feat(examples): added basic_xpbd_physics example (#45)

* feat(examples): added basic_xpbd_physics example
 * adapted code from rapier physics
 * updated blend file & exported gltf files
 * changes & tweaks to cargo files so the examples are scanned as they should be
 * various minor tweaks
This commit is contained in:
Mark Moissette 2023-11-13 16:16:31 +01:00 committed by GitHub
parent 32d01eb48f
commit 66a3d71fe1
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
42 changed files with 5987 additions and 106 deletions

285
Cargo.lock generated
View File

@ -761,6 +761,42 @@ dependencies = [
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] ]
[[package]]
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]
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@ -782,18 +818,13 @@ dependencies = [
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[[package]] [[package]]
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[[package]] [[package]]
@ -1278,6 +1309,34 @@ dependencies = [
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@ -1387,9 +1446,9 @@ dependencies = [
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@ -1571,6 +1630,12 @@ dependencies = [
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@ -1809,9 +1887,9 @@ dependencies = [
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@ -2377,14 +2488,23 @@ dependencies = [
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[[package]] [[package]]
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@ -2783,11 +2903,11 @@ dependencies = [
[[package]] [[package]]
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@ -3059,12 +3179,6 @@ dependencies = [
"winapi", "winapi",
] ]
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[[package]] [[package]]
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@ -3133,6 +3247,7 @@ dependencies = [
"nalgebra", "nalgebra",
"num-derive", "num-derive",
"num-traits", "num-traits",
"rayon",
"rustc-hash", "rustc-hash",
"serde", "serde",
"simba", "simba",
@ -3141,6 +3256,28 @@ dependencies = [
"spade", "spade",
] ]
[[package]]
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"spade",
]
[[package]] [[package]]
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@ -3365,6 +3502,26 @@ version = "0.2.1"
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@ -3447,9 +3604,9 @@ checksum = "216080ab382b992234dda86873c18d4c48358f5cfcb70fd693d7f6f2131b628b"
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[[package]] [[package]]
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@ -3485,6 +3642,15 @@ version = "1.1.0"
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dependencies = [
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]
[[package]] [[package]]
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@ -3526,6 +3692,12 @@ version = "1.2.0"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
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[[package]]
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[[package]] [[package]]
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@ -3629,13 +3801,23 @@ dependencies = [
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[[package]] [[package]]
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]
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@ -3706,9 +3888,9 @@ dependencies = [
[[package]] [[package]]
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@ -3801,6 +3983,20 @@ version = "0.1.1"
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[[package]]
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"libc",
"mio",
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]
[[package]] [[package]]
name = "toml_datetime" name = "toml_datetime"
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@ -4311,25 +4507,6 @@ dependencies = [
"windows-targets 0.48.5", "windows-targets 0.48.5",
] ]
[[package]]
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source = "registry+https://github.com/rust-lang/crates.io-index"
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dependencies = [
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[[package]]
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dependencies = [
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[[package]] [[package]]
name = "windows-implement" name = "windows-implement"
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View File

@ -2,9 +2,23 @@
members = [ members = [
"crates/bevy_gltf_components", "crates/bevy_gltf_components",
"crates/bevy_gltf_blueprints", "crates/bevy_gltf_blueprints",
#"examples/*" "examples/bevy_gltf_components/basic/",
"examples/bevy_gltf_blueprints/basic/",
"examples/bevy_gltf_blueprints/basic_xpbd_physics/",
"examples/bevy_gltf_blueprints/animation/"
] ]
resolver = "2" resolver = "2"
[profile.dev] #### --------------------Dev/ debug-------------------------------
opt-level = 1 # Use slightly better optimization, so examples work # Enable high optimizations for dependencies (incl. Bevy), but not for our code:
[profile.dev.package."*"]
opt-level = 3
[profile.dev.package.bevy]
features = ["dynamic"]
#### --------------------Production/ release-------------------------------
[profile.release]
strip = "debuginfo"
lto = "thin"

View File

@ -1,11 +1,9 @@
[package] [package]
name = "bevy_gltf_blueprints_basic_example" name = "bevy_gltf_blueprints_animation_example"
version = "0.3.0" version = "0.3.0"
edition = "2021" edition = "2021"
license = "MIT OR Apache-2.0" license = "MIT OR Apache-2.0"
[workspace]
[dependencies] [dependencies]
bevy="0.12" bevy="0.12"
bevy_gltf_blueprints = { path = "../../../crates/bevy_gltf_blueprints" } bevy_gltf_blueprints = { path = "../../../crates/bevy_gltf_blueprints" }
@ -13,16 +11,3 @@ bevy_rapier3d = { version = "0.23.0", features = [ "serde-serialize", "debug-ren
bevy_asset_loader = { version = "0.18", features = ["standard_dynamic_assets" ]} bevy_asset_loader = { version = "0.18", features = ["standard_dynamic_assets" ]}
bevy_editor_pls = { version = "0.6" } bevy_editor_pls = { version = "0.6" }
rand = "0.8.5" rand = "0.8.5"
#### --------------------Dev/ debug-------------------------------
# Enable high optimizations for dependencies (incl. Bevy), but not for our code:
[profile.dev.package."*"]
opt-level = 3
[profile.dev.package.bevy]
features = ["dynamic"]
#### --------------------Production/ release-------------------------------
[profile.release]
strip = "debuginfo"
lto = "thin"

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@ -1,5 +1,5 @@
# Animation demo # Animation example/demo
Example on how to control animations & how to use the provided helpers 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. Two animated blueprints are provided: Bevy's Fox, and a Robot I created.

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@ -4,8 +4,6 @@ version = "0.3.0"
edition = "2021" edition = "2021"
license = "MIT OR Apache-2.0" license = "MIT OR Apache-2.0"
[workspace]
[dependencies] [dependencies]
bevy="0.12" bevy="0.12"
bevy_gltf_blueprints = { path = "../../../crates/bevy_gltf_blueprints" } bevy_gltf_blueprints = { path = "../../../crates/bevy_gltf_blueprints" }
@ -13,16 +11,3 @@ bevy_rapier3d = { version = "0.23.0", features = [ "serde-serialize", "debug-ren
bevy_asset_loader = { version = "0.18", features = ["standard_dynamic_assets" ]} bevy_asset_loader = { version = "0.18", features = ["standard_dynamic_assets" ]}
bevy_editor_pls = { version = "0.6" } bevy_editor_pls = { version = "0.6" }
rand = "0.8.5" rand = "0.8.5"
#### --------------------Dev/ debug-------------------------------
# Enable high optimizations for dependencies (incl. Bevy), but not for our code:
[profile.dev.package."*"]
opt-level = 3
[profile.dev.package.bevy]
features = ["dynamic"]
#### --------------------Production/ release-------------------------------
[profile.release]
strip = "debuginfo"
lto = "thin"

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@ -1,5 +1,8 @@
# Basic physics example/demo
# Workflow with blender / demo information This example showcases various components & blueprints extracted from the gltf files, including physics colliders & rigid bodies
## Notes Workflow with blender / demo information
This example, is actually closer to a boilerplate + tooling showcases how to use a minimalistic [Blender](https://www.blender.org/) (gltf) centric workflow for [Bevy](https://bevyengine.org/), ie defining entites & their components This example, is actually closer to a boilerplate + tooling showcases how to use a minimalistic [Blender](https://www.blender.org/) (gltf) centric workflow for [Bevy](https://bevyengine.org/), ie defining entites & their components
inside Blender using Blender's objects **custom properties**. inside Blender using Blender's objects **custom properties**.

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@ -0,0 +1,13 @@
[package]
name = "bevy_gltf_blueprints_basic_xpbd_physics_example"
version = "0.3.0"
edition = "2021"
license = "MIT OR Apache-2.0"
[dependencies]
bevy="0.12"
bevy_gltf_blueprints = { path = "../../../crates/bevy_gltf_blueprints" }
bevy_xpbd_3d = "0.3"
bevy_asset_loader = { version = "0.18", features = ["standard_dynamic_assets" ]}
bevy_editor_pls = { version = "0.6" }
rand = "0.8.5"

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@ -0,0 +1,15 @@
# Basic xpbd physics example/demo
Same as the basic example but using [xpbd](https://github.com/Jondolf/bevy_xpbd) instead of Rapier [rapier](https://github.com/dimforge/bevy_rapier)
## Running this example
```
cargo run --features bevy/dynamic_linking
```
### Additional notes
* You usually define either the Components directly or use ```Proxy components``` that get replaced in Bevy systems with the actual Components that you want (usually when for some reason, ie external crates with unregistered components etc) you cannot use the components directly.
* this example contains code for future features, not finished yet ! please disregard anything related to saving & loading

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

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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<Gltf>,
#[asset(key = "models", collection(typed, mapped))]
pub models: HashMap<String, Handle<Gltf>>,
}

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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,
"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,
"assets_game.assets.ron",
)
.add_collection_to_loading_state::<_, GameAssets>(AppState::AppLoading);
}
}

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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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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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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 +1,28 @@
pub mod camera;
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: "models/library".into(),
},
));
}
}

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@ -0,0 +1,16 @@
use bevy::{
prelude::{info, ResMut},
time::Time,
};
use bevy_xpbd_3d::prelude::Physics;
use bevy_xpbd_3d::prelude::*;
pub fn pause_physics(mut time: ResMut<Time<Physics>>) {
info!("pausing physics");
time.pause();
}
pub fn resume_physics(mut time: ResMut<Time<Physics>>) {
info!("unpausing physics");
time.unpause();
}

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pub mod physics_replace_proxies;
pub use physics_replace_proxies::*;
pub mod utils;
pub mod controls;
pub use controls::*;
use crate::state::GameState;
use bevy::prelude::*;
use bevy_xpbd_3d::prelude::*;
use bevy_gltf_blueprints::GltfBlueprintsSet;
pub struct PhysicsPlugin;
impl Plugin for PhysicsPlugin {
fn build(&self, app: &mut App) {
app.add_plugins((PhysicsPlugins::default(), PhysicsDebugPlugin::default()))
.register_type::<AutoAABBCollider>()
.register_type::<physics_replace_proxies::Collider>()
.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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use bevy::prelude::*;
use bevy_xpbd_3d::prelude::Collider as XpbdCollider;
use bevy_xpbd_3d::prelude::*;
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 xpbd 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<XpbdCollider>, 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 xpbd_collider: XpbdCollider;
match collider_proxy {
Collider::Ball(radius) => {
info!("generating collider from proxy: ball");
xpbd_collider = XpbdCollider::ball(*radius);
commands.entity(entity)
.insert(xpbd_collider)
//.insert(ActiveEvents::COLLISION_EVENTS) // FIXME: this is just for demo purposes (also is there something like that in xpbd ?) !!!
;
}
Collider::Cuboid(size) => {
info!("generating collider from proxy: cuboid");
xpbd_collider = XpbdCollider::cuboid(size.x, size.y, size.z);
commands.entity(entity)
.insert(xpbd_collider)
//.insert(ActiveEvents::COLLISION_EVENTS) // FIXME: this is just for demo purposes (also is there something like that in xpbd ?) !!!
;
}
Collider::Capsule(a, b, radius) => {
info!("generating collider from proxy: capsule");
// FIXME: temp
let height = Vec3::distance(*a, *b);
xpbd_collider = XpbdCollider::capsule(height, *radius);
info!("CAPSULE {} {}", height, radius);
commands.entity(entity)
.insert(xpbd_collider)
.insert( Mass(5.0) )
//.insert(ActiveEvents::COLLISION_EVENTS) // FIXME: this is just for demo purposes (also is there something like that in xpbd ?) !!!
;
}
Collider::Mesh => {
info!("generating collider from proxy: mesh");
for (_, collider_mesh) in
Mesh::search_in_children(entity, &children, &meshes, &mesh_handles)
{
xpbd_collider = XpbdCollider::trimesh_from_mesh(&collider_mesh).unwrap(); // convex_hull_from_mesh?
commands.entity(entity).insert(xpbd_collider);
}
}
}
}
}

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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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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::prelude::*;
use crate::{
assets::GameAssets,
state::{GameState, InAppRunning},
};
use bevy_gltf_blueprints::{BluePrintBundle, BlueprintName, GameWorldTag};
// use bevy_rapier3d::prelude::Velocity;
use bevy_xpbd_3d::prelude::*;
use rand::Rng;
pub fn setup_game(
mut commands: Commands,
game_assets: Res<GameAssets>,
models: Res<Assets<bevy::gltf::Gltf>>,
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 {
// note: because of this issue https://github.com/bevyengine/bevy/issues/10436, "world" is now a gltf file instead of a scene
scene: models
.get(game_assets.world.id())
.expect("main level should have been loaded")
.scenes[0]
.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 = 5.5;
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("Health_Pickup".to_string()),
transform: TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
..Default::default()
},
bevy::prelude::Name::from(format!("test{}", name_index)),
// BlueprintName("Health_Pickup".to_string()),
// SpawnHere,
// TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
LinearVelocity(Vec3::new(vel_x, vel_y, vel_z)),
AngularVelocity::ZERO,
))
.id();
commands.entity(world).add_child(new_entity);
}
}

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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>>,
// mut save_requested_events: EventWriter<SaveRequest>,
// mut load_requested_events: EventWriter<LoadRequest>,
) {
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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@ -0,0 +1,107 @@
pub mod in_game;
use bevy_xpbd_3d::prelude::{Collision, CollisionEnded, CollisionStarted};
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::*;
// 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;
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_started_events: EventReader<CollisionStarted>,
mut collision_ended_events: EventReader<CollisionEnded>,
) {
for CollisionStarted(entity1, entity2) in collision_started_events.read() {
println!("collision started")
}
for CollisionEnded(entity1, entity2) in collision_ended_events.read() {
println!("collision ended")
}
}
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>()
// 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,
(
// insert_dependant_component::<Player, ShouldBeWithPlayer>,
player_move_demo, //.run_if(in_state(AppState::Running)),
test_collision_events,
spawn_test,
)
.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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@ -0,0 +1,34 @@
use super::Player;
use bevy::prelude::*;
use bevy_gltf_blueprints::GltfBlueprintsSet;
#[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.after(GltfBlueprintsSet::AfterSpawn),));
}
}

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@ -0,0 +1,33 @@
use bevy::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::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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@ -0,0 +1,54 @@
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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@ -0,0 +1,80 @@
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>>();
}
}

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@ -4,24 +4,8 @@ version = "0.3.0"
edition = "2021" edition = "2021"
license = "MIT OR Apache-2.0" license = "MIT OR Apache-2.0"
[workspace]
[dependencies] [dependencies]
bevy="0.12" bevy="0.12"
bevy_gltf_components = { path = "../../../crates/bevy_gltf_components" } bevy_gltf_components = { path = "../../../crates/bevy_gltf_components" }
bevy_rapier3d = { version = "0.23.0", features = [ "serde-serialize", "debug-render-3d", "enhanced-determinism"] } bevy_rapier3d = { version = "0.23.0", features = [ "serde-serialize", "debug-render-3d", "enhanced-determinism"] }
bevy_editor_pls = { version = "0.6" } bevy_editor_pls = { version = "0.6" }
#### --------------------Dev/ debug-------------------------------
# Enable high optimizations for dependencies (incl. Bevy), but not for our code:
[profile.dev.package."*"]
opt-level = 3
[profile.dev.package.bevy]
features = ["dynamic"]
#### --------------------Production/ release-------------------------------
[profile.release]
strip = "debuginfo"
lto = "thin"