"
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doc_markdown = "warn"
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manual_let_else = "warn"
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undocumented_unsafe_blocks = "warn"
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redundant_else = "warn"
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match_same_arms = "warn"
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semicolon_if_nothing_returned = "warn"
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ptr_as_ptr = "warn"
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ptr_cast_constness = "warn"
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#TODO(rust 1.77): enable `ref_as_ptr`
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# ref_as_ptr = "warn"
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[workspace.lints.rust]
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unsafe_op_in_unsafe_fn = "warn"
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missing_docs = "warn"
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[lints]
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workspace = true
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[features]
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default = [
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"animation",
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"bevy_asset",
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"bevy_audio",
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"bevy_color",
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"bevy_gilrs",
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"bevy_scene",
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"bevy_winit",
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"bevy_core_pipeline",
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"bevy_pbr",
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"bevy_gltf",
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"bevy_render",
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"bevy_sprite",
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"bevy_text",
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"bevy_ui",
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"multi-threaded",
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"png",
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"hdr",
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"vorbis",
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"x11",
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"bevy_gizmos",
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"android_shared_stdcxx",
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"tonemapping_luts",
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"default_font",
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"webgl2",
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"sysinfo_plugin",
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"bevy_debug_stepping",
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]
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# Force dynamic linking, which improves iterative compile times
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dynamic_linking = ["dep:bevy_dylib", "bevy_internal/dynamic_linking"]
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# Enables system information diagnostic plugin
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sysinfo_plugin = ["bevy_internal/sysinfo_plugin"]
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# Provides animation functionality
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bevy_animation = ["bevy_internal/bevy_animation", "bevy_color"]
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# Provides asset functionality
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bevy_asset = ["bevy_internal/bevy_asset"]
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# Provides audio functionality
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bevy_audio = ["bevy_internal/bevy_audio"]
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# Provides shared color types and operations
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bevy_color = ["bevy_internal/bevy_color"]
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# Provides cameras and other basic render pipeline features
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bevy_core_pipeline = [
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"bevy_internal/bevy_core_pipeline",
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"bevy_asset",
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"bevy_render",
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]
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# Plugin for dynamic loading (using [libloading](https://crates.io/crates/libloading))
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bevy_dynamic_plugin = ["bevy_internal/bevy_dynamic_plugin"]
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# Adds gamepad support
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bevy_gilrs = ["bevy_internal/bevy_gilrs"]
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# [glTF](https://www.khronos.org/gltf/) support
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bevy_gltf = ["bevy_internal/bevy_gltf", "bevy_asset", "bevy_scene", "bevy_pbr"]
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# Adds PBR rendering
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bevy_pbr = [
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"bevy_internal/bevy_pbr",
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"bevy_asset",
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"bevy_render",
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"bevy_core_pipeline",
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]
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# Provides rendering functionality
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bevy_render = ["bevy_internal/bevy_render", "bevy_color"]
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# Provides scene functionality
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bevy_scene = ["bevy_internal/bevy_scene", "bevy_asset"]
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# Provides sprite functionality
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bevy_sprite = [
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"bevy_internal/bevy_sprite",
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"bevy_render",
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"bevy_core_pipeline",
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"bevy_color",
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]
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# Provides text functionality
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bevy_text = ["bevy_internal/bevy_text", "bevy_asset", "bevy_sprite"]
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# A custom ECS-driven UI framework
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bevy_ui = [
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"bevy_internal/bevy_ui",
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"bevy_core_pipeline",
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"bevy_text",
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"bevy_sprite",
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"bevy_color",
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]
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# winit window and input backend
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bevy_winit = ["bevy_internal/bevy_winit"]
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# Adds support for rendering gizmos
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bevy_gizmos = ["bevy_internal/bevy_gizmos", "bevy_color"]
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# Provides a collection of developer tools
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bevy_dev_tools = ["bevy_internal/bevy_dev_tools"]
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# Tracing support, saving a file in Chrome Tracing format
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trace_chrome = ["trace", "bevy_internal/trace_chrome"]
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# Tracing support, exposing a port for Tracy
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trace_tracy = ["trace", "bevy_internal/trace_tracy"]
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# Tracing support, with memory profiling, exposing a port for Tracy
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trace_tracy_memory = [
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"trace",
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"bevy_internal/trace_tracy",
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"bevy_internal/trace_tracy_memory",
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]
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# Tracing support
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trace = ["bevy_internal/trace"]
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# Save a trace of all wgpu calls
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wgpu_trace = ["bevy_internal/wgpu_trace"]
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# EXR image format support
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exr = ["bevy_internal/exr"]
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# HDR image format support
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hdr = ["bevy_internal/hdr"]
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# PNG image format support
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png = ["bevy_internal/png"]
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# TGA image format support
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tga = ["bevy_internal/tga"]
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# JPEG image format support
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jpeg = ["bevy_internal/jpeg"]
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# BMP image format support
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bmp = ["bevy_internal/bmp"]
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# WebP image format support
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webp = ["bevy_internal/webp"]
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# Basis Universal compressed texture support
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basis-universal = ["bevy_internal/basis-universal"]
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# DDS compressed texture support
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dds = ["bevy_internal/dds"]
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# KTX2 compressed texture support
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ktx2 = ["bevy_internal/ktx2"]
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# PNM image format support, includes pam, pbm, pgm and ppm
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pnm = ["bevy_internal/pnm"]
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# For KTX2 supercompression
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zlib = ["bevy_internal/zlib"]
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# For KTX2 supercompression
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zstd = ["bevy_internal/zstd"]
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# FLAC audio format support
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flac = ["bevy_internal/flac"]
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# MP3 audio format support
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mp3 = ["bevy_internal/mp3"]
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# OGG/VORBIS audio format support
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vorbis = ["bevy_internal/vorbis"]
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# WAV audio format support
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wav = ["bevy_internal/wav"]
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# MP3 audio format support (through minimp3)
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minimp3 = ["bevy_internal/minimp3"]
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# AAC audio format support (through symphonia)
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symphonia-aac = ["bevy_internal/symphonia-aac"]
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# AAC, FLAC, MP3, MP4, OGG/VORBIS, and WAV audio formats support (through symphonia)
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symphonia-all = ["bevy_internal/symphonia-all"]
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# FLAC audio format support (through symphonia)
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symphonia-flac = ["bevy_internal/symphonia-flac"]
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# MP4 audio format support (through symphonia)
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symphonia-isomp4 = ["bevy_internal/symphonia-isomp4"]
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# OGG/VORBIS audio format support (through symphonia)
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symphonia-vorbis = ["bevy_internal/symphonia-vorbis"]
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# WAV audio format support (through symphonia)
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symphonia-wav = ["bevy_internal/symphonia-wav"]
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# Enable serialization support through serde
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serialize = ["bevy_internal/serialize"]
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# Enables multithreaded parallelism in the engine. Disabling it forces all engine tasks to run on a single thread.
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multi-threaded = ["bevy_internal/multi-threaded"]
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# Use async-io's implementation of block_on instead of futures-lite's implementation. This is preferred if your application uses async-io.
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async-io = ["bevy_internal/async-io"]
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# Wayland display server support
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wayland = ["bevy_internal/wayland"]
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# X11 display server support
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x11 = ["bevy_internal/x11"]
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# Enable rendering of font glyphs using subpixel accuracy
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subpixel_glyph_atlas = ["bevy_internal/subpixel_glyph_atlas"]
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# Enable systems that allow for automated testing on CI
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bevy_ci_testing = ["bevy_internal/bevy_ci_testing"]
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# Enable animation support, and glTF animation loading
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animation = ["bevy_internal/animation", "bevy_animation"]
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# Enable using a shared stdlib for cxx on Android
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android_shared_stdcxx = ["bevy_internal/android_shared_stdcxx"]
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# Enable detailed trace event logging. These trace events are expensive even when off, thus they require compile time opt-in
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detailed_trace = ["bevy_internal/detailed_trace"]
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# Include tonemapping Look Up Tables KTX2 files. If everything is pink, you need to enable this feature or change the `Tonemapping` method on your `Camera2dBundle` or `Camera3dBundle`.
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tonemapping_luts = ["bevy_internal/tonemapping_luts", "ktx2", "zstd"]
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# Enable AccessKit on Unix backends (currently only works with experimental screen readers and forks.)
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accesskit_unix = ["bevy_internal/accesskit_unix"]
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# Enable assertions to check the validity of parameters passed to glam
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glam_assert = ["bevy_internal/glam_assert"]
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# Enable assertions in debug builds to check the validity of parameters passed to glam
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debug_glam_assert = ["bevy_internal/debug_glam_assert"]
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# Include a default font, containing only ASCII characters, at the cost of a 20kB binary size increase
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default_font = ["bevy_internal/default_font"]
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# Enable support for shaders in GLSL
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shader_format_glsl = ["bevy_internal/shader_format_glsl"]
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# Enable support for shaders in SPIR-V
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shader_format_spirv = ["bevy_internal/shader_format_spirv"]
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# Enable support for transmission-related textures in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs
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pbr_transmission_textures = ["bevy_internal/pbr_transmission_textures"]
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# Enable some limitations to be able to use WebGL2. Please refer to the [WebGL2 and WebGPU](https://github.com/bevyengine/bevy/tree/latest/examples#webgl2-and-webgpu) section of the examples README for more information on how to run Wasm builds with WebGPU.
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webgl2 = ["bevy_internal/webgl"]
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# Enable support for WebGPU in Wasm. When enabled, this feature will override the `webgl2` feature and you won't be able to run Wasm builds with WebGL2, only with WebGPU.
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webgpu = ["bevy_internal/webgpu"]
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# Enables the built-in asset processor for processed assets.
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asset_processor = ["bevy_internal/asset_processor"]
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# Enables watching the filesystem for Bevy Asset hot-reloading
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file_watcher = ["bevy_internal/file_watcher"]
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# Enables watching in memory asset providers for Bevy Asset hot-reloading
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embedded_watcher = ["bevy_internal/embedded_watcher"]
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# Enable stepping-based debugging of Bevy systems
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bevy_debug_stepping = ["bevy_internal/bevy_debug_stepping"]
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# Enable support for the ios_simulator by downgrading some rendering capabilities
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ios_simulator = ["bevy_internal/ios_simulator"]
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[dependencies]
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bevy_dylib = { path = "crates/bevy_dylib", version = "0.14.0-dev", default-features = false, optional = true }
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bevy_internal = { path = "crates/bevy_internal", version = "0.14.0-dev", default-features = false }
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[dev-dependencies]
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rand = "0.8.0"
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ron = "0.8.0"
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flate2 = "1.0"
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serde = { version = "1", features = ["derive"] }
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bytemuck = "1.7"
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# Needed to poll Task examples
|
|
futures-lite = "2.0.1"
|
|
crossbeam-channel = "0.5.0"
|
|
argh = "0.1.12"
|
|
thiserror = "1.0"
|
|
|
|
[[example]]
|
|
name = "hello_world"
|
|
path = "examples/hello_world.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.hello_world]
|
|
hidden = true
|
|
|
|
# 2D Rendering
|
|
[[example]]
|
|
name = "bloom_2d"
|
|
path = "examples/2d/bloom_2d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.bloom_2d]
|
|
name = "2D Bloom"
|
|
description = "Illustrates bloom post-processing in 2d"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "move_sprite"
|
|
path = "examples/2d/move_sprite.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.move_sprite]
|
|
name = "Move Sprite"
|
|
description = "Changes the transform of a sprite"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "2d_viewport_to_world"
|
|
path = "examples/2d/2d_viewport_to_world.rs"
|
|
|
|
[package.metadata.example.2d_viewport_to_world]
|
|
name = "2D Viewport To World"
|
|
description = "Demonstrates how to use the `Camera::viewport_to_world_2d` method"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "rotation"
|
|
path = "examples/2d/rotation.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.rotation]
|
|
name = "2D Rotation"
|
|
description = "Demonstrates rotating entities in 2D with quaternions"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "mesh2d"
|
|
path = "examples/2d/mesh2d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.mesh2d]
|
|
name = "Mesh 2D"
|
|
description = "Renders a 2d mesh"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "mesh2d_manual"
|
|
path = "examples/2d/mesh2d_manual.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.mesh2d_manual]
|
|
name = "Manual Mesh 2D"
|
|
description = "Renders a custom mesh \"manually\" with \"mid-level\" renderer apis"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "mesh2d_vertex_color_texture"
|
|
path = "examples/2d/mesh2d_vertex_color_texture.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.mesh2d_vertex_color_texture]
|
|
name = "Mesh 2D With Vertex Colors"
|
|
description = "Renders a 2d mesh with vertex color attributes"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "2d_shapes"
|
|
path = "examples/2d/2d_shapes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.2d_shapes]
|
|
name = "2D Shapes"
|
|
description = "Renders simple 2D primitive shapes like circles and polygons"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "custom_gltf_vertex_attribute"
|
|
path = "examples/2d/custom_gltf_vertex_attribute.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_gltf_vertex_attribute]
|
|
name = "Custom glTF vertex attribute 2D"
|
|
description = "Renders a glTF mesh in 2D with a custom vertex attribute"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "sprite"
|
|
path = "examples/2d/sprite.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.sprite]
|
|
name = "Sprite"
|
|
description = "Renders a sprite"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "sprite_flipping"
|
|
path = "examples/2d/sprite_flipping.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.sprite_flipping]
|
|
name = "Sprite Flipping"
|
|
description = "Renders a sprite flipped along an axis"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "sprite_sheet"
|
|
path = "examples/2d/sprite_sheet.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.sprite_sheet]
|
|
name = "Sprite Sheet"
|
|
description = "Renders an animated sprite"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "sprite_tile"
|
|
path = "examples/2d/sprite_tile.rs"
|
|
|
|
[package.metadata.example.sprite_tile]
|
|
name = "Sprite Tile"
|
|
description = "Renders a sprite tiled in a grid"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "sprite_slice"
|
|
path = "examples/2d/sprite_slice.rs"
|
|
|
|
[package.metadata.example.sprite_slice]
|
|
name = "Sprite Slice"
|
|
description = "Showcases slicing sprites into sections that can be scaled independently via the 9-patch technique"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "text2d"
|
|
path = "examples/2d/text2d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.text2d]
|
|
name = "Text 2D"
|
|
description = "Generates text in 2D"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "texture_atlas"
|
|
path = "examples/2d/texture_atlas.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.texture_atlas]
|
|
name = "Texture Atlas"
|
|
description = "Generates a texture atlas (sprite sheet) from individual sprites"
|
|
category = "2D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "transparency_2d"
|
|
path = "examples/2d/transparency_2d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.transparency_2d]
|
|
name = "Transparency in 2D"
|
|
description = "Demonstrates transparency in 2d"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "pixel_grid_snap"
|
|
path = "examples/2d/pixel_grid_snap.rs"
|
|
|
|
[package.metadata.example.pixel_grid_snap]
|
|
name = "Pixel Grid Snapping"
|
|
description = "Shows how to create graphics that snap to the pixel grid by rendering to a texture in 2D"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "bounding_2d"
|
|
path = "examples/2d/bounding_2d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.bounding_2d]
|
|
name = "2D Bounding Volume Intersections"
|
|
description = "Showcases bounding volumes and intersection tests"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
# 3D Rendering
|
|
[[example]]
|
|
name = "3d_scene"
|
|
path = "examples/3d/3d_scene.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.3d_scene]
|
|
name = "3D Scene"
|
|
description = "Simple 3D scene with basic shapes and lighting"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "3d_shapes"
|
|
path = "examples/3d/3d_shapes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.3d_shapes]
|
|
name = "3D Shapes"
|
|
description = "A scene showcasing the built-in 3D shapes"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "3d_viewport_to_world"
|
|
path = "examples/3d/3d_viewport_to_world.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.3d_viewport_to_world]
|
|
name = "3D Viewport To World"
|
|
description = "Demonstrates how to use the `Camera::viewport_to_world` method"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "animated_material"
|
|
path = "examples/3d/animated_material.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.animated_material]
|
|
name = "Animated Material"
|
|
description = "Shows how to animate material properties"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "generate_custom_mesh"
|
|
path = "examples/3d/generate_custom_mesh.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.generate_custom_mesh]
|
|
name = "Generate Custom Mesh"
|
|
description = "Simple showcase of how to generate a custom mesh with a custom texture"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "anti_aliasing"
|
|
path = "examples/3d/anti_aliasing.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.anti_aliasing]
|
|
name = "Anti-aliasing"
|
|
description = "Compares different anti-aliasing methods"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "atmospheric_fog"
|
|
path = "examples/3d/atmospheric_fog.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.atmospheric_fog]
|
|
name = "Atmospheric Fog"
|
|
description = "A scene showcasing the atmospheric fog effect"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "fog"
|
|
path = "examples/3d/fog.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.fog]
|
|
name = "Fog"
|
|
description = "A scene showcasing the distance fog effect"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "blend_modes"
|
|
path = "examples/3d/blend_modes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.blend_modes]
|
|
name = "Blend Modes"
|
|
description = "Showcases different blend modes"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "deterministic"
|
|
path = "examples/3d/deterministic.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.deterministic]
|
|
name = "Deterministic rendering"
|
|
description = "Stop flickering from z-fighting at a performance cost"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "lighting"
|
|
path = "examples/3d/lighting.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.lighting]
|
|
name = "Lighting"
|
|
description = "Illustrates various lighting options in a simple scene"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "lines"
|
|
path = "examples/3d/lines.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.lines]
|
|
name = "Lines"
|
|
description = "Create a custom material to draw 3d lines"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "ssao"
|
|
path = "examples/3d/ssao.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.ssao]
|
|
name = "Screen Space Ambient Occlusion"
|
|
description = "A scene showcasing screen space ambient occlusion"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "spotlight"
|
|
path = "examples/3d/spotlight.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.spotlight]
|
|
name = "Spotlight"
|
|
description = "Illustrates spot lights"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "bloom_3d"
|
|
path = "examples/3d/bloom_3d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.bloom_3d]
|
|
name = "3D Bloom"
|
|
description = "Illustrates bloom configuration using HDR and emissive materials"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "deferred_rendering"
|
|
path = "examples/3d/deferred_rendering.rs"
|
|
|
|
[package.metadata.example.deferred_rendering]
|
|
name = "Deferred Rendering"
|
|
description = "Renders meshes with both forward and deferred pipelines"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "load_gltf"
|
|
path = "examples/3d/load_gltf.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.load_gltf]
|
|
name = "Load glTF"
|
|
description = "Loads and renders a glTF file as a scene"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "tonemapping"
|
|
path = "examples/3d/tonemapping.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.tonemapping]
|
|
name = "Tonemapping"
|
|
description = "Compares tonemapping options"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "orthographic"
|
|
path = "examples/3d/orthographic.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.orthographic]
|
|
name = "Orthographic View"
|
|
description = "Shows how to create a 3D orthographic view (for isometric-look in games or CAD applications)"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "parenting"
|
|
path = "examples/3d/parenting.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.parenting]
|
|
name = "Parenting"
|
|
description = "Demonstrates parent->child relationships and relative transformations"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "pbr"
|
|
path = "examples/3d/pbr.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.pbr]
|
|
name = "Physically Based Rendering"
|
|
description = "Demonstrates use of Physically Based Rendering (PBR) properties"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "parallax_mapping"
|
|
path = "examples/3d/parallax_mapping.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.parallax_mapping]
|
|
name = "Parallax Mapping"
|
|
description = "Demonstrates use of a normal map and depth map for parallax mapping"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "render_to_texture"
|
|
path = "examples/3d/render_to_texture.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.render_to_texture]
|
|
name = "Render to Texture"
|
|
description = "Shows how to render to a texture, useful for mirrors, UI, or exporting images"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "shadow_biases"
|
|
path = "examples/3d/shadow_biases.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.shadow_biases]
|
|
name = "Shadow Biases"
|
|
description = "Demonstrates how shadow biases affect shadows in a 3d scene"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "shadow_caster_receiver"
|
|
path = "examples/3d/shadow_caster_receiver.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.shadow_caster_receiver]
|
|
name = "Shadow Caster and Receiver"
|
|
description = "Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "skybox"
|
|
path = "examples/3d/skybox.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.skybox]
|
|
name = "Skybox"
|
|
description = "Load a cubemap texture onto a cube like a skybox and cycle through different compressed texture formats."
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "spherical_area_lights"
|
|
path = "examples/3d/spherical_area_lights.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.spherical_area_lights]
|
|
name = "Spherical Area Lights"
|
|
description = "Demonstrates how point light radius values affect light behavior"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "split_screen"
|
|
path = "examples/3d/split_screen.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.split_screen]
|
|
name = "Split Screen"
|
|
description = "Demonstrates how to render two cameras to the same window to accomplish \"split screen\""
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "texture"
|
|
path = "examples/3d/texture.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.texture]
|
|
name = "Texture"
|
|
description = "Shows configuration of texture materials"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "transparency_3d"
|
|
path = "examples/3d/transparency_3d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.transparency_3d]
|
|
name = "Transparency in 3D"
|
|
description = "Demonstrates transparency in 3d"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "transmission"
|
|
path = "examples/3d/transmission.rs"
|
|
|
|
[package.metadata.example.transmission]
|
|
name = "Transmission"
|
|
description = "Showcases light transmission in the PBR material"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "two_passes"
|
|
path = "examples/3d/two_passes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.two_passes]
|
|
name = "Two Passes"
|
|
description = "Renders two 3d passes to the same window from different perspectives"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "update_gltf_scene"
|
|
path = "examples/3d/update_gltf_scene.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.update_gltf_scene]
|
|
name = "Update glTF Scene"
|
|
description = "Update a scene from a glTF file, either by spawning the scene as a child of another entity, or by accessing the entities of the scene"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "vertex_colors"
|
|
path = "examples/3d/vertex_colors.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.vertex_colors]
|
|
name = "Vertex Colors"
|
|
description = "Shows the use of vertex colors"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "wireframe"
|
|
path = "examples/3d/wireframe.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.wireframe]
|
|
name = "Wireframe"
|
|
description = "Showcases wireframe rendering"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "irradiance_volumes"
|
|
path = "examples/3d/irradiance_volumes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.irradiance_volumes]
|
|
name = "Irradiance Volumes"
|
|
description = "Demonstrates irradiance volumes"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "lightmaps"
|
|
path = "examples/3d/lightmaps.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.lightmaps]
|
|
name = "Lightmaps"
|
|
description = "Rendering a scene with baked lightmaps"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "no_prepass"
|
|
path = "tests/3d/no_prepass.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.no_prepass]
|
|
hidden = true
|
|
|
|
# Animation
|
|
[[example]]
|
|
name = "animated_fox"
|
|
path = "examples/animation/animated_fox.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.animated_fox]
|
|
name = "Animated Fox"
|
|
description = "Plays an animation from a skinned glTF"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "animation_graph"
|
|
path = "examples/animation/animation_graph.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.animation_graph]
|
|
name = "Animation Graph"
|
|
description = "Blends multiple animations together with a graph"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "morph_targets"
|
|
path = "examples/animation/morph_targets.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.morph_targets]
|
|
name = "Morph Targets"
|
|
description = "Plays an animation from a glTF file with meshes with morph targets"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "animated_transform"
|
|
path = "examples/animation/animated_transform.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.animated_transform]
|
|
name = "Animated Transform"
|
|
description = "Create and play an animation defined by code that operates on the `Transform` component"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "cubic_curve"
|
|
path = "examples/animation/cubic_curve.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.cubic_curve]
|
|
name = "Cubic Curve"
|
|
description = "Bezier curve example showing a cube following a cubic curve"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "custom_skinned_mesh"
|
|
path = "examples/animation/custom_skinned_mesh.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_skinned_mesh]
|
|
name = "Custom Skinned Mesh"
|
|
description = "Skinned mesh example with mesh and joints data defined in code"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "gltf_skinned_mesh"
|
|
path = "examples/animation/gltf_skinned_mesh.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.gltf_skinned_mesh]
|
|
name = "glTF Skinned Mesh"
|
|
description = "Skinned mesh example with mesh and joints data loaded from a glTF file"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
# Application
|
|
[[example]]
|
|
name = "custom_loop"
|
|
path = "examples/app/custom_loop.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_loop]
|
|
name = "Custom Loop"
|
|
description = "Demonstrates how to create a custom runner (to update an app manually)"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "drag_and_drop"
|
|
path = "examples/app/drag_and_drop.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.drag_and_drop]
|
|
name = "Drag and Drop"
|
|
description = "An example that shows how to handle drag and drop in an app"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "empty"
|
|
path = "examples/app/empty.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.empty]
|
|
name = "Empty"
|
|
description = "An empty application (does nothing)"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "empty_defaults"
|
|
path = "examples/app/empty_defaults.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.empty_defaults]
|
|
name = "Empty with Defaults"
|
|
description = "An empty application with default plugins"
|
|
category = "Application"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "headless"
|
|
path = "examples/app/headless.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.headless]
|
|
name = "Headless"
|
|
description = "An application that runs without default plugins"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "logs"
|
|
path = "examples/app/logs.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.logs]
|
|
name = "Logs"
|
|
description = "Illustrate how to use generate log output"
|
|
category = "Application"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "log_layers"
|
|
path = "examples/app/log_layers.rs"
|
|
|
|
[package.metadata.example.log_layers]
|
|
name = "Log layers"
|
|
description = "Illustrate how to add custom log layers"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "log_layers_ecs"
|
|
path = "examples/app/log_layers_ecs.rs"
|
|
|
|
[package.metadata.example.log_layers_ecs]
|
|
name = "Advanced log layers"
|
|
description = "Illustrate how to transfer data between log layers and Bevy's ECS"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "plugin"
|
|
path = "examples/app/plugin.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.plugin]
|
|
name = "Plugin"
|
|
description = "Demonstrates the creation and registration of a custom plugin"
|
|
category = "Application"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "plugin_group"
|
|
path = "examples/app/plugin_group.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.plugin_group]
|
|
name = "Plugin Group"
|
|
description = "Demonstrates the creation and registration of a custom plugin group"
|
|
category = "Application"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "return_after_run"
|
|
path = "examples/app/return_after_run.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.return_after_run]
|
|
name = "Return after Run"
|
|
description = "Show how to return to main after the Bevy app has exited"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "thread_pool_resources"
|
|
path = "examples/app/thread_pool_resources.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.thread_pool_resources]
|
|
name = "Thread Pool Resources"
|
|
description = "Creates and customizes the internal thread pool"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "no_renderer"
|
|
path = "examples/app/no_renderer.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.no_renderer]
|
|
name = "No Renderer"
|
|
description = "An application that runs with default plugins and displays an empty window, but without an actual renderer"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "without_winit"
|
|
path = "examples/app/without_winit.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.without_winit]
|
|
name = "Without Winit"
|
|
description = "Create an application without winit (runs single time, no event loop)"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
# Assets
|
|
[[example]]
|
|
name = "asset_loading"
|
|
path = "examples/asset/asset_loading.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.asset_loading]
|
|
name = "Asset Loading"
|
|
description = "Demonstrates various methods to load assets"
|
|
category = "Assets"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "asset_decompression"
|
|
path = "examples/asset/asset_decompression.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.asset_decompression]
|
|
name = "Asset Decompression"
|
|
description = "Demonstrates loading a compressed asset"
|
|
category = "Assets"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "custom_asset"
|
|
path = "examples/asset/custom_asset.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_asset]
|
|
name = "Custom Asset"
|
|
description = "Implements a custom asset loader"
|
|
category = "Assets"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "custom_asset_reader"
|
|
path = "examples/asset/custom_asset_reader.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_asset_reader]
|
|
name = "Custom Asset IO"
|
|
description = "Implements a custom AssetReader"
|
|
category = "Assets"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "embedded_asset"
|
|
path = "examples/asset/embedded_asset.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.embedded_asset]
|
|
name = "Embedded Asset"
|
|
description = "Embed an asset in the application binary and load it"
|
|
category = "Assets"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "extra_asset_source"
|
|
path = "examples/asset/extra_source.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.extra_asset_source]
|
|
name = "Extra asset source"
|
|
description = "Load an asset from a non-standard asset source"
|
|
category = "Assets"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "hot_asset_reloading"
|
|
path = "examples/asset/hot_asset_reloading.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["file_watcher"]
|
|
|
|
[package.metadata.example.hot_asset_reloading]
|
|
name = "Hot Reloading of Assets"
|
|
description = "Demonstrates automatic reloading of assets when modified on disk"
|
|
category = "Assets"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "asset_processing"
|
|
path = "examples/asset/processing/asset_processing.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["file_watcher", "asset_processor"]
|
|
|
|
[package.metadata.example.asset_processing]
|
|
name = "Asset Processing"
|
|
description = "Demonstrates how to process and load custom assets"
|
|
category = "Assets"
|
|
wasm = false
|
|
|
|
# Async Tasks
|
|
[[example]]
|
|
name = "async_compute"
|
|
path = "examples/async_tasks/async_compute.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.async_compute]
|
|
name = "Async Compute"
|
|
description = "How to use `AsyncComputeTaskPool` to complete longer running tasks"
|
|
category = "Async Tasks"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "external_source_external_thread"
|
|
path = "examples/async_tasks/external_source_external_thread.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.external_source_external_thread]
|
|
name = "External Source of Data on an External Thread"
|
|
description = "How to use an external thread to run an infinite task and communicate with a channel"
|
|
category = "Async Tasks"
|
|
wasm = false
|
|
|
|
# Audio
|
|
[[example]]
|
|
name = "audio"
|
|
path = "examples/audio/audio.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.audio]
|
|
name = "Audio"
|
|
description = "Shows how to load and play an audio file"
|
|
category = "Audio"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "audio_control"
|
|
path = "examples/audio/audio_control.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.audio_control]
|
|
name = "Audio Control"
|
|
description = "Shows how to load and play an audio file, and control how it's played"
|
|
category = "Audio"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "decodable"
|
|
path = "examples/audio/decodable.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.decodable]
|
|
name = "Decodable"
|
|
description = "Shows how to create and register a custom audio source by implementing the `Decodable` type."
|
|
category = "Audio"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "spatial_audio_2d"
|
|
path = "examples/audio/spatial_audio_2d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.spatial_audio_2d]
|
|
name = "Spatial Audio 2D"
|
|
description = "Shows how to play spatial audio, and moving the emitter in 2D"
|
|
category = "Audio"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "spatial_audio_3d"
|
|
path = "examples/audio/spatial_audio_3d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.spatial_audio_3d]
|
|
name = "Spatial Audio 3D"
|
|
description = "Shows how to play spatial audio, and moving the emitter in 3D"
|
|
category = "Audio"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "pitch"
|
|
path = "examples/audio/pitch.rs"
|
|
|
|
[package.metadata.example.pitch]
|
|
name = "Pitch"
|
|
description = "Shows how to directly play a simple pitch"
|
|
category = "Audio"
|
|
wasm = true
|
|
|
|
# Diagnostics
|
|
[[example]]
|
|
name = "log_diagnostics"
|
|
path = "examples/diagnostics/log_diagnostics.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.log_diagnostics]
|
|
name = "Log Diagnostics"
|
|
description = "Add a plugin that logs diagnostics, like frames per second (FPS), to the console"
|
|
category = "Diagnostics"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "custom_diagnostic"
|
|
path = "examples/diagnostics/custom_diagnostic.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_diagnostic]
|
|
name = "Custom Diagnostic"
|
|
description = "Shows how to create a custom diagnostic"
|
|
category = "Diagnostics"
|
|
wasm = true
|
|
|
|
# ECS (Entity Component System)
|
|
[[example]]
|
|
name = "ecs_guide"
|
|
path = "examples/ecs/ecs_guide.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.ecs_guide]
|
|
name = "ECS Guide"
|
|
description = "Full guide to Bevy's ECS"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[package.metadata.example.apply_deferred]
|
|
name = "Apply System Buffers"
|
|
description = "Show how to use `apply_deferred` system"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "component_change_detection"
|
|
path = "examples/ecs/component_change_detection.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.component_change_detection]
|
|
name = "Component Change Detection"
|
|
description = "Change detection on components"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "component_hooks"
|
|
path = "examples/ecs/component_hooks.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.component_hooks]
|
|
name = "Component Hooks"
|
|
description = "Define component hooks to manage component lifecycle events"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "custom_schedule"
|
|
path = "examples/ecs/custom_schedule.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_schedule]
|
|
name = "Custom Schedule"
|
|
description = "Demonstrates how to add custom schedules"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "custom_query_param"
|
|
path = "examples/ecs/custom_query_param.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_query_param]
|
|
name = "Custom Query Parameters"
|
|
description = "Groups commonly used compound queries and query filters into a single type"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "dynamic"
|
|
path = "examples/ecs/dynamic.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.dynamic]
|
|
name = "Dynamic ECS"
|
|
description = "Dynamically create components, spawn entities with those components and query those components"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "event"
|
|
path = "examples/ecs/event.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.event]
|
|
name = "Event"
|
|
description = "Illustrates event creation, activation, and reception"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "send_and_receive_events"
|
|
path = "examples/ecs/send_and_receive_events.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.send_and_receive_events]
|
|
name = "Send and receive events"
|
|
description = "Demonstrates how to send and receive events of the same type in a single system"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "fixed_timestep"
|
|
path = "examples/ecs/fixed_timestep.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.fixed_timestep]
|
|
name = "Fixed Timestep"
|
|
description = "Shows how to create systems that run every fixed timestep, rather than every tick"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "generic_system"
|
|
path = "examples/ecs/generic_system.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.generic_system]
|
|
name = "Generic System"
|
|
description = "Shows how to create systems that can be reused with different types"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "hierarchy"
|
|
path = "examples/ecs/hierarchy.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.hierarchy]
|
|
name = "Hierarchy"
|
|
description = "Creates a hierarchy of parents and children entities"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "iter_combinations"
|
|
path = "examples/ecs/iter_combinations.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.iter_combinations]
|
|
name = "Iter Combinations"
|
|
description = "Shows how to iterate over combinations of query results"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "one_shot_systems"
|
|
path = "examples/ecs/one_shot_systems.rs"
|
|
|
|
[package.metadata.example.one_shot_systems]
|
|
name = "One Shot Systems"
|
|
description = "Shows how to flexibly run systems without scheduling them"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "parallel_query"
|
|
path = "examples/ecs/parallel_query.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.parallel_query]
|
|
name = "Parallel Query"
|
|
description = "Illustrates parallel queries with `ParallelIterator`"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "removal_detection"
|
|
path = "examples/ecs/removal_detection.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.removal_detection]
|
|
name = "Removal Detection"
|
|
description = "Query for entities that had a specific component removed earlier in the current frame"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "run_conditions"
|
|
path = "examples/ecs/run_conditions.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.run_conditions]
|
|
name = "Run Conditions"
|
|
description = "Run systems only when one or multiple conditions are met"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "startup_system"
|
|
path = "examples/ecs/startup_system.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.startup_system]
|
|
name = "Startup System"
|
|
description = "Demonstrates a startup system (one that runs once when the app starts up)"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "state"
|
|
path = "examples/ecs/state.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.state]
|
|
name = "State"
|
|
description = "Illustrates how to use States to control transitioning from a Menu state to an InGame state"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "system_piping"
|
|
path = "examples/ecs/system_piping.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.system_piping]
|
|
name = "System Piping"
|
|
description = "Pipe the output of one system into a second, allowing you to handle any errors gracefully"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "system_closure"
|
|
path = "examples/ecs/system_closure.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.system_closure]
|
|
name = "System Closure"
|
|
description = "Show how to use closures as systems, and how to configure `Local` variables by capturing external state"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "system_param"
|
|
path = "examples/ecs/system_param.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.system_param]
|
|
name = "System Parameter"
|
|
description = "Illustrates creating custom system parameters with `SystemParam`"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "system_stepping"
|
|
path = "examples/ecs/system_stepping.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.system_stepping]
|
|
name = "System Stepping"
|
|
description = "Demonstrate stepping through systems in order of execution"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
# Time
|
|
[[example]]
|
|
name = "time"
|
|
path = "examples/time/time.rs"
|
|
|
|
[package.metadata.example.time]
|
|
name = "Time handling"
|
|
description = "Explains how Time is handled in ECS"
|
|
category = "Time"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "virtual_time"
|
|
path = "examples/time/virtual_time.rs"
|
|
|
|
[package.metadata.example.virtual_time]
|
|
name = "Virtual time"
|
|
description = "Shows how `Time<Virtual>` can be used to pause, resume, slow down and speed up a game."
|
|
category = "Time"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "timers"
|
|
path = "examples/time/timers.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.timers]
|
|
name = "Timers"
|
|
description = "Illustrates ticking `Timer` resources inside systems and handling their state"
|
|
category = "Time"
|
|
wasm = false
|
|
|
|
|
|
# Games
|
|
[[example]]
|
|
name = "alien_cake_addict"
|
|
path = "examples/games/alien_cake_addict.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.alien_cake_addict]
|
|
name = "Alien Cake Addict"
|
|
description = "Eat the cakes. Eat them all. An example 3D game"
|
|
category = "Games"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "breakout"
|
|
path = "examples/games/breakout.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.breakout]
|
|
name = "Breakout"
|
|
description = "An implementation of the classic game \"Breakout\""
|
|
category = "Games"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "contributors"
|
|
path = "examples/games/contributors.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.contributors]
|
|
name = "Contributors"
|
|
description = "Displays each contributor as a bouncy bevy-ball!"
|
|
category = "Games"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "desk_toy"
|
|
path = "examples/games/desk_toy.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.desk_toy]
|
|
name = "Desk Toy"
|
|
description = "Bevy logo as a desk toy using transparent windows! Now with Googly Eyes!"
|
|
category = "Games"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "game_menu"
|
|
path = "examples/games/game_menu.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.game_menu]
|
|
name = "Game Menu"
|
|
description = "A simple game menu"
|
|
category = "Games"
|
|
wasm = true
|
|
|
|
# Input
|
|
[[example]]
|
|
name = "char_input_events"
|
|
path = "examples/input/char_input_events.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.char_input_events]
|
|
name = "Char Input Events"
|
|
description = "Prints out all chars as they are inputted"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "gamepad_input"
|
|
path = "examples/input/gamepad_input.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.gamepad_input]
|
|
name = "Gamepad Input"
|
|
description = "Shows handling of gamepad input, connections, and disconnections"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "gamepad_input_events"
|
|
path = "examples/input/gamepad_input_events.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.gamepad_input_events]
|
|
name = "Gamepad Input Events"
|
|
description = "Iterates and prints gamepad input and connection events"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "gamepad_rumble"
|
|
path = "examples/input/gamepad_rumble.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.gamepad_rumble]
|
|
name = "Gamepad Rumble"
|
|
description = "Shows how to rumble a gamepad using force feedback"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "keyboard_input"
|
|
path = "examples/input/keyboard_input.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.keyboard_input]
|
|
name = "Keyboard Input"
|
|
description = "Demonstrates handling a key press/release"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "keyboard_modifiers"
|
|
path = "examples/input/keyboard_modifiers.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.keyboard_modifiers]
|
|
name = "Keyboard Modifiers"
|
|
description = "Demonstrates using key modifiers (ctrl, shift)"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "keyboard_input_events"
|
|
path = "examples/input/keyboard_input_events.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.keyboard_input_events]
|
|
name = "Keyboard Input Events"
|
|
description = "Prints out all keyboard events"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "mouse_input"
|
|
path = "examples/input/mouse_input.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.mouse_input]
|
|
name = "Mouse Input"
|
|
description = "Demonstrates handling a mouse button press/release"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "mouse_input_events"
|
|
path = "examples/input/mouse_input_events.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.mouse_input_events]
|
|
name = "Mouse Input Events"
|
|
description = "Prints out all mouse events (buttons, movement, etc.)"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "mouse_grab"
|
|
path = "examples/input/mouse_grab.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.mouse_grab]
|
|
name = "Mouse Grab"
|
|
description = "Demonstrates how to grab the mouse, locking the cursor to the app's screen"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "touch_input"
|
|
path = "examples/input/touch_input.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.touch_input]
|
|
name = "Touch Input"
|
|
description = "Displays touch presses, releases, and cancels"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "touch_input_events"
|
|
path = "examples/input/touch_input_events.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.touch_input_events]
|
|
name = "Touch Input Events"
|
|
description = "Prints out all touch inputs"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "text_input"
|
|
path = "examples/input/text_input.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.text_input]
|
|
name = "Text Input"
|
|
description = "Simple text input with IME support"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
# Reflection
|
|
[[example]]
|
|
name = "reflection"
|
|
path = "examples/reflection/reflection.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.reflection]
|
|
name = "Reflection"
|
|
description = "Demonstrates how reflection in Bevy provides a way to dynamically interact with Rust types"
|
|
category = "Reflection"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "generic_reflection"
|
|
path = "examples/reflection/generic_reflection.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.generic_reflection]
|
|
name = "Generic Reflection"
|
|
description = "Registers concrete instances of generic types that may be used with reflection"
|
|
category = "Reflection"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "reflection_types"
|
|
path = "examples/reflection/reflection_types.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.reflection_types]
|
|
name = "Reflection Types"
|
|
description = "Illustrates the various reflection types available"
|
|
category = "Reflection"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "trait_reflection"
|
|
path = "examples/reflection/trait_reflection.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.trait_reflection]
|
|
name = "Trait Reflection"
|
|
description = "Allows reflection with trait objects"
|
|
category = "Reflection"
|
|
wasm = false
|
|
|
|
# Scene
|
|
[[example]]
|
|
name = "scene"
|
|
path = "examples/scene/scene.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.scene]
|
|
name = "Scene"
|
|
description = "Demonstrates loading from and saving scenes to files"
|
|
category = "Scene"
|
|
wasm = false
|
|
|
|
# Shaders
|
|
[[package.metadata.example_category]]
|
|
name = "Shaders"
|
|
description = """
|
|
These examples demonstrate how to implement different shaders in user code.
|
|
|
|
A shader in its most common usage is a small program that is run by the GPU per-vertex in a mesh (a vertex shader) or per-affected-screen-fragment (a fragment shader.) The GPU executes these programs in a highly parallel way.
|
|
|
|
There are also compute shaders which are used for more general processing leveraging the GPU's parallelism.
|
|
"""
|
|
|
|
[[example]]
|
|
name = "custom_vertex_attribute"
|
|
path = "examples/shader/custom_vertex_attribute.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_vertex_attribute]
|
|
name = "Custom Vertex Attribute"
|
|
description = "A shader that reads a mesh's custom vertex attribute"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "post_processing"
|
|
path = "examples/shader/post_processing.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.post_processing]
|
|
name = "Post Processing - Custom Render Pass"
|
|
description = "A custom post processing effect, using a custom render pass that runs after the main pass"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "shader_defs"
|
|
path = "examples/shader/shader_defs.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.shader_defs]
|
|
name = "Shader Defs"
|
|
description = "A shader that uses \"shaders defs\" (a bevy tool to selectively toggle parts of a shader)"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "shader_material"
|
|
path = "examples/shader/shader_material.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.shader_material]
|
|
name = "Material"
|
|
description = "A shader and a material that uses it"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "shader_material_2d"
|
|
path = "examples/shader/shader_material_2d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.shader_material_2d]
|
|
name = "Material"
|
|
description = "A shader and a material that uses it on a 2d mesh"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "extended_material"
|
|
path = "examples/shader/extended_material.rs"
|
|
|
|
[package.metadata.example.extended_material]
|
|
name = "Extended Material"
|
|
description = "A custom shader that builds on the standard material"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "shader_prepass"
|
|
path = "examples/shader/shader_prepass.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.shader_prepass]
|
|
name = "Material Prepass"
|
|
description = "A shader that uses the various textures generated by the prepass"
|
|
category = "Shaders"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "shader_material_screenspace_texture"
|
|
path = "examples/shader/shader_material_screenspace_texture.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.shader_material_screenspace_texture]
|
|
name = "Material - Screenspace Texture"
|
|
description = "A shader that samples a texture with view-independent UV coordinates"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "shader_material_glsl"
|
|
path = "examples/shader/shader_material_glsl.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["shader_format_glsl"]
|
|
|
|
[package.metadata.example.shader_material_glsl]
|
|
name = "Material - GLSL"
|
|
description = "A shader that uses the GLSL shading language"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "shader_instancing"
|
|
path = "examples/shader/shader_instancing.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.shader_instancing]
|
|
name = "Instancing"
|
|
description = "A shader that renders a mesh multiple times in one draw call"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "animate_shader"
|
|
path = "examples/shader/animate_shader.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.animate_shader]
|
|
name = "Animated"
|
|
description = "A shader that uses dynamic data like the time since startup"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "compute_shader_game_of_life"
|
|
path = "examples/shader/compute_shader_game_of_life.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.compute_shader_game_of_life]
|
|
name = "Compute - Game of Life"
|
|
description = "A compute shader that simulates Conway's Game of Life"
|
|
category = "Shaders"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "array_texture"
|
|
path = "examples/shader/array_texture.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.array_texture]
|
|
name = "Array Texture"
|
|
description = "A shader that shows how to reuse the core bevy PBR shading functionality in a custom material that obtains the base color from an array texture."
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "texture_binding_array"
|
|
path = "examples/shader/texture_binding_array.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.texture_binding_array]
|
|
name = "Texture Binding Array (Bindless Textures)"
|
|
description = "A shader that shows how to bind and sample multiple textures as a binding array (a.k.a. bindless textures)."
|
|
category = "Shaders"
|
|
wasm = false
|
|
|
|
# Stress tests
|
|
[[package.metadata.example_category]]
|
|
name = "Stress Tests"
|
|
description = """
|
|
These examples are used to test the performance and stability of various parts of the engine in an isolated way.
|
|
|
|
Due to the focus on performance it's recommended to run the stress tests in release mode:
|
|
|
|
```sh
|
|
cargo run --release --example <example name>
|
|
```
|
|
"""
|
|
|
|
[[example]]
|
|
name = "bevymark"
|
|
path = "examples/stress_tests/bevymark.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.bevymark]
|
|
name = "Bevymark"
|
|
description = "A heavy sprite rendering workload to benchmark your system with Bevy"
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "many_animated_sprites"
|
|
path = "examples/stress_tests/many_animated_sprites.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.many_animated_sprites]
|
|
name = "Many Animated Sprites"
|
|
description = "Displays many animated sprites in a grid arrangement with slight offsets to their animation timers. Used for performance testing."
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "many_buttons"
|
|
path = "examples/stress_tests/many_buttons.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.many_buttons]
|
|
name = "Many Buttons"
|
|
description = "Test rendering of many UI elements"
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "many_cubes"
|
|
path = "examples/stress_tests/many_cubes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.many_cubes]
|
|
name = "Many Cubes"
|
|
description = "Simple benchmark to test per-entity draw overhead. Run with the `sphere` argument to test frustum culling"
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "many_gizmos"
|
|
path = "examples/stress_tests/many_gizmos.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.many_gizmos]
|
|
name = "Many Gizmos"
|
|
description = "Test rendering of many gizmos"
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "many_foxes"
|
|
path = "examples/stress_tests/many_foxes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.many_foxes]
|
|
name = "Many Foxes"
|
|
description = "Loads an animated fox model and spawns lots of them. Good for testing skinned mesh performance. Takes an unsigned integer argument for the number of foxes to spawn. Defaults to 1000"
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "many_glyphs"
|
|
path = "examples/stress_tests/many_glyphs.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.many_glyphs]
|
|
name = "Many Glyphs"
|
|
description = "Simple benchmark to test text rendering."
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "many_lights"
|
|
path = "examples/stress_tests/many_lights.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.many_lights]
|
|
name = "Many Lights"
|
|
description = "Simple benchmark to test rendering many point lights. Run with `WGPU_SETTINGS_PRIO=webgl2` to restrict to uniform buffers and max 256 lights"
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "many_sprites"
|
|
path = "examples/stress_tests/many_sprites.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.many_sprites]
|
|
name = "Many Sprites"
|
|
description = "Displays many sprites in a grid arrangement! Used for performance testing. Use `--colored` to enable color tinted sprites."
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "transform_hierarchy"
|
|
path = "examples/stress_tests/transform_hierarchy.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.transform_hierarchy]
|
|
name = "Transform Hierarchy"
|
|
description = "Various test cases for hierarchy and transform propagation performance"
|
|
category = "Stress Tests"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "text_pipeline"
|
|
path = "examples/stress_tests/text_pipeline.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.text_pipeline]
|
|
name = "Text Pipeline"
|
|
description = "Text Pipeline benchmark"
|
|
category = "Stress Tests"
|
|
wasm = false
|
|
|
|
# Tools
|
|
[[example]]
|
|
name = "scene_viewer"
|
|
path = "examples/tools/scene_viewer/main.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.scene_viewer]
|
|
name = "Scene Viewer"
|
|
description = "A simple way to view glTF models with Bevy. Just run `cargo run --release --example scene_viewer /path/to/model.gltf#Scene0`, replacing the path as appropriate. With no arguments it will load the FieldHelmet glTF model from the repository assets subdirectory"
|
|
category = "Tools"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "gamepad_viewer"
|
|
path = "examples/tools/gamepad_viewer.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.gamepad_viewer]
|
|
name = "Gamepad Viewer"
|
|
description = "Shows a visualization of gamepad buttons, sticks, and triggers"
|
|
category = "Tools"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "nondeterministic_system_order"
|
|
path = "examples/ecs/nondeterministic_system_order.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.nondeterministic_system_order]
|
|
name = "Nondeterministic System Order"
|
|
description = "Systems run in parallel, but their order isn't always deterministic. Here's how to detect and fix this."
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "3d_rotation"
|
|
path = "examples/transforms/3d_rotation.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.3d_rotation]
|
|
name = "3D Rotation"
|
|
description = "Illustrates how to (constantly) rotate an object around an axis"
|
|
category = "Transforms"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "align"
|
|
path = "examples/transforms/align.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.align]
|
|
name = "Alignment"
|
|
description = "A demonstration of Transform's axis-alignment feature"
|
|
category = "Transforms"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "scale"
|
|
path = "examples/transforms/scale.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.scale]
|
|
name = "Scale"
|
|
description = "Illustrates how to scale an object in each direction"
|
|
category = "Transforms"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "transform"
|
|
path = "examples/transforms/transform.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.transform]
|
|
name = "Transform"
|
|
description = "Shows multiple transformations of objects"
|
|
category = "Transforms"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "translation"
|
|
path = "examples/transforms/translation.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.translation]
|
|
name = "Translation"
|
|
description = "Illustrates how to move an object along an axis"
|
|
category = "Transforms"
|
|
wasm = true
|
|
|
|
# UI (User Interface)
|
|
[[example]]
|
|
name = "borders"
|
|
path = "examples/ui/borders.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.borders]
|
|
name = "Borders"
|
|
description = "Demonstrates how to create a node with a border"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "button"
|
|
path = "examples/ui/button.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.button]
|
|
name = "Button"
|
|
description = "Illustrates creating and updating a button"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "display_and_visibility"
|
|
path = "examples/ui/display_and_visibility.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.display_and_visibility]
|
|
name = "Display and Visibility"
|
|
description = "Demonstrates how Display and Visibility work in the UI."
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "window_fallthrough"
|
|
path = "examples/ui/window_fallthrough.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.window_fallthrough]
|
|
name = "Window Fallthrough"
|
|
description = "Illustrates how to access `winit::window::Window`'s `hittest` functionality."
|
|
category = "UI (User Interface)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "font_atlas_debug"
|
|
path = "examples/ui/font_atlas_debug.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.font_atlas_debug]
|
|
name = "Font Atlas Debug"
|
|
description = "Illustrates how FontAtlases are populated (used to optimize text rendering internally)"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "overflow"
|
|
path = "examples/ui/overflow.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.overflow]
|
|
name = "Overflow"
|
|
description = "Simple example demonstrating overflow behavior"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "overflow_debug"
|
|
path = "examples/ui/overflow_debug.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.overflow_debug]
|
|
name = "Overflow and Clipping Debug"
|
|
description = "An example to debug overflow and clipping behavior"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "relative_cursor_position"
|
|
path = "examples/ui/relative_cursor_position.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.relative_cursor_position]
|
|
name = "Relative Cursor Position"
|
|
description = "Showcases the RelativeCursorPosition component"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "render_ui_to_texture"
|
|
path = "examples/ui/render_ui_to_texture.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.render_ui_to_texture]
|
|
name = "Render UI to Texture"
|
|
description = "An example of rendering UI as a part of a 3D world"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "size_constraints"
|
|
path = "examples/ui/size_constraints.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.size_constraints]
|
|
name = "Size Constraints"
|
|
description = "Demonstrates how the to use the size constraints to control the size of a UI node."
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "text"
|
|
path = "examples/ui/text.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.text]
|
|
name = "Text"
|
|
description = "Illustrates creating and updating text"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "text_debug"
|
|
path = "examples/ui/text_debug.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.text_debug]
|
|
name = "Text Debug"
|
|
description = "An example for debugging text layout"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "flex_layout"
|
|
path = "examples/ui/flex_layout.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.flex_layout]
|
|
name = "Flex Layout"
|
|
description = "Demonstrates how the AlignItems and JustifyContent properties can be composed to layout nodes and position text"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "text_wrap_debug"
|
|
path = "examples/ui/text_wrap_debug.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.text_wrap_debug]
|
|
name = "Text Wrap Debug"
|
|
description = "Demonstrates text wrapping"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "grid"
|
|
path = "examples/ui/grid.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.grid]
|
|
name = "CSS Grid"
|
|
description = "An example for CSS Grid layout"
|
|
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "transparency_ui"
|
|
path = "examples/ui/transparency_ui.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.transparency_ui]
|
|
name = "Transparency UI"
|
|
description = "Demonstrates transparency for UI"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "z_index"
|
|
path = "examples/ui/z_index.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.z_index]
|
|
name = "UI Z-Index"
|
|
description = "Demonstrates how to control the relative depth (z-position) of UI elements"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "ui"
|
|
path = "examples/ui/ui.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.ui]
|
|
name = "UI"
|
|
description = "Illustrates various features of Bevy UI"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "ui_scaling"
|
|
path = "examples/ui/ui_scaling.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.ui_scaling]
|
|
name = "UI Scaling"
|
|
description = "Illustrates how to scale the UI"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "ui_texture_atlas"
|
|
path = "examples/ui/ui_texture_atlas.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.ui_texture_atlas]
|
|
name = "UI Texture Atlas"
|
|
description = "Illustrates how to use TextureAtlases in UI"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "ui_texture_slice"
|
|
path = "examples/ui/ui_texture_slice.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.ui_texture_slice]
|
|
name = "UI Texture Slice"
|
|
description = "Illustrates how to use 9 Slicing in UI"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "ui_texture_atlas_slice"
|
|
path = "examples/ui/ui_texture_atlas_slice.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.ui_texture_atlas_slice]
|
|
name = "UI Texture Atlas Slice"
|
|
description = "Illustrates how to use 9 Slicing for TextureAtlases in UI"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "viewport_debug"
|
|
path = "examples/ui/viewport_debug.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.viewport_debug]
|
|
name = "Viewport Debug"
|
|
description = "An example for debugging viewport coordinates"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
# Window
|
|
[[example]]
|
|
name = "clear_color"
|
|
path = "examples/window/clear_color.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.clear_color]
|
|
name = "Clear Color"
|
|
description = "Creates a solid color window"
|
|
category = "Window"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "low_power"
|
|
path = "examples/window/low_power.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.low_power]
|
|
name = "Low Power"
|
|
description = "Demonstrates settings to reduce power use for bevy applications"
|
|
category = "Window"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "multiple_windows"
|
|
path = "examples/window/multiple_windows.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.multiple_windows]
|
|
name = "Multiple Windows"
|
|
description = "Demonstrates creating multiple windows, and rendering to them"
|
|
category = "Window"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "scale_factor_override"
|
|
path = "examples/window/scale_factor_override.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.scale_factor_override]
|
|
name = "Scale Factor Override"
|
|
description = "Illustrates how to customize the default window settings"
|
|
category = "Window"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "screenshot"
|
|
path = "examples/window/screenshot.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.screenshot]
|
|
name = "Screenshot"
|
|
description = "Shows how to save screenshots to disk"
|
|
category = "Window"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "transparent_window"
|
|
path = "examples/window/transparent_window.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.transparent_window]
|
|
name = "Transparent Window"
|
|
description = "Illustrates making the window transparent and hiding the window decoration"
|
|
category = "Window"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "window_settings"
|
|
path = "examples/window/window_settings.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.window_settings]
|
|
name = "Window Settings"
|
|
description = "Demonstrates customizing default window settings"
|
|
category = "Window"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "resizing"
|
|
path = "tests/window/resizing.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.resizing]
|
|
hidden = true
|
|
|
|
[[example]]
|
|
name = "minimising"
|
|
path = "tests/window/minimising.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.minimising]
|
|
hidden = true
|
|
|
|
[[example]]
|
|
name = "window_resizing"
|
|
path = "examples/window/window_resizing.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[[example]]
|
|
name = "fallback_image"
|
|
path = "examples/shader/fallback_image.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[[example]]
|
|
name = "reflection_probes"
|
|
path = "examples/3d/reflection_probes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.reflection_probes]
|
|
name = "Reflection Probes"
|
|
description = "Demonstrates reflection probes"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[package.metadata.example.fallback_image]
|
|
hidden = true
|
|
|
|
[package.metadata.example.window_resizing]
|
|
name = "Window Resizing"
|
|
description = "Demonstrates resizing and responding to resizing a window"
|
|
category = "Window"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "ui_material"
|
|
path = "examples/ui/ui_material.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.ui_material]
|
|
name = "UI Material"
|
|
description = "Demonstrates creating and using custom Ui materials"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "render_primitives"
|
|
path = "examples/math/render_primitives.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.render_primitives]
|
|
name = "Rendering Primitives"
|
|
description = "Shows off rendering for all math primitives as both Meshes and Gizmos"
|
|
category = "Math"
|
|
wasm = true
|
|
|
|
# Gizmos
|
|
[[example]]
|
|
name = "2d_gizmos"
|
|
path = "examples/gizmos/2d_gizmos.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.2d_gizmos]
|
|
name = "2D Gizmos"
|
|
description = "A scene showcasing 2D gizmos"
|
|
category = "Gizmos"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "3d_gizmos"
|
|
path = "examples/gizmos/3d_gizmos.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.3d_gizmos]
|
|
name = "3D Gizmos"
|
|
description = "A scene showcasing 3D gizmos"
|
|
category = "Gizmos"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "axes"
|
|
path = "examples/gizmos/axes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.axes]
|
|
name = "Axes"
|
|
description = "Demonstrates the function of axes gizmos"
|
|
category = "Gizmos"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "light_gizmos"
|
|
path = "examples/gizmos/light_gizmos.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.light_gizmos]
|
|
name = "Light Gizmos"
|
|
description = "A scene showcasing light gizmos"
|
|
category = "Gizmos"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "fps_overlay"
|
|
path = "examples/dev_tools/fps_overlay.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["bevy_dev_tools"]
|
|
|
|
[package.metadata.example.fps_overlay]
|
|
name = "FPS overlay"
|
|
description = "Demonstrates FPS overlay"
|
|
category = "Dev tools"
|
|
wasm = true
|
|
|
|
[profile.wasm-release]
|
|
inherits = "release"
|
|
opt-level = "z"
|
|
lto = "fat"
|
|
codegen-units = 1
|
|
|
|
[profile.stress-test]
|
|
inherits = "release"
|
|
lto = "fat"
|
|
panic = "abort"
|
|
|
|
[package.metadata.docs.rs]
|
|
cargo-args = ["-Zunstable-options", "-Zrustdoc-scrape-examples"]
|
|
all-features = true
|