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https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-22 11:50:53 +00:00
feat(examples):
* updated & cleaned up examples some more * added features/feature flags to 'common' example boilerplate * moved xpbd physics to common, behind a flag too * updated xpbd example * updated code for bevy_asset_loader changed api * more cleanups
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@ -7,6 +7,6 @@ license = "MIT OR Apache-2.0"
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[dependencies]
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bevy="0.13"
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bevy_gltf_blueprints = { path = "../../../crates/bevy_gltf_blueprints" }
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bevy_gltf_worlflow_examples_common = { path = "../../common" }
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bevy_gltf_worlflow_examples_common = { path = "../../common" , default-features = false, features = ["blueprints", "physics_xpbd"]}
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bevy_xpbd_3d = "0.4"
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rand = "0.8.5"
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@ -1,17 +1,10 @@
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pub mod physics;
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pub use physics::*;
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use bevy::prelude::*;
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use bevy_gltf_blueprints::*;
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use bevy_xpbd_3d::plugins::PhysicsDebugPlugin;
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pub struct CorePlugin;
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impl Plugin for CorePlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins((
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PhysicsPlugin,
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//PhysicsDebugPlugin::default(),
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BlueprintsPlugin {
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library_folder: "models/library".into(),
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..Default::default()
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@ -1,10 +1,7 @@
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use bevy::prelude::*;
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use bevy_gltf_blueprints::{BluePrintBundle, BlueprintName, GameWorldTag};
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use bevy_gltf_worlflow_examples_common::{assets::GameAssets, GameState, InAppRunning};
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// use bevy_rapier3d::prelude::Velocity;
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use bevy_xpbd_3d::prelude::*;
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use rand::Rng;
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pub fn setup_game(
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@ -13,7 +10,6 @@ pub fn setup_game(
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models: Res<Assets<bevy::gltf::Gltf>>,
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mut next_game_state: ResMut<NextState<GameState>>,
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) {
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println!("setting up all stuff");
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commands.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 0.2,
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@ -11,7 +11,6 @@ pub fn setup_game(
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models: Res<Assets<bevy::gltf::Gltf>>,
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mut next_game_state: ResMut<NextState<GameState>>,
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) {
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println!("setting up all stuff");
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commands.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 0.2,
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@ -11,7 +11,6 @@ pub fn setup_game(
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models: Res<Assets<bevy::gltf::Gltf>>,
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mut next_game_state: ResMut<NextState<GameState>>,
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) {
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println!("setting up all stuff");
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commands.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 0.2,
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@ -11,7 +11,6 @@ pub fn setup_game(
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models: Res<Assets<bevy::gltf::Gltf>>,
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mut next_game_state: ResMut<NextState<GameState>>,
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) {
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println!("setting up all stuff");
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commands.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 0.2,
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@ -4,10 +4,18 @@ version = "0.1.0"
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edition = "2021"
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license = "MIT OR Apache-2.0"
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[features]
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blueprints=["dep:bevy_gltf_blueprints"]
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physics_rapier = ["dep:bevy_rapier3d"]
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physics_xpbd = ["dep:bevy_xpbd_3d"]
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default = ["blueprints", "physics_rapier"]
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[dependencies]
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bevy="0.13"
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bevy_gltf_blueprints = { path = "../../crates/bevy_gltf_blueprints" }
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bevy_rapier3d = { version = "0.25.0", features = [ "serde-serialize", "debug-render-3d", "enhanced-determinism"] }
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bevy_gltf_blueprints = { path = "../../crates/bevy_gltf_blueprints", optional = true }
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bevy_rapier3d = { version = "0.25", features = [ "serde-serialize", "debug-render-3d", "enhanced-determinism"] , optional = true }
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bevy_xpbd_3d = { version = "0.4", optional = true }
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bevy_asset_loader = { version = "0.20", features = ["standard_dynamic_assets" ]}
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#bevy_editor_pls = { version = "0.6" }
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rand = "0.8.5"
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@ -15,21 +15,21 @@ impl Plugin for AssetsPlugin {
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app
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// load core assets (ie assets needed in the main menu, and everywhere else before loading more assets in game)
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.add_loading_state(
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LoadingState::new(AppState::CoreLoading).continue_to_state(AppState::MenuRunning),
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LoadingState::new(AppState::CoreLoading)
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.continue_to_state(AppState::MenuRunning)
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.with_dynamic_assets_file::<StandardDynamicAssetCollection>(
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"assets_core.assets.ron",
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)
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.load_collection::<CoreAssets>()
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)
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.add_dynamic_collection_to_loading_state::<_, StandardDynamicAssetCollection>(
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AppState::CoreLoading,
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"assets_core.assets.ron",
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)
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.add_collection_to_loading_state::<_, CoreAssets>(AppState::CoreLoading)
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// load game assets
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.add_loading_state(
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LoadingState::new(AppState::AppLoading).continue_to_state(AppState::AppRunning),
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)
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.add_dynamic_collection_to_loading_state::<_, StandardDynamicAssetCollection>(
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AppState::AppLoading,
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"assets_game.assets.ron",
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)
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.add_collection_to_loading_state::<_, GameAssets>(AppState::AppLoading);
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LoadingState::new(AppState::AppLoading)
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.continue_to_state(AppState::AppRunning)
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.with_dynamic_assets_file::<StandardDynamicAssetCollection>(
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"assets_game.assets.ron",
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)
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.load_collection::<GameAssets>()
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);
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}
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}
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@ -31,7 +31,7 @@ pub fn camera_replace_proxies(
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for (entity, mut camera, mut exposure, bloom_settings, ssao_setting) in added_cameras.iter_mut() {
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info!("detected added camera, updating proxy");
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camera.hdr = true;
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// exposure.ev100 *= 0.8;
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exposure.ev100 *= 1.0;
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commands
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.entity(entity)
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.insert(DebandDither::Enabled)
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@ -7,8 +7,16 @@ pub use lighting::*;
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//pub mod relationships;
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//pub use relationships::*;
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pub mod physics;
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pub use physics::*;
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#[cfg(feature = "physics_rapier")]
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pub mod physics_rapier;
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#[cfg(feature = "physics_rapier")]
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pub use physics_rapier::*;
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#[cfg(feature = "physics_xpbd")]
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pub mod physics_xpbd;
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#[cfg(feature = "physics_xpbd")]
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pub use physics_xpbd::*;
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use bevy::prelude::*;
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@ -1,5 +1,5 @@
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use bevy::ecs::system::Res;
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use bevy::gizmos::config::{GizmoConfig, GizmoConfigStore};
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use bevy::gizmos::config::GizmoConfigStore;
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use bevy::input::keyboard::KeyCode;
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use bevy::input::ButtonInput;
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use bevy::log::info;
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@ -25,14 +25,6 @@ pub fn toggle_physics_debug(
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if keycode.just_pressed(KeyCode::KeyD) {
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let config = config_store.config_mut::<PhysicsGizmos>().0;
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config.enabled = !config.enabled;
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println!("BLAAA");
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/*
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.insert_gizmo_group(
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PhysicsGizmos {
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aabb_color: Some(Color::WHITE),
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..default()
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},
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GizmoConfig::default(),
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)*/
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// config.aabb_color = Some(Color::WHITE);
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}
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}
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@ -10,7 +10,7 @@ use bevy::prelude::*;
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use bevy_xpbd_3d::prelude::*;
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use bevy_gltf_blueprints::GltfBlueprintsSet;
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use bevy_gltf_worlflow_examples_common::GameState;
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use crate::state::GameState;
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pub struct PhysicsPlugin;
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impl Plugin for PhysicsPlugin {
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@ -11,7 +11,6 @@ pub fn setup_game(
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models: Res<Assets<bevy::gltf::Gltf>>,
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mut next_game_state: ResMut<NextState<GameState>>,
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) {
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println!("setting up all stuff");
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commands.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 0.2,
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@ -41,12 +40,12 @@ pub fn setup_game(
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struct UnregisteredComponent;
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pub fn spawn_test(
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keycode: Res<Input<KeyCode>>,
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keycode: Res<ButtonInput<KeyCode>>,
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mut commands: Commands,
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mut game_world: Query<(Entity, &Children), With<GameWorldTag>>,
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) {
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if keycode.just_pressed(KeyCode::T) {
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if keycode.just_pressed(KeyCode::KeyT) {
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let world = game_world.single_mut();
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let world = world.1[0];
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@ -82,47 +81,3 @@ pub fn spawn_test(
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commands.entity(world).add_child(new_entity);
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}
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}
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pub fn spawn_test_unregisted_components(
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keycode: Res<Input<KeyCode>>,
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mut commands: Commands,
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mut game_world: Query<(Entity, &Children), With<GameWorldTag>>,
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) {
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if keycode.just_pressed(KeyCode::U) {
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let world = game_world.single_mut();
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let world = world.1[0];
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let mut rng = rand::thread_rng();
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let range = 5.5;
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let x: f32 = rng.gen_range(-range..range);
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let y: f32 = rng.gen_range(-range..range);
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let mut rng = rand::thread_rng();
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let range = 0.8;
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let vel_x: f32 = rng.gen_range(-range..range);
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let vel_y: f32 = rng.gen_range(2.0..2.5);
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let vel_z: f32 = rng.gen_range(-range..range);
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let name_index: u64 = rng.gen();
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let new_entity = commands
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.spawn((
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BluePrintBundle {
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blueprint: BlueprintName("Health_Pickup".to_string()),
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..Default::default()
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},
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bevy::prelude::Name::from(format!("test{}", name_index)),
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// BlueprintName("Health_Pickup".to_string()),
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// SpawnHere,
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
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Velocity {
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linvel: Vec3::new(vel_x, vel_y, vel_z),
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angvel: Vec3::new(0.0, 0.0, 0.0),
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},
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UnregisteredComponent,
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))
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.id();
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commands.entity(world).add_child(new_entity);
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}
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}
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@ -89,24 +89,10 @@ pub fn teardown_main_menu(bla: Query<Entity, With<InMainMenu>>, mut commands: Co
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}
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pub fn main_menu(
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keycode: Res<Input<KeyCode>>,
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keycode: Res<ButtonInput<KeyCode>>,
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mut next_app_state: ResMut<NextState<AppState>>,
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// mut next_game_state: ResMut<NextState<GameState>>,
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// mut save_requested_events: EventWriter<SaveRequest>,
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// mut load_requested_events: EventWriter<LoadRequest>,
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) {
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if keycode.just_pressed(KeyCode::Return) {
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if keycode.just_pressed(KeyCode::Enter) {
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next_app_state.set(AppState::AppLoading);
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// next_game_state.set(GameState::None);
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}
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if keycode.just_pressed(KeyCode::L) {
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next_app_state.set(AppState::AppLoading);
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// load_requested_events.send(LoadRequest { path: "toto".into() })
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}
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if keycode.just_pressed(KeyCode::S) {
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// save_requested_events.send(SaveRequest { path: "toto".into() })
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}
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}
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