
# Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
260 lines
9.7 KiB
Rust
260 lines
9.7 KiB
Rust
// ! This example demonstrates how to create a custom mesh,
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// ! assign a custom UV mapping for a custom texture,
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// ! and how to change the UV mapping at run-time.
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use bevy::prelude::*;
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use bevy::render::mesh::Indices;
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use bevy::render::mesh::VertexAttributeValues;
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use bevy::render::render_resource::PrimitiveTopology;
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// Define a "marker" component to mark the custom mesh. Marker components are often used in Bevy for
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// filtering entities in queries with With, they're usually not queried directly since they don't contain information within them.
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#[derive(Component)]
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struct CustomUV;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, input_handler)
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.run();
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut meshes: ResMut<Assets<Mesh>>,
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) {
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// Import the custom texture.
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let custom_texture_handle: Handle<Image> = asset_server.load("textures/array_texture.png");
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// Create and save a handle to the mesh.
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let cube_mesh_handle: Handle<Mesh> = meshes.add(create_cube_mesh());
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// Render the mesh with the custom texture using a PbrBundle, add the marker.
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commands.spawn((
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PbrBundle {
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mesh: cube_mesh_handle,
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material: materials.add(StandardMaterial {
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base_color_texture: Some(custom_texture_handle),
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..default()
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}),
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..default()
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},
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CustomUV,
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));
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// Transform for the camera and lighting, looking at (0,0,0) (the position of the mesh).
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let camera_and_light_transform =
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Transform::from_xyz(1.8, 1.8, 1.8).looking_at(Vec3::ZERO, Vec3::Y);
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// Camera in 3D space.
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commands.spawn(Camera3dBundle {
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transform: camera_and_light_transform,
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..default()
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});
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// Light up the scene.
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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intensity: 1000.0,
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range: 100.0,
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..default()
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},
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transform: camera_and_light_transform,
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..default()
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});
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// Text to describe the controls.
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commands.spawn(
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TextBundle::from_section(
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"Controls:\nSpace: Change UVs\nX/Y/Z: Rotate\nR: Reset orientation",
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TextStyle {
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font_size: 20.0,
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..default()
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},
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)
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.with_style(Style {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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}),
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);
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}
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// System to receive input from the user,
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// check out examples/input/ for more examples about user input.
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fn input_handler(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mesh_query: Query<&Handle<Mesh>, With<CustomUV>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut query: Query<&mut Transform, With<CustomUV>>,
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time: Res<Time>,
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) {
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if keyboard_input.just_pressed(KeyCode::Space) {
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let mesh_handle = mesh_query.get_single().expect("Query not successful");
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let mesh = meshes.get_mut(mesh_handle).unwrap();
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toggle_texture(mesh);
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}
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if keyboard_input.pressed(KeyCode::KeyX) {
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for mut transform in &mut query {
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transform.rotate_x(time.delta_seconds() / 1.2);
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}
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}
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if keyboard_input.pressed(KeyCode::KeyY) {
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for mut transform in &mut query {
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transform.rotate_y(time.delta_seconds() / 1.2);
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}
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}
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if keyboard_input.pressed(KeyCode::KeyZ) {
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for mut transform in &mut query {
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transform.rotate_z(time.delta_seconds() / 1.2);
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}
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}
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if keyboard_input.pressed(KeyCode::KeyR) {
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for mut transform in &mut query {
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transform.look_to(Vec3::NEG_Z, Vec3::Y);
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}
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}
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}
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#[rustfmt::skip]
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fn create_cube_mesh() -> Mesh {
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Mesh::new(PrimitiveTopology::TriangleList)
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.with_inserted_attribute(
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Mesh::ATTRIBUTE_POSITION,
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// Each array is an [x, y, z] coordinate in local space.
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// Meshes always rotate around their local [0, 0, 0] when a rotation is applied to their Transform.
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// By centering our mesh around the origin, rotating the mesh preserves its center of mass.
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vec![
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// top (facing towards +y)
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[-0.5, 0.5, -0.5], // vertex with index 0
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[0.5, 0.5, -0.5], // vertex with index 1
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[0.5, 0.5, 0.5], // etc. until 23
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[-0.5, 0.5, 0.5],
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// bottom (-y)
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[-0.5, -0.5, -0.5],
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[0.5, -0.5, -0.5],
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[0.5, -0.5, 0.5],
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[-0.5, -0.5, 0.5],
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// right (+x)
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[0.5, -0.5, -0.5],
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[0.5, -0.5, 0.5],
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[0.5, 0.5, 0.5], // This vertex is at the same position as vertex with index 2, but they'll have different UV and normal
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[0.5, 0.5, -0.5],
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// left (-x)
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[-0.5, -0.5, -0.5],
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[-0.5, -0.5, 0.5],
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[-0.5, 0.5, 0.5],
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[-0.5, 0.5, -0.5],
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// back (+z)
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[-0.5, -0.5, 0.5],
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[-0.5, 0.5, 0.5],
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[0.5, 0.5, 0.5],
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[0.5, -0.5, 0.5],
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// forward (-z)
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[-0.5, -0.5, -0.5],
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[-0.5, 0.5, -0.5],
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[0.5, 0.5, -0.5],
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[0.5, -0.5, -0.5],
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],
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)
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// Set-up UV coordinated to point to the upper (V < 0.5), "dirt+grass" part of the texture.
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// Take a look at the custom image (assets/textures/array_texture.png)
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// so the UV coords will make more sense
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// Note: (0.0, 0.0) = Top-Left in UV mapping, (1.0, 1.0) = Bottom-Right in UV mapping
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.with_inserted_attribute(
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Mesh::ATTRIBUTE_UV_0,
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vec![
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// Assigning the UV coords for the top side.
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[0.0, 0.2], [0.0, 0.0], [1.0, 0.0], [1.0, 0.25],
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// Assigning the UV coords for the bottom side.
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[0.0, 0.45], [0.0, 0.25], [1.0, 0.25], [1.0, 0.45],
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// Assigning the UV coords for the right side.
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[1.0, 0.45], [0.0, 0.45], [0.0, 0.2], [1.0, 0.2],
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// Assigning the UV coords for the left side.
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[1.0, 0.45], [0.0, 0.45], [0.0, 0.2], [1.0, 0.2],
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// Assigning the UV coords for the back side.
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[0.0, 0.45], [0.0, 0.2], [1.0, 0.2], [1.0, 0.45],
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// Assigning the UV coords for the forward side.
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[0.0, 0.45], [0.0, 0.2], [1.0, 0.2], [1.0, 0.45],
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],
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)
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// For meshes with flat shading, normals are orthogonal (pointing out) from the direction of
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// the surface.
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// Normals are required for correct lighting calculations.
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// Each array represents a normalized vector, which length should be equal to 1.0.
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.with_inserted_attribute(
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Mesh::ATTRIBUTE_NORMAL,
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vec![
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// Normals for the top side (towards +y)
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[0.0, 1.0, 0.0],
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[0.0, 1.0, 0.0],
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[0.0, 1.0, 0.0],
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[0.0, 1.0, 0.0],
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// Normals for the bottom side (towards -y)
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[0.0, -1.0, 0.0],
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[0.0, -1.0, 0.0],
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[0.0, -1.0, 0.0],
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[0.0, -1.0, 0.0],
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// Normals for the right side (towards +x)
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[1.0, 0.0, 0.0],
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[1.0, 0.0, 0.0],
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[1.0, 0.0, 0.0],
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[1.0, 0.0, 0.0],
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// Normals for the left side (towards -x)
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[-1.0, 0.0, 0.0],
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[-1.0, 0.0, 0.0],
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[-1.0, 0.0, 0.0],
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[-1.0, 0.0, 0.0],
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// Normals for the back side (towards +z)
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[0.0, 0.0, 1.0],
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[0.0, 0.0, 1.0],
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[0.0, 0.0, 1.0],
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[0.0, 0.0, 1.0],
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// Normals for the forward side (towards -z)
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[0.0, 0.0, -1.0],
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[0.0, 0.0, -1.0],
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[0.0, 0.0, -1.0],
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[0.0, 0.0, -1.0],
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],
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)
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// Create the triangles out of the 24 vertices we created.
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// To construct a square, we need 2 triangles, therefore 12 triangles in total.
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// To construct a triangle, we need the indices of its 3 defined vertices, adding them one
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// by one, in a counter-clockwise order (relative to the position of the viewer, the order
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// should appear counter-clockwise from the front of the triangle, in this case from outside the cube).
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// Read more about how to correctly build a mesh manually in the Bevy documentation of a Mesh,
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// further examples and the implementation of the built-in shapes.
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.with_indices(Some(Indices::U32(vec![
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0,3,1 , 1,3,2, // triangles making up the top (+y) facing side.
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4,5,7 , 5,6,7, // bottom (-y)
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8,11,9 , 9,11,10, // right (+x)
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12,13,15 , 13,14,15, // left (-x)
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16,19,17 , 17,19,18, // back (+z)
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20,21,23 , 21,22,23, // forward (-z)
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])))
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}
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// Function that changes the UV mapping of the mesh, to apply the other texture.
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fn toggle_texture(mesh_to_change: &mut Mesh) {
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// Get a mutable reference to the values of the UV attribute, so we can iterate over it.
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let uv_attribute = mesh_to_change.attribute_mut(Mesh::ATTRIBUTE_UV_0).unwrap();
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// The format of the UV coordinates should be Float32x2.
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let VertexAttributeValues::Float32x2(uv_attribute) = uv_attribute else {
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panic!("Unexpected vertex format, expected Float32x2.");
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};
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// Iterate over the UV coordinates, and change them as we want.
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for uv_coord in uv_attribute.iter_mut() {
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// If the UV coordinate points to the upper, "dirt+grass" part of the texture...
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if (uv_coord[1] + 0.5) < 1.0 {
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// ... point to the equivalent lower, "sand+water" part instead,
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uv_coord[1] += 0.5;
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} else {
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// else, point back to the upper, "dirt+grass" part.
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uv_coord[1] -= 0.5;
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}
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}
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}
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