
# Objective There was issue #191 requesting subdivisions on the shape::Plane. I also could have used this recently. I then write the solution. Fixes #191 ## Solution I changed the shape::Plane to include subdivisions field and the code to create the subdivisions. I don't know how people are counting subdivisions so as I put in the doc comments 0 subdivisions results in the original geometry of the Plane. Greater then 0 results in the number of lines dividing the plane. I didn't know if it would be better to create a new struct that implemented this feature, say SubdivisionPlane or change Plane. I decided on changing Plane as that was what the original issue was. It would be trivial to alter this to use another struct instead of altering Plane. The issues of migration, although small, would be eliminated if a new struct was implemented. ## Changelog ### Added Added subdivisions field to shape::Plane ## Migration Guide All the examples needed to be updated to initalize the subdivisions field. Also there were two tests in tests/window that need to be updated. A user would have to update all their uses of shape::Plane to initalize the subdivisions field.
155 lines
4.6 KiB
Rust
155 lines
4.6 KiB
Rust
use bevy::{input::touch::TouchPhase, prelude::*, window::WindowMode};
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// the `bevy_main` proc_macro generates the required boilerplate for iOS and Android
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#[bevy_main]
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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resizable: false,
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mode: WindowMode::BorderlessFullscreen,
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..default()
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}),
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..default()
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}))
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.add_startup_system(setup_scene)
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.add_startup_system(setup_music)
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.add_system(touch_camera)
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.add_system(button_handler)
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.run();
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}
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fn touch_camera(
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windows: Query<&Window>,
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mut touches: EventReader<TouchInput>,
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mut camera: Query<&mut Transform, With<Camera3d>>,
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mut last_position: Local<Option<Vec2>>,
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) {
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let window = windows.single();
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for touch in touches.iter() {
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if touch.phase == TouchPhase::Started {
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*last_position = None;
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}
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if let Some(last_position) = *last_position {
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let mut transform = camera.single_mut();
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*transform = Transform::from_xyz(
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transform.translation.x
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+ (touch.position.x - last_position.x) / window.width() * 5.0,
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transform.translation.y,
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transform.translation.z
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+ (touch.position.y - last_position.y) / window.height() * 5.0,
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)
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.looking_at(Vec3::ZERO, Vec3::Y);
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}
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*last_position = Some(touch.position);
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}
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}
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/// set up a simple 3D scene
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fn setup_scene(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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// plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(shape::Plane::from_size(5.0).into()),
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material: materials.add(Color::rgb(0.1, 0.2, 0.1).into()),
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..default()
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});
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// cube
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commands.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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material: materials.add(Color::rgb(0.5, 0.4, 0.3).into()),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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..default()
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});
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// sphere
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commands.spawn(PbrBundle {
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mesh: meshes.add(
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Mesh::try_from(shape::Icosphere {
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subdivisions: 4,
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radius: 0.5,
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})
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.unwrap(),
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),
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material: materials.add(Color::rgb(0.1, 0.4, 0.8).into()),
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transform: Transform::from_xyz(1.5, 1.5, 1.5),
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..default()
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});
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// light
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commands.spawn(PointLightBundle {
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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point_light: PointLight {
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intensity: 5000.0,
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shadows_enabled: true,
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..default()
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},
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..default()
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});
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// Test ui
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commands
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.spawn(ButtonBundle {
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style: Style {
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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position_type: PositionType::Absolute,
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position: UiRect {
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left: Val::Px(50.0),
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right: Val::Px(50.0),
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top: Val::Auto,
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bottom: Val::Px(50.0),
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},
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..default()
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},
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..default()
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})
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.with_children(|b| {
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b.spawn(
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TextBundle::from_section(
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"Test Button",
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TextStyle {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 30.0,
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color: Color::BLACK,
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},
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)
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.with_text_alignment(TextAlignment::Center),
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);
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});
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}
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fn button_handler(
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mut interaction_query: Query<
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(&Interaction, &mut BackgroundColor),
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(Changed<Interaction>, With<Button>),
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>,
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) {
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for (interaction, mut color) in &mut interaction_query {
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match *interaction {
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Interaction::Clicked => {
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*color = Color::BLUE.into();
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}
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Interaction::Hovered => {
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*color = Color::GRAY.into();
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}
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Interaction::None => {
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*color = Color::WHITE.into();
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}
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}
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}
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}
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fn setup_music(asset_server: Res<AssetServer>, audio: Res<Audio>) {
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let music = asset_server.load("sounds/Windless Slopes.ogg");
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audio.play(music);
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}
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