bevy/examples/mobile/src/lib.rs
Joona Aalto 0166db33f7
Deprecate shapes in bevy_render::mesh::shape (#11773)
# Objective

#11431 and #11688 implemented meshing support for Bevy's new geometric
primitives. The next step is to deprecate the shapes in
`bevy_render::mesh::shape` and to later remove them completely for 0.14.

## Solution

Deprecate the shapes and reduce code duplication by utilizing the
primitive meshing API for the old shapes where possible.

Note that some shapes have behavior that can't be exactly reproduced
with the new primitives yet:

- `Box` is more of an AABB with min/max extents
- `Plane` supports a subdivision count
- `Quad` has a `flipped` property

These types have not been changed to utilize the new primitives yet.

---

## Changelog

- Deprecated all shapes in `bevy_render::mesh::shape`
- Changed all examples to use new primitives for meshing

## Migration Guide

Bevy has previously used rendering-specific types like `UVSphere` and
`Quad` for primitive mesh shapes. These have now been deprecated to use
the geometric primitives newly introduced in version 0.13.

Some examples:

```rust
let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0));
let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0));

let before = meshes.add(shape::Quad::default());
let after = meshes.add(Rectangle::default());

let before = meshes.add(shape::Plane::from_size(5.0));
// The surface normal can now also be specified when using `new`
let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0));

let before = meshes.add(
    Mesh::try_from(shape::Icosphere {
        radius: 0.5,
        subdivisions: 5,
    })
    .unwrap(),
);
let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap());
```
2024-02-08 18:01:34 +00:00

175 lines
5.3 KiB
Rust

//! A 3d Scene with a button and playing sound.
use bevy::{
input::touch::TouchPhase,
prelude::*,
window::{ApplicationLifetime, WindowMode},
};
// the `bevy_main` proc_macro generates the required boilerplate for iOS and Android
#[bevy_main]
fn main() {
let mut app = App::new();
app.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
resizable: false,
mode: WindowMode::BorderlessFullscreen,
..default()
}),
..default()
}))
.add_systems(Startup, (setup_scene, setup_music))
.add_systems(Update, (touch_camera, button_handler, handle_lifetime));
// MSAA makes some Android devices panic, this is under investigation
// https://github.com/bevyengine/bevy/issues/8229
#[cfg(target_os = "android")]
app.insert_resource(Msaa::Off);
app.run();
}
fn touch_camera(
windows: Query<&Window>,
mut touches: EventReader<TouchInput>,
mut camera: Query<&mut Transform, With<Camera3d>>,
mut last_position: Local<Option<Vec2>>,
) {
let window = windows.single();
for touch in touches.read() {
if touch.phase == TouchPhase::Started {
*last_position = None;
}
if let Some(last_position) = *last_position {
let mut transform = camera.single_mut();
*transform = Transform::from_xyz(
transform.translation.x
+ (touch.position.x - last_position.x) / window.width() * 5.0,
transform.translation.y,
transform.translation.z
+ (touch.position.y - last_position.y) / window.height() * 5.0,
)
.looking_at(Vec3::ZERO, Vec3::Y);
}
*last_position = Some(touch.position);
}
}
/// set up a simple 3D scene
fn setup_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
material: materials.add(Color::rgb(0.1, 0.2, 0.1)),
..default()
});
// cube
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(Color::rgb(0.5, 0.4, 0.3)),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// sphere
commands.spawn(PbrBundle {
mesh: meshes.add(Sphere::new(0.5).mesh().ico(4).unwrap()),
material: materials.add(Color::rgb(0.1, 0.4, 0.8)),
transform: Transform::from_xyz(1.5, 1.5, 1.5),
..default()
});
// light
commands.spawn(PointLightBundle {
transform: Transform::from_xyz(4.0, 8.0, 4.0),
point_light: PointLight {
intensity: 1_000_000.0,
// Shadows makes some Android devices segfault, this is under investigation
// https://github.com/bevyengine/bevy/issues/8214
#[cfg(not(target_os = "android"))]
shadows_enabled: true,
..default()
},
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// Test ui
commands
.spawn(ButtonBundle {
style: Style {
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
position_type: PositionType::Absolute,
left: Val::Px(50.0),
right: Val::Px(50.0),
bottom: Val::Px(50.0),
..default()
},
..default()
})
.with_children(|b| {
b.spawn(
TextBundle::from_section(
"Test Button",
TextStyle {
font_size: 30.0,
color: Color::BLACK,
..default()
},
)
.with_text_justify(JustifyText::Center),
);
});
}
fn button_handler(
mut interaction_query: Query<
(&Interaction, &mut BackgroundColor),
(Changed<Interaction>, With<Button>),
>,
) {
for (interaction, mut color) in &mut interaction_query {
match *interaction {
Interaction::Pressed => {
*color = Color::BLUE.into();
}
Interaction::Hovered => {
*color = Color::GRAY.into();
}
Interaction::None => {
*color = Color::WHITE.into();
}
}
}
}
fn setup_music(asset_server: Res<AssetServer>, mut commands: Commands) {
commands.spawn(AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP,
});
}
// Pause audio when app goes into background and resume when it returns.
// This is handled by the OS on iOS, but not on Android.
fn handle_lifetime(
mut lifetime_events: EventReader<ApplicationLifetime>,
music_controller: Query<&AudioSink>,
) {
for event in lifetime_events.read() {
match event {
ApplicationLifetime::Suspended => music_controller.single().pause(),
ApplicationLifetime::Resumed => music_controller.single().play(),
ApplicationLifetime::Started => (),
}
}
}