feat(Animation): added code & example for animation support (#33)

* feat(animation): added example & boilerplate
  * moved animations specific code to a different module
  * added multiple robots & foxes
  * added example of controlling animation based on distance from the player
  * removed obsolete files
  * added information about animation to READMEs
  * updated dependencies

closes #26
This commit is contained in:
Mark Moissette 2023-11-01 12:44:37 +01:00 committed by GitHub
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commit 4afa0f5d7d
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45 changed files with 2061 additions and 514 deletions

996
Cargo.lock generated

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@ -14,7 +14,7 @@ members = [
[dev-dependencies] [dev-dependencies]
bevy="0.11" bevy="0.11"
bevy_rapier3d = { version = "0.22.0", features = [ "serde-serialize", "debug-render-3d", "enhanced-determinism"] } bevy_rapier3d = { version = "0.22.0", features = [ "serde-serialize", "debug-render-3d", "enhanced-determinism"] }
bevy_editor_pls = { git="https://github.com/jakobhellermann/bevy_editor_pls.git" } bevy_editor_pls = { version = "0.5.0" }
bevy_asset_loader = { version = "0.17.0", features = ["standard_dynamic_assets" ]} #version = "0.16", bevy_asset_loader = { version = "0.17.0", features = ["standard_dynamic_assets" ]} #version = "0.16",
rand = "0.8.5" rand = "0.8.5"
@ -30,6 +30,10 @@ ron="*"
name = "basic" name = "basic"
path = "examples/basic/main.rs" path = "examples/basic/main.rs"
[[example]]
name = "animation"
path = "examples/animation/main.rs"
[[example]] [[example]]
name = "advanced" name = "advanced"
path = "examples/advanced/main.rs" path = "examples/advanced/main.rs"

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@ -50,6 +50,7 @@ Please read the [README]((./tools/gltf_auto_export/README.md)) of the add-on for
- [basic](./examples/basic/) use of ```bevy_gltf_components``` only, to spawn entities with components defined inside gltf files - [basic](./examples/basic/) use of ```bevy_gltf_components``` only, to spawn entities with components defined inside gltf files
- [advanced](./examples/advanced/) more advanced example : use of ```bevy_gltf_blueprints``` to spawn a level and then populate it with entities coming from different gltf files, live (at runtime) spawning of entities etc - [advanced](./examples/advanced/) more advanced example : use of ```bevy_gltf_blueprints``` to spawn a level and then populate it with entities coming from different gltf files, live (at runtime) spawning of entities etc
- [animation](./examples/animation/) how to use and trigger animations from gltf files (a feature of ```bevy_gltf_blueprints```)
## Workflow ## Workflow

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@ -0,0 +1 @@
({})

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@ -0,0 +1,6 @@
({
"world":File (path: "animation/models/Level1.glb#Scene0"),
"models": Folder (
path: "animation/models/library",
),
})

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@ -1,6 +1,6 @@
[package] [package]
name = "bevy_gltf_blueprints" name = "bevy_gltf_blueprints"
version = "0.1.4" version = "0.2.1"
authors = ["Mark 'kaosat-dev' Moissette"] authors = ["Mark 'kaosat-dev' Moissette"]
description = "Adds the ability to define Blueprints/Prefabs for [Bevy](https://bevyengine.org/) inside gltf files and spawn them in Bevy." description = "Adds the ability to define Blueprints/Prefabs for [Bevy](https://bevyengine.org/) inside gltf files and spawn them in Bevy."
homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow" homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
@ -11,8 +11,8 @@ edition = "2021"
license = "MIT OR Apache-2.0" license = "MIT OR Apache-2.0"
[dev-dependencies] [dev-dependencies]
bevy = { version = "0.11", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf", "bevy_animation"] } bevy = { version = "0.11", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf", "bevy_animation", "animation"] }
[dependencies] [dependencies]
bevy_gltf_components = "0.1" bevy_gltf_components = "0.1"
bevy = { version = "0.11", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf", "bevy_animation"] } bevy = { version = "0.11", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf", "bevy_animation", "animation"] }

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@ -7,6 +7,9 @@
Built upon [bevy_gltf_components](https://crates.io/crates/bevy_gltf_components) this crate adds the ability to define Blueprints/Prefabs for [Bevy](https://bevyengine.org/) inside gltf files and spawn them in Bevy. Built upon [bevy_gltf_components](https://crates.io/crates/bevy_gltf_components) this crate adds the ability to define Blueprints/Prefabs for [Bevy](https://bevyengine.org/) inside gltf files and spawn them in Bevy.
* Allows you to create lightweight levels, where all assets are different gltf files and loaded after the main level is loaded
* Allows you to spawn different entities from gtlf files at runtime in a clean manner, including simplified animation support !
A blueprint is a set of **overrideable** components + a hierarchy: ie A blueprint is a set of **overrideable** components + a hierarchy: ie
* just a Gltf file with Gltf_extras specifying components * just a Gltf file with Gltf_extras specifying components
@ -23,7 +26,7 @@ Here's a minimal usage example:
# Cargo.toml # Cargo.toml
[dependencies] [dependencies]
bevy="0.11" bevy="0.11"
bevy_gltf_blueprints = { version = "0.1"} bevy_gltf_blueprints = { version = "0.2"}
``` ```
@ -61,7 +64,7 @@ fn spawn_blueprint(
Add the following to your `[dependencies]` section in `Cargo.toml`: Add the following to your `[dependencies]` section in `Cargo.toml`:
```toml ```toml
bevy_gltf_blueprints = "0.1" bevy_gltf_blueprints = "0.2"
``` ```
Or use `cargo add`: Or use `cargo add`:
@ -179,9 +182,69 @@ Typically , the order of systems should be
see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/advanced for how to set it up correctly see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/advanced for how to set it up correctly
## Animation
```bevy_gltf_blueprints``` provides some lightweight helpers to deal with animations stored in gltf files
* an ```Animations``` component that gets inserted into spawned (root) entities that contains a hashmap of all animations contained inside that entity/gltf file .
(this is a copy of the ```named_animations``` inside Bevy's gltf structures )
* an ```AnimationPlayerLink``` component that gets inserted into spawned (root) entities, to make it easier to trigger/ control animations than it usually is inside Bevy + Gltf files
The workflow for animations is as follows:
* create a gltf file with animations (using Blender & co) as you would normally do
* inside Bevy, use the ```bevy_gltf_blueprints``` boilerplate (see sections above), no specific setup beyond that is required
* to control the animation of an entity, you need to query for entities that have both ```AnimationPlayerLink``` and ```Animations``` components (added by ```bevy_gltf_blueprints```) AND entities with the ```AnimationPlayer``` component
For example:
```rust no_run
// example of changing animation of entities based on proximity to the player, for "fox" entities (Tag component)
pub fn animation_change_on_proximity_foxes(
players: Query<&GlobalTransform, With<Player>>,
animated_foxes: Query<(&GlobalTransform, &AnimationPlayerLink, &Animations ), With<Fox>>,
mut animation_players: Query<&mut AnimationPlayer>,
){
for player_transforms in players.iter() {
for (fox_tranforms, link, animations) in animated_foxes.iter() {
let distance = player_transforms
.translation()
.distance(fox_tranforms.translation());
let mut anim_name = "Walk";
if distance < 8.5 {
anim_name = "Run";
}
else if distance >= 8.5 && distance < 10.0{
anim_name = "Walk";
}
else if distance >= 10.0 && distance < 15.0{
anim_name = "Survey";
}
// now play the animation based on the chosen animation name
let mut animation_player = animation_players.get_mut(link.0).unwrap();
animation_player.play_with_transition(
animations.named_animations.get(anim_name).expect("animation name should be in the list").clone(),
Duration::from_secs(3)
).repeat();
}
}
}
```
see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/animation for how to set it up correctly
particularly from https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/animation/game/in_game.rs#86
onward
## Examples ## Examples
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/advanced https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/advanced
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/animation
## License ## License

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@ -0,0 +1,16 @@
use bevy::prelude::*;
use bevy::utils::HashMap;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// storage for animations for a given entity (hierarchy), essentially a clone of gltf's named_animations
pub struct Animations {
pub named_animations: HashMap<String, Handle<AnimationClip>>,
}
#[derive(Component, Debug)]
/// Stop gap helper component : this is inserted into a "root" entity (an entity representing a whole gltf file)
/// so that the root entity knows which of its children contains an actualy AnimationPlayer component
/// this is for convenience, because currently , Bevy's gltf parsing inserts AnimationPlayers "one level down"
/// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid
pub struct AnimationPlayerLink(pub Entity);

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@ -2,7 +2,10 @@ pub mod spawn_from_blueprints;
pub use spawn_from_blueprints::*; pub use spawn_from_blueprints::*;
pub mod spawn_post_process; pub mod spawn_post_process;
pub use spawn_post_process::*; pub(crate) use spawn_post_process::*;
pub mod animation;
pub use animation::*;
pub mod clone_entity; pub mod clone_entity;
pub use clone_entity::*; pub use clone_entity::*;
@ -59,6 +62,7 @@ impl Plugin for BlueprintsPlugin {
app.add_plugins(ComponentsFromGltfPlugin) app.add_plugins(ComponentsFromGltfPlugin)
.register_type::<BlueprintName>() .register_type::<BlueprintName>()
.register_type::<SpawnHere>() .register_type::<SpawnHere>()
.register_type::<Animations>()
.insert_resource(BluePrintsConfig { .insert_resource(BluePrintsConfig {
library_folder: self.library_folder.clone(), library_folder: self.library_folder.clone(),
}) })

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@ -2,7 +2,7 @@ use std::path::Path;
use bevy::{gltf::Gltf, prelude::*}; use bevy::{gltf::Gltf, prelude::*};
use crate::BluePrintsConfig; use crate::{Animations, BluePrintsConfig};
/// this is a flag component for our levels/game world /// this is a flag component for our levels/game world
#[derive(Component)] #[derive(Component)]
@ -85,6 +85,9 @@ pub(crate) fn spawn_from_blueprints(
// Parent(world) // FIXME/ would be good if this worked directly // Parent(world) // FIXME/ would be good if this worked directly
SpawnedRoot, SpawnedRoot,
Original(entity), Original(entity),
Animations {
named_animations: gltf.named_animations.clone(),
},
)) ))
.id(); .id();
commands.entity(world).add_child(child_scene); commands.entity(world).add_child(child_scene);

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@ -1,16 +1,9 @@
use bevy::prelude::*; use bevy::prelude::*;
use bevy::utils::HashMap;
use super::{AnimationPlayerLink, Animations};
use super::{CloneEntity, SpawnHere}; use super::{CloneEntity, SpawnHere};
use super::{Original, SpawnedRoot}; use super::{Original, SpawnedRoot};
// FIXME: move to more relevant module
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct AnimationHelper {
pub named_animations: HashMap<String, Handle<AnimationClip>>,
}
#[derive(Component)] #[derive(Component)]
/// FlagComponent for dynamically spawned scenes /// FlagComponent for dynamically spawned scenes
pub(crate) struct SpawnedRootProcessed; pub(crate) struct SpawnedRootProcessed;
@ -22,16 +15,16 @@ pub(crate) struct SpawnedRootProcessed;
// - scene instance -> does not work // - scene instance -> does not work
// it might be due to how we add components to the PARENT item in gltf to components // it might be due to how we add components to the PARENT item in gltf to components
pub(crate) fn update_spawned_root_first_child( pub(crate) fn update_spawned_root_first_child(
// all_children: Query<(Entity, &Children)>, //
unprocessed_entities: Query< unprocessed_entities: Query<
(Entity, &Children, &Name, &Parent, &Original), (Entity, &Children, &Name, &Parent, &Original),
(With<SpawnedRoot>, Without<SpawnedRootProcessed>), (With<SpawnedRoot>, Without<SpawnedRootProcessed>),
>, >,
mut commands: Commands, mut commands: Commands,
// FIXME: should be done at a more generic gltf level // FIXME: not sure , but might be better if done at a more generic gltf level
animation_helpers: Query<&AnimationHelper>, animations: Query<&Animations>,
added_animation_helpers: Query<(Entity, &AnimationPlayer), Added<AnimationPlayer>>, added_animation_players: Query<(Entity, &Parent), Added<AnimationPlayer>>,
) { ) {
/* /*
currently we have currently we have
@ -84,14 +77,24 @@ pub(crate) fn update_spawned_root_first_child(
// parent is either the world or an entity with a marker (BlueprintName) // parent is either the world or an entity with a marker (BlueprintName)
commands.entity(parent.get()).add_child(*root_entity); commands.entity(parent.get()).add_child(*root_entity);
let matching_animation_helper = animation_helpers.get(scene_instance);
if let Ok(anim_helper) = matching_animation_helper { let matching_animations = animations.get(scene_instance);
for (added, _) in added_animation_helpers.iter() {
commands.entity(added).insert(AnimationHelper { if let Ok(animations) = matching_animations {
named_animations: anim_helper.named_animations.clone(), if animations.named_animations.keys().len() > 0 {
}); for (added, parent) in added_animation_players.iter() {
if parent.get() == *root_entity {
// FIXME: stopgap solution: since we cannot use an AnimationPlayer at the root entity level
// and we cannot update animation clips so that the EntityPaths point to one level deeper,
// BUT we still want to have some marker/control at the root entity level, we add this
commands
.entity(*root_entity)
.insert(AnimationPlayerLink(added));
commands.entity(*root_entity).insert(Animations {
named_animations: animations.named_animations.clone(),
});
}
}
} }
} }

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@ -0,0 +1,16 @@
# Animation demo
Example on how to control animations & how to use the provided helpers
Two animated blueprints are provided: Bevy's Fox, and a Robot I created.
There is almost no boilerplate, other than setting up ```Bevy_gltf_blueprints```
If you want to jump straight to controlling the imported animations, jump to :
[]('./game/in_game.rs#86')
## Running this example
```
cargo run --example animation --features bevy/dynamic_linking
```

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@ -0,0 +1,5 @@
use bevy::prelude::*;
use bevy_asset_loader::prelude::*;
#[derive(AssetCollection, Resource)]
pub struct CoreAssets {}

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@ -0,0 +1,13 @@
use bevy::gltf::Gltf;
use bevy::prelude::*;
use bevy::utils::HashMap;
use bevy_asset_loader::prelude::*;
#[derive(AssetCollection, Resource)]
pub struct GameAssets {
#[asset(key = "world")]
pub world: Handle<Scene>,
#[asset(key = "models", collection(typed, mapped))]
pub models: HashMap<String, Handle<Gltf>>,
}

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@ -0,0 +1,35 @@
pub mod assets_core;
pub use assets_core::*;
pub mod assets_game;
pub use assets_game::*;
use bevy::prelude::*;
use bevy_asset_loader::prelude::*;
use crate::state::AppState;
pub struct AssetsPlugin;
impl Plugin for AssetsPlugin {
fn build(&self, app: &mut App) {
app
// load core assets (ie assets needed in the main menu, and everywhere else before loading more assets in game)
.add_loading_state(
LoadingState::new(AppState::CoreLoading).continue_to_state(AppState::MenuRunning),
)
.add_dynamic_collection_to_loading_state::<_, StandardDynamicAssetCollection>(
AppState::CoreLoading,
"animation/assets_core.assets.ron",
)
.add_collection_to_loading_state::<_, CoreAssets>(AppState::CoreLoading)
// load game assets
.add_loading_state(
LoadingState::new(AppState::AppLoading).continue_to_state(AppState::AppRunning),
)
.add_dynamic_collection_to_loading_state::<_, StandardDynamicAssetCollection>(
AppState::AppLoading,
"animation/assets_game.assets.ron",
)
.add_collection_to_loading_state::<_, GameAssets>(AppState::AppLoading);
}
}

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@ -0,0 +1,24 @@
use bevy::core_pipeline::bloom::{BloomCompositeMode, BloomSettings};
use bevy::core_pipeline::tonemapping::{DebandDither, Tonemapping};
use bevy::prelude::*;
use super::CameraTrackingOffset;
pub fn camera_replace_proxies(
mut commands: Commands,
mut added_cameras: Query<(Entity, &mut Camera), (Added<Camera>, With<CameraTrackingOffset>)>,
) {
for (entity, mut camera) in added_cameras.iter_mut() {
info!("detected added camera, updating proxy");
camera.hdr = true;
commands
.entity(entity)
.insert(DebandDither::Enabled)
.insert(Tonemapping::BlenderFilmic)
.insert(BloomSettings {
intensity: 0.01,
composite_mode: BloomCompositeMode::Additive,
..default()
});
}
}

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@ -0,0 +1,58 @@
use bevy::prelude::*;
#[derive(Component, Reflect, Debug)]
#[reflect(Component)]
/// Component for cameras, with an offset from the Trackable target
///
pub struct CameraTracking {
pub offset: Vec3,
}
impl Default for CameraTracking {
fn default() -> Self {
CameraTracking {
offset: Vec3::new(0.0, 6.0, 8.0),
}
}
}
#[derive(Component, Reflect, Debug, Deref, DerefMut)]
#[reflect(Component)]
/// Component for cameras, with an offset from the Trackable target
pub struct CameraTrackingOffset(Vec3);
impl Default for CameraTrackingOffset {
fn default() -> Self {
CameraTrackingOffset(Vec3::new(0.0, 6.0, 8.0))
}
}
impl CameraTrackingOffset {
fn new(input: Vec3) -> Self {
CameraTrackingOffset(input)
}
}
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// Add this component to an entity if you want it to be tracked by a Camera
pub struct CameraTrackable;
pub fn camera_track(
mut tracking_cameras: Query<
(&mut Transform, &CameraTrackingOffset),
(
With<Camera>,
With<CameraTrackingOffset>,
Without<CameraTrackable>,
),
>,
camera_tracked: Query<&Transform, With<CameraTrackable>>,
) {
for (mut camera_transform, tracking_offset) in tracking_cameras.iter_mut() {
for tracked_transform in camera_tracked.iter() {
let target_position = tracked_transform.translation + tracking_offset.0;
let eased_position = camera_transform.translation.lerp(target_position, 0.1);
camera_transform.translation = eased_position; // + tracking.offset;// tracked_transform.translation + tracking.offset;
*camera_transform = camera_transform.looking_at(tracked_transform.translation, Vec3::Y);
}
}
}

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@ -0,0 +1,24 @@
pub mod camera_tracking;
pub use camera_tracking::*;
pub mod camera_replace_proxies;
pub use camera_replace_proxies::*;
use bevy::prelude::*;
use bevy_gltf_blueprints::GltfBlueprintsSet;
pub struct CameraPlugin;
impl Plugin for CameraPlugin {
fn build(&self, app: &mut App) {
app.register_type::<CameraTrackable>()
.register_type::<CameraTracking>()
.register_type::<CameraTrackingOffset>()
.add_systems(
Update,
(
camera_replace_proxies.after(GltfBlueprintsSet::AfterSpawn),
camera_track,
),
);
}
}

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@ -0,0 +1,25 @@
use bevy::prelude::*;
use bevy::pbr::{CascadeShadowConfig, CascadeShadowConfigBuilder};
// fixme might be too specific to might needs, should it be moved out ? also these are all for lights, not models
pub fn lighting_replace_proxies(
mut added_dirights: Query<(Entity, &mut DirectionalLight), Added<DirectionalLight>>,
mut added_spotlights: Query<&mut SpotLight, Added<SpotLight>>,
mut commands: Commands,
) {
for (entity, mut light) in added_dirights.iter_mut() {
light.illuminance *= 5.0;
light.shadows_enabled = true;
let shadow_config: CascadeShadowConfig = CascadeShadowConfigBuilder {
first_cascade_far_bound: 15.0,
maximum_distance: 135.0,
..default()
}
.into();
commands.entity(entity).insert(shadow_config);
}
for mut light in added_spotlights.iter_mut() {
light.shadows_enabled = true;
}
}

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@ -0,0 +1,18 @@
mod lighting_replace_proxies;
use lighting_replace_proxies::*;
use bevy::pbr::{DirectionalLightShadowMap, NotShadowCaster};
use bevy::prelude::*;
pub struct LightingPlugin;
impl Plugin for LightingPlugin {
fn build(&self, app: &mut App) {
app
.insert_resource(DirectionalLightShadowMap { size: 4096 })
// FIXME: adding these since they are missing
.register_type::<NotShadowCaster>()
.add_systems(PreUpdate, lighting_replace_proxies) // FIXME: you should actually run this in a specific state most likely
;
}
}

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@ -0,0 +1,29 @@
pub mod camera;
use bevy_rapier3d::prelude::Velocity;
pub use camera::*;
pub mod lighting;
pub use lighting::*;
pub mod relationships;
pub use relationships::*;
pub mod physics;
pub use physics::*;
use bevy::prelude::*;
use bevy_gltf_blueprints::*;
pub struct CorePlugin;
impl Plugin for CorePlugin {
fn build(&self, app: &mut App) {
app.add_plugins((
LightingPlugin,
CameraPlugin,
PhysicsPlugin,
BlueprintsPlugin {
library_folder: "animation/models/library".into(),
},
));
}
}

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@ -0,0 +1,12 @@
use bevy::prelude::{info, ResMut};
use bevy_rapier3d::prelude::RapierConfiguration;
pub fn pause_physics(mut physics_config: ResMut<RapierConfiguration>) {
info!("pausing physics");
physics_config.physics_pipeline_active = false;
}
pub fn resume_physics(mut physics_config: ResMut<RapierConfiguration>) {
info!("unpausing physics");
physics_config.physics_pipeline_active = true;
}

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@ -0,0 +1,37 @@
pub mod physics_replace_proxies;
use bevy_rapier3d::{
prelude::{NoUserData, RapierPhysicsPlugin},
render::RapierDebugRenderPlugin,
};
pub use physics_replace_proxies::*;
pub mod utils;
pub mod controls;
pub use controls::*;
use crate::state::GameState;
use bevy::prelude::*;
// use super::blueprints::GltfBlueprintsSet;
use bevy_gltf_blueprints::GltfBlueprintsSet;
// use crate::Collider;
pub struct PhysicsPlugin;
impl Plugin for PhysicsPlugin {
fn build(&self, app: &mut App) {
app.add_plugins((
RapierPhysicsPlugin::<NoUserData>::default(),
RapierDebugRenderPlugin::default(),
))
.register_type::<AutoAABBCollider>()
.register_type::<physics_replace_proxies::Collider>()
// find a way to make serde's stuff serializable
// .register_type::<bevy_rapier3d::dynamics::CoefficientCombineRule>()
//bevy_rapier3d::dynamics::CoefficientCombineRule
.add_systems(
Update,
physics_replace_proxies.after(GltfBlueprintsSet::AfterSpawn),
)
.add_systems(OnEnter(GameState::InGame), resume_physics)
.add_systems(OnExit(GameState::InGame), pause_physics);
}
}

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@ -0,0 +1,101 @@
use bevy::prelude::*;
// use bevy::render::primitives::Aabb;
use bevy_rapier3d::geometry::Collider as RapierCollider;
use bevy_rapier3d::prelude::{ActiveCollisionTypes, ActiveEvents, ComputedColliderShape};
use super::utils::*;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub enum Collider {
Ball(f32),
Cuboid(Vec3),
Capsule(Vec3, Vec3, f32),
#[default]
Mesh,
}
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub enum AutoAABBCollider {
#[default]
Cuboid,
Ball,
Capsule,
}
// replaces all physics stand-ins with the actual rapier types
pub fn physics_replace_proxies(
meshes: Res<Assets<Mesh>>,
mesh_handles: Query<&Handle<Mesh>>,
mut proxy_colliders: Query<
(Entity, &Collider, &Name, &mut Visibility),
(Without<RapierCollider>, Added<Collider>),
>,
// needed for tri meshes
children: Query<&Children>,
mut commands: Commands,
) {
for proxy_colider in proxy_colliders.iter_mut() {
let (entity, collider_proxy, name, mut visibility) = proxy_colider;
// we hide the collider meshes: perhaps they should be removed altogether once processed ?
if name.ends_with("_collider") || name.ends_with("_sensor") {
*visibility = Visibility::Hidden;
}
let mut rapier_collider: RapierCollider;
match collider_proxy {
Collider::Ball(radius) => {
info!("generating collider from proxy: ball");
rapier_collider = RapierCollider::ball(*radius);
commands.entity(entity)
.insert(rapier_collider)
.insert(ActiveEvents::COLLISION_EVENTS) // FIXME: this is just for demo purposes !!!
;
}
Collider::Cuboid(size) => {
info!("generating collider from proxy: cuboid");
rapier_collider = RapierCollider::cuboid(size.x, size.y, size.z);
commands.entity(entity)
.insert(rapier_collider)
.insert(ActiveEvents::COLLISION_EVENTS) // FIXME: this is just for demo purposes !!!
;
}
Collider::Capsule(a, b, radius) => {
info!("generating collider from proxy: capsule");
rapier_collider = RapierCollider::capsule(*a, *b, *radius);
commands.entity(entity)
.insert(rapier_collider)
.insert(ActiveEvents::COLLISION_EVENTS) // FIXME: this is just for demo purposes !!!
;
}
Collider::Mesh => {
info!("generating collider from proxy: mesh");
for (_, collider_mesh) in
Mesh::search_in_children(entity, &children, &meshes, &mesh_handles)
{
rapier_collider = RapierCollider::from_bevy_mesh(
collider_mesh,
&ComputedColliderShape::TriMesh,
)
.unwrap();
commands
.entity(entity)
.insert(rapier_collider)
// FIXME: this is just for demo purposes !!!
.insert(
ActiveCollisionTypes::default()
| ActiveCollisionTypes::KINEMATIC_STATIC
| ActiveCollisionTypes::STATIC_STATIC
| ActiveCollisionTypes::DYNAMIC_STATIC,
)
.insert(ActiveEvents::COLLISION_EVENTS);
// .insert(ActiveEvents::COLLISION_EVENTS)
// break;
// RapierCollider::convex_hull(points)
}
}
}
}
}

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use bevy::prelude::*;
use bevy::render::mesh::{MeshVertexAttributeId, PrimitiveTopology, VertexAttributeValues};
// TAKEN VERBATIB FROM https://github.com/janhohenheim/foxtrot/blob/src/util/trait_extension.rs
pub(crate) trait Vec3Ext: Copy {
fn is_approx_zero(self) -> bool;
fn split(self, up: Vec3) -> SplitVec3;
}
impl Vec3Ext for Vec3 {
#[inline]
fn is_approx_zero(self) -> bool {
self.length_squared() < 1e-5
}
#[inline]
fn split(self, up: Vec3) -> SplitVec3 {
let vertical = up * self.dot(up);
let horizontal = self - vertical;
SplitVec3 {
vertical,
horizontal,
}
}
}
#[derive(Debug, Clone, Copy, PartialEq)]
pub(crate) struct SplitVec3 {
pub(crate) vertical: Vec3,
pub(crate) horizontal: Vec3,
}
pub(crate) trait Vec2Ext: Copy {
fn is_approx_zero(self) -> bool;
fn x0y(self) -> Vec3;
}
impl Vec2Ext for Vec2 {
#[inline]
fn is_approx_zero(self) -> bool {
self.length_squared() < 1e-5
}
#[inline]
fn x0y(self) -> Vec3 {
Vec3::new(self.x, 0., self.y)
}
}
pub(crate) trait MeshExt {
fn transform(&mut self, transform: Transform);
fn transformed(&self, transform: Transform) -> Mesh;
fn read_coords_mut(&mut self, id: impl Into<MeshVertexAttributeId>) -> &mut Vec<[f32; 3]>;
fn search_in_children<'a>(
parent: Entity,
children: &'a Query<&Children>,
meshes: &'a Assets<Mesh>,
mesh_handles: &'a Query<&Handle<Mesh>>,
) -> Vec<(Entity, &'a Mesh)>;
}
impl MeshExt for Mesh {
fn transform(&mut self, transform: Transform) {
for coords in self.read_coords_mut(Mesh::ATTRIBUTE_POSITION.clone()) {
let vec3 = (*coords).into();
let transformed = transform.transform_point(vec3);
*coords = transformed.into();
}
for normal in self.read_coords_mut(Mesh::ATTRIBUTE_NORMAL.clone()) {
let vec3 = (*normal).into();
let transformed = transform.rotation.mul_vec3(vec3);
*normal = transformed.into();
}
}
fn transformed(&self, transform: Transform) -> Mesh {
let mut mesh = self.clone();
mesh.transform(transform);
mesh
}
fn read_coords_mut(&mut self, id: impl Into<MeshVertexAttributeId>) -> &mut Vec<[f32; 3]> {
// Guaranteed by Bevy for the current usage
match self
.attribute_mut(id)
.expect("Failed to read unknown mesh attribute")
{
VertexAttributeValues::Float32x3(values) => values,
// Guaranteed by Bevy for the current usage
_ => unreachable!(),
}
}
fn search_in_children<'a>(
parent: Entity,
children_query: &'a Query<&Children>,
meshes: &'a Assets<Mesh>,
mesh_handles: &'a Query<&Handle<Mesh>>,
) -> Vec<(Entity, &'a Mesh)> {
if let Ok(children) = children_query.get(parent) {
let mut result: Vec<_> = children
.iter()
.filter_map(|entity| mesh_handles.get(*entity).ok().map(|mesh| (*entity, mesh)))
.map(|(entity, mesh_handle)| {
(
entity,
meshes
.get(mesh_handle)
.expect("Failed to get mesh from handle"),
)
})
.map(|(entity, mesh)| {
assert_eq!(mesh.primitive_topology(), PrimitiveTopology::TriangleList);
(entity, mesh)
})
.collect();
let mut inner_result = children
.iter()
.flat_map(|entity| {
Self::search_in_children(*entity, children_query, meshes, mesh_handles)
})
.collect();
result.append(&mut inner_result);
result
} else {
Vec::new()
}
}
}
pub(crate) trait F32Ext: Copy {
fn is_approx_zero(self) -> bool;
fn squared(self) -> f32;
fn lerp(self, other: f32, ratio: f32) -> f32;
}
impl F32Ext for f32 {
#[inline]
fn is_approx_zero(self) -> bool {
self.abs() < 1e-5
}
#[inline]
fn squared(self) -> f32 {
self * self
}
#[inline]
fn lerp(self, other: f32, ratio: f32) -> f32 {
self.mul_add(1. - ratio, other * ratio)
}
}
pub(crate) trait TransformExt: Copy {
fn horizontally_looking_at(self, target: Vec3, up: Vec3) -> Transform;
fn lerp(self, other: Transform, ratio: f32) -> Transform;
}
impl TransformExt for Transform {
fn horizontally_looking_at(self, target: Vec3, up: Vec3) -> Transform {
let direction = target - self.translation;
let horizontal_direction = direction - up * direction.dot(up);
let look_target = self.translation + horizontal_direction;
self.looking_at(look_target, up)
}
fn lerp(self, other: Transform, ratio: f32) -> Transform {
let translation = self.translation.lerp(other.translation, ratio);
let rotation = self.rotation.slerp(other.rotation, ratio);
let scale = self.scale.lerp(other.scale, ratio);
Transform {
translation,
rotation,
scale,
}
}
}

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use bevy::prelude::*;
use bevy::render::mesh::{MeshVertexAttributeId, PrimitiveTopology, VertexAttributeValues};
// TAKEN VERBATIB FROM https://github.com/janhohenheim/foxtrot/blob/6e31fc02652fc9d085a4adde0a73ab007dbbb0dc/src/util/trait_extension.rs
pub trait Vec3Ext {
#[allow(clippy::wrong_self_convention)] // Because [`Vec3`] is [`Copy`]
fn is_approx_zero(self) -> bool;
fn x0z(self) -> Vec3;
}
impl Vec3Ext for Vec3 {
fn is_approx_zero(self) -> bool {
[self.x, self.y, self.z].iter().all(|&x| x.abs() < 1e-5)
}
fn x0z(self) -> Vec3 {
Vec3::new(self.x, 0., self.z)
}
}
pub trait MeshExt {
fn transform(&mut self, transform: Transform);
fn transformed(&self, transform: Transform) -> Mesh;
fn read_coords_mut(&mut self, id: impl Into<MeshVertexAttributeId>) -> &mut Vec<[f32; 3]>;
fn search_in_children<'a>(
children: &'a Children,
meshes: &'a Assets<Mesh>,
mesh_handles: &'a Query<&Handle<Mesh>>,
) -> (Entity, &'a Mesh);
}
impl MeshExt for Mesh {
fn transform(&mut self, transform: Transform) {
for attribute in [Mesh::ATTRIBUTE_POSITION, Mesh::ATTRIBUTE_NORMAL] {
for coords in self.read_coords_mut(attribute.clone()) {
let vec3 = (*coords).into();
let transformed = transform.transform_point(vec3);
*coords = transformed.into();
}
}
}
fn transformed(&self, transform: Transform) -> Mesh {
let mut mesh = self.clone();
mesh.transform(transform);
mesh
}
fn read_coords_mut(&mut self, id: impl Into<MeshVertexAttributeId>) -> &mut Vec<[f32; 3]> {
match self.attribute_mut(id).unwrap() {
VertexAttributeValues::Float32x3(values) => values,
// Guaranteed by Bevy
_ => unreachable!(),
}
}
fn search_in_children<'a>(
children: &'a Children,
meshes: &'a Assets<Mesh>,
mesh_handles: &'a Query<&Handle<Mesh>>,
) -> (Entity, &'a Mesh) {
let entity_handles: Vec<_> = children
.iter()
.filter_map(|entity| mesh_handles.get(*entity).ok().map(|mesh| (*entity, mesh)))
.collect();
assert_eq!(
entity_handles.len(),
1,
"Collider must contain exactly one mesh, but found {}",
entity_handles.len()
);
let (entity, mesh_handle) = entity_handles.first().unwrap();
let mesh = meshes.get(mesh_handle).unwrap();
assert_eq!(mesh.primitive_topology(), PrimitiveTopology::TriangleList);
(*entity, mesh)
}
}

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pub mod relationships_insert_dependant_components;
pub use relationships_insert_dependant_components::*;
use bevy::prelude::*;
pub struct EcsRelationshipsPlugin;
impl Plugin for EcsRelationshipsPlugin {
fn build(&self, app: &mut App) {
app;
}
}

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use bevy::prelude::*;
pub fn insert_dependant_component<
Dependant: Component,
Dependency: Component + std::default::Default,
>(
mut commands: Commands,
entities_without_depency: Query<(Entity, &Name), (With<Dependant>, Without<Dependency>)>,
) {
for (entity, name) in entities_without_depency.iter() {
let name = name.clone().to_string();
commands.entity(entity).insert(Dependency::default());
warn!("found an entity called {} with a {} component but without an {}, please check your assets", name.clone(), std::any::type_name::<Dependant>(), std::any::type_name::<Dependency>());
}
}

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use bevy_rapier3d::prelude::Velocity;
use rand::Rng;
use std::time::Duration;
use bevy::prelude::*;
use crate::{
assets::GameAssets,
state::{GameState, InAppRunning},
};
use bevy_gltf_blueprints::{
AnimationPlayerLink, Animations, BluePrintBundle, BlueprintName, GameWorldTag,
};
use super::{Fox, Player, Robot};
pub fn setup_game(
mut commands: Commands,
game_assets: Res<GameAssets>,
mut next_game_state: ResMut<NextState<GameState>>,
) {
println!("setting up all stuff");
commands.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 0.2,
});
// here we actually spawn our game world/level
commands.spawn((
SceneBundle {
scene: game_assets.world.clone(),
..default()
},
bevy::prelude::Name::from("world"),
GameWorldTag,
InAppRunning,
));
next_game_state.set(GameState::InGame)
}
pub fn spawn_test(
keycode: Res<Input<KeyCode>>,
mut commands: Commands,
mut game_world: Query<(Entity, &Children), With<GameWorldTag>>,
) {
if keycode.just_pressed(KeyCode::T) {
let world = game_world.single_mut();
let world = world.1[0];
let mut rng = rand::thread_rng();
let range = 8.5;
let x: f32 = rng.gen_range(-range..range);
let y: f32 = rng.gen_range(-range..range);
let mut rng = rand::thread_rng();
let range = 0.8;
let vel_x: f32 = rng.gen_range(-range..range);
let vel_y: f32 = rng.gen_range(2.0..2.5);
let vel_z: f32 = rng.gen_range(-range..range);
let name_index: u64 = rng.gen();
let new_entity = commands
.spawn((
BluePrintBundle {
blueprint: BlueprintName("Fox".to_string()),
transform: TransformBundle::from_transform(Transform::from_xyz(x, 0.0, y)),
..Default::default()
},
bevy::prelude::Name::from(format!("Spawned{}", name_index)),
// BlueprintName("Health_Pickup".to_string()),
// SpawnHere,
// TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
Velocity {
linvel: Vec3::new(vel_x, vel_y, vel_z),
angvel: Vec3::new(0.0, 0.0, 0.0),
},
))
.id();
commands.entity(world).add_child(new_entity);
}
}
// example of changing animation of entities based on proximity to the player, for "fox" entities (Tag component)
pub fn animation_change_on_proximity_foxes(
players: Query<&GlobalTransform, With<Player>>,
animated_foxes: Query<(&GlobalTransform, &AnimationPlayerLink, &Animations), With<Fox>>,
mut animation_players: Query<&mut AnimationPlayer>,
) {
for player_transforms in players.iter() {
for (fox_tranforms, link, animations) in animated_foxes.iter() {
let distance = player_transforms
.translation()
.distance(fox_tranforms.translation());
let mut anim_name = "Walk";
if distance < 8.5 {
anim_name = "Run";
} else if distance >= 8.5 && distance < 10.0 {
anim_name = "Walk";
} else if distance >= 10.0 && distance < 15.0 {
anim_name = "Survey";
}
// now play the animation based on the chosen animation name
let mut animation_player = animation_players.get_mut(link.0).unwrap();
animation_player
.play_with_transition(
animations
.named_animations
.get(anim_name)
.expect("animation name should be in the list")
.clone(),
Duration::from_secs(3),
)
.repeat();
}
}
}
// example of changing animation of entities based on proximity to the player, this time for the "robot" entities (Tag component)
pub fn animation_change_on_proximity_robots(
players: Query<&GlobalTransform, With<Player>>,
animated_robots: Query<(&GlobalTransform, &AnimationPlayerLink, &Animations), With<Robot>>,
mut animation_players: Query<&mut AnimationPlayer>,
) {
for player_transforms in players.iter() {
for (robot_tranforms, link, animations) in animated_robots.iter() {
let distance = player_transforms
.translation()
.distance(robot_tranforms.translation());
let mut anim_name = "Idle";
if distance < 8.5 {
anim_name = "Jump";
} else if distance >= 8.5 && distance < 10.0 {
anim_name = "Scan";
} else if distance >= 10.0 && distance < 15.0 {
anim_name = "Idle";
}
// now play the animation based on the chosen animation name
let mut animation_player = animation_players.get_mut(link.0).unwrap();
animation_player
.play_with_transition(
animations
.named_animations
.get(anim_name)
.expect("animation name should be in the list")
.clone(),
Duration::from_secs(3),
)
.repeat();
}
}
}
pub fn animation_control(
animated_enemies: Query<(&AnimationPlayerLink, &Animations), With<Robot>>,
animated_foxes: Query<(&AnimationPlayerLink, &Animations), With<Fox>>,
mut animation_players: Query<&mut AnimationPlayer>,
keycode: Res<Input<KeyCode>>,
// mut entities_with_animations : Query<(&mut AnimationPlayer, &mut Animations)>,
) {
// robots
if keycode.just_pressed(KeyCode::B) {
for (link, animations) in animated_enemies.iter() {
let mut animation_player = animation_players.get_mut(link.0).unwrap();
let anim_name = "Scan";
animation_player
.play_with_transition(
animations
.named_animations
.get(anim_name)
.expect("animation name should be in the list")
.clone(),
Duration::from_secs(5),
)
.repeat();
}
}
// foxes
if keycode.just_pressed(KeyCode::W) {
for (link, animations) in animated_foxes.iter() {
let mut animation_player = animation_players.get_mut(link.0).unwrap();
let anim_name = "Walk";
animation_player
.play_with_transition(
animations
.named_animations
.get(anim_name)
.expect("animation name should be in the list")
.clone(),
Duration::from_secs(5),
)
.repeat();
}
}
if keycode.just_pressed(KeyCode::X) {
for (link, animations) in animated_foxes.iter() {
let mut animation_player = animation_players.get_mut(link.0).unwrap();
let anim_name = "Run";
animation_player
.play_with_transition(
animations
.named_animations
.get(anim_name)
.expect("animation name should be in the list")
.clone(),
Duration::from_secs(5),
)
.repeat();
}
}
if keycode.just_pressed(KeyCode::C) {
for (link, animations) in animated_foxes.iter() {
let mut animation_player = animation_players.get_mut(link.0).unwrap();
let anim_name = "Survey";
animation_player
.play_with_transition(
animations
.named_animations
.get(anim_name)
.expect("animation name should be in the list")
.clone(),
Duration::from_secs(5),
)
.repeat();
}
}
/* Improveement ideas for the future
// a bit more ideal API
if keycode.just_pressed(KeyCode::B) {
for (animation_player, animations) in animated_enemies.iter() {
let anim_name = "Scan";
if animations.named_animations.contains_key(anim_name) {
let clip = animations.named_animations.get(anim_name).unwrap();
animation_player.play_with_transition(clip.clone(), Duration::from_secs(5)).repeat();
}
}
}
// even better API
if keycode.just_pressed(KeyCode::B) {
for (animation_player, animations) in animated_enemies.iter() {
animation_player.play_with_transition("Scan", Duration::from_secs(5)).repeat(); // with a merged animationPlayer + animations storage
// alternative, perhaps more realistic, and better seperation of concerns
animation_player.play_with_transition(animations, "Scan", Duration::from_secs(5)).repeat();
}
}*/
/*for (mut anim_player, animations) in entities_with_animations.iter_mut(){
if keycode.just_pressed(KeyCode::W) {
let anim_name = "Walk";
if animations.named_animations.contains_key(anim_name) {
let clip = animations.named_animations.get(anim_name).unwrap();
anim_player.play_with_transition(clip.clone(), Duration::from_secs(5)).repeat();
}
}
if keycode.just_pressed(KeyCode::X) {
let anim_name = "Run";
if animations.named_animations.contains_key(anim_name) {
let clip = animations.named_animations.get(anim_name).unwrap();
anim_player.play_with_transition(clip.clone(), Duration::from_secs(5)).repeat();
}
}
if keycode.just_pressed(KeyCode::C) {
let anim_name = "Survey";
if animations.named_animations.contains_key(anim_name) {
let clip = animations.named_animations.get(anim_name).unwrap();
anim_player.play_with_transition(clip.clone(), Duration::from_secs(5)).repeat();
}
}
if keycode.just_pressed(KeyCode::S) {
let anim_name = "Scan";
if animations.named_animations.contains_key(anim_name) {
let clip = animations.named_animations.get(anim_name).unwrap();
anim_player.play_with_transition(clip.clone(), Duration::from_secs(5)).repeat();
}
}
if keycode.just_pressed(KeyCode::I) {
let anim_name = "Idle";
if animations.named_animations.contains_key(anim_name) {
let clip = animations.named_animations.get(anim_name).unwrap();
anim_player.play_with_transition(clip.clone(), Duration::from_secs(5)).repeat();
}
}
}*/
}

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use bevy::prelude::*;
use crate::state::{AppState, GameState, InMainMenu};
pub fn setup_main_menu(mut commands: Commands) {
commands.spawn((Camera2dBundle::default(), InMainMenu));
commands.spawn((
TextBundle::from_section(
"SOME GAME TITLE !!",
TextStyle {
//font: asset_server.load("fonts/FiraMono-Medium.ttf"),
font_size: 18.0,
color: Color::WHITE,
..Default::default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(100.0),
left: Val::Px(200.0),
..default()
}),
InMainMenu,
));
commands.spawn((
TextBundle::from_section(
"New Game (press Enter to start, press T once the game is started for demo spawning)",
TextStyle {
//font: asset_server.load("fonts/FiraMono-Medium.ttf"),
font_size: 18.0,
color: Color::WHITE,
..Default::default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(200.0),
left: Val::Px(200.0),
..default()
}),
InMainMenu,
));
/*
commands.spawn((
TextBundle::from_section(
"Load Game",
TextStyle {
//font: asset_server.load("fonts/FiraMono-Medium.ttf"),
font_size: 18.0,
color: Color::WHITE,
..Default::default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(250.0),
left: Val::Px(200.0),
..default()
}),
InMainMenu
));
commands.spawn((
TextBundle::from_section(
"Exit Game",
TextStyle {
//font: asset_server.load("fonts/FiraMono-Medium.ttf"),
font_size: 18.0,
color: Color::WHITE,
..Default::default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(300.0),
left: Val::Px(200.0),
..default()
}),
InMainMenu
));*/
}
pub fn teardown_main_menu(bla: Query<Entity, With<InMainMenu>>, mut commands: Commands) {
for bli in bla.iter() {
commands.entity(bli).despawn_recursive();
}
}
pub fn main_menu(
keycode: Res<Input<KeyCode>>,
mut next_app_state: ResMut<NextState<AppState>>,
// mut next_game_state: ResMut<NextState<GameState>>,
) {
if keycode.just_pressed(KeyCode::Return) {
next_app_state.set(AppState::AppLoading);
// next_game_state.set(GameState::None);
}
if keycode.just_pressed(KeyCode::L) {
next_app_state.set(AppState::AppLoading);
// load_requested_events.send(LoadRequest { path: "toto".into() })
}
if keycode.just_pressed(KeyCode::S) {
// save_requested_events.send(SaveRequest { path: "toto".into() })
}
}

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pub mod in_game;
pub use in_game::*;
pub mod in_main_menu;
pub use in_main_menu::*;
pub mod picking;
pub use picking::*;
use crate::{
insert_dependant_component,
state::{AppState, GameState},
};
use bevy::prelude::*;
use bevy_rapier3d::prelude::*;
// this file is just for demo purposes, contains various types of components, systems etc
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub enum SoundMaterial {
Metal,
Wood,
Rock,
Cloth,
Squishy,
#[default]
None,
}
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// Demo marker component
pub struct Player;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// Demo component showing auto injection of components
pub struct ShouldBeWithPlayer;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// Demo marker component
pub struct Interactible;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// Demo marker component
pub struct Fox;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// Demo marker component
pub struct Robot;
fn player_move_demo(
keycode: Res<Input<KeyCode>>,
mut players: Query<&mut Transform, With<Player>>,
) {
let speed = 0.2;
if let Ok(mut player) = players.get_single_mut() {
if keycode.pressed(KeyCode::Left) {
player.translation.x += speed;
}
if keycode.pressed(KeyCode::Right) {
player.translation.x -= speed;
}
if keycode.pressed(KeyCode::Up) {
player.translation.z += speed;
}
if keycode.pressed(KeyCode::Down) {
player.translation.z -= speed;
}
}
}
// collision tests/debug
pub fn test_collision_events(
mut collision_events: EventReader<CollisionEvent>,
mut contact_force_events: EventReader<ContactForceEvent>,
) {
for collision_event in collision_events.iter() {
println!("collision");
match collision_event {
CollisionEvent::Started(_entity1, _entity2, _) => {
println!("collision started")
}
CollisionEvent::Stopped(_entity1, _entity2, _) => {
println!("collision ended")
}
}
}
for contact_force_event in contact_force_events.iter() {
println!("Received contact force event: {:?}", contact_force_event);
}
}
pub struct GamePlugin;
impl Plugin for GamePlugin {
fn build(&self, app: &mut App) {
app.add_plugins(PickingPlugin)
.register_type::<Interactible>()
.register_type::<SoundMaterial>()
.register_type::<Player>()
.register_type::<Robot>()
.register_type::<Fox>()
// little helper utility, to automatically inject components that are dependant on an other component
// ie, here an Entity with a Player component should also always have a ShouldBeWithPlayer component
// you get a warning if you use this, as I consider this to be stop-gap solution (usually you should have either a bundle, or directly define all needed components)
.add_systems(
Update,
(
player_move_demo,
spawn_test,
animation_control,
animation_change_on_proximity_foxes,
animation_change_on_proximity_robots,
)
.run_if(in_state(GameState::InGame)),
)
.add_systems(OnEnter(AppState::MenuRunning), setup_main_menu)
.add_systems(OnExit(AppState::MenuRunning), teardown_main_menu)
.add_systems(Update, (main_menu))
.add_systems(OnEnter(AppState::AppRunning), setup_game);
}
}

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use super::Player;
use bevy::prelude::*;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct Pickable;
// very simple, crude picking (as in picking up objects) implementation
pub fn picking(
players: Query<&GlobalTransform, With<Player>>,
pickables: Query<(Entity, &GlobalTransform), With<Pickable>>,
mut commands: Commands,
) {
for player_transforms in players.iter() {
for (pickable, pickable_transforms) in pickables.iter() {
let distance = player_transforms
.translation()
.distance(pickable_transforms.translation());
if distance < 2.5 {
commands.entity(pickable).despawn_recursive();
}
}
}
}
pub struct PickingPlugin;
impl Plugin for PickingPlugin {
fn build(&self, app: &mut App) {
app.register_type::<Pickable>().add_systems(
Update,
(
picking, //.run_if(in_state(AppState::Running)),
),
);
}
}

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use bevy::{asset::ChangeWatcher, prelude::*};
use bevy_editor_pls::prelude::*;
mod core;
use crate::core::*;
pub mod assets;
use assets::*;
pub mod state;
use state::*;
mod game;
use game::*;
mod test_components;
use test_components::*;
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(AssetPlugin {
// This tells the AssetServer to watch for changes to assets.
// It enables our scenes to automatically reload in game when we modify their files.
// practical in our case to be able to edit the shaders without needing to recompile
// watch_for_changes: ChangeWatcher::with_delay(Duration::from_millis(50)), : FIXME: breaks scene save/loading
..default()
}),
// editor
EditorPlugin::default(),
// our custom plugins
StatePlugin,
AssetsPlugin,
CorePlugin, // reusable plugins
GamePlugin, // specific to our game
ComponentsTestPlugin, // Showcases different type of components /structs
))
.run();
}

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use bevy::app::AppExit;
use bevy::prelude::*;
#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash, Default, States)]
pub enum AppState {
#[default]
CoreLoading,
MenuRunning,
AppLoading,
AppRunning,
AppEnding,
// FIXME: not sure
LoadingGame,
}
#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash, Default, States)]
pub enum GameState {
#[default]
None,
InMenu,
InGame,
InGameOver,
InSaving,
InLoading,
}
// tag components for all entities within a certain state (for despawning them if needed) , FIXME: seems kinda hack-ish
#[derive(Component)]
pub struct InCoreLoading;
#[derive(Component, Default)]
pub struct InMenuRunning;
#[derive(Component)]
pub struct InAppLoading;
#[derive(Component)]
pub struct InAppRunning;
// components for tagging in game vs in game menu stuff
#[derive(Component, Default)]
pub struct InMainMenu;
#[derive(Component, Default)]
pub struct InMenu;
#[derive(Component, Default)]
pub struct InGame;
pub struct StatePlugin;
impl Plugin for StatePlugin {
fn build(&self, app: &mut App) {
app.add_state::<AppState>().add_state::<GameState>();
}
}

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use bevy::prelude::*;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
struct UnitTest;
#[derive(Component, Reflect, Default, Debug, Deref, DerefMut)]
#[reflect(Component)]
struct TuppleTestF32(f32);
#[derive(Component, Reflect, Default, Debug, Deref, DerefMut)]
#[reflect(Component)]
struct TuppleTestU64(u64);
#[derive(Component, Reflect, Default, Debug, Deref, DerefMut)]
#[reflect(Component)]
pub struct TuppleTestStr(String);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
struct TuppleTest2(f32, u64, String);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
struct TuppleTestBool(bool);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
struct TuppleVec2(Vec2);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
struct TuppleVec3(Vec3);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
struct TuppleVec(Vec<String>);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
struct TuppleTestColor(Color);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
struct BasicTest {
a: f32,
b: u64,
c: String,
}
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub enum EnumTest {
Metal,
Wood,
Rock,
Cloth,
Squishy,
#[default]
None,
}
pub struct ComponentsTestPlugin;
impl Plugin for ComponentsTestPlugin {
fn build(&self, app: &mut App) {
app.register_type::<BasicTest>()
.register_type::<UnitTest>()
.register_type::<TuppleTestF32>()
.register_type::<TuppleTestU64>()
.register_type::<TuppleTestStr>()
.register_type::<TuppleTestBool>()
.register_type::<TuppleTest2>()
.register_type::<TuppleVec2>()
.register_type::<TuppleVec3>()
.register_type::<EnumTest>()
.register_type::<TuppleTestColor>()
.register_type::<TuppleVec>()
.register_type::<Vec<String>>();
}
}