Vendor dependencies for 0.3.0 release

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2025-09-27 10:29:08 -05:00
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commit 82ab7f317b
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//! Illustrates how to rotate an object around an axis.
use bevy::prelude::*;
use std::f32::consts::TAU;
// Define a component to designate a rotation speed to an entity.
#[derive(Component)]
struct Rotatable {
speed: f32,
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, rotate_cube)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Spawn a cube to rotate.
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(Color::WHITE)),
Transform::from_translation(Vec3::ZERO),
Rotatable { speed: 0.3 },
));
// Spawn a camera looking at the entities to show what's happening in this example.
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
));
// Add a light source so we can see clearly.
commands.spawn((
DirectionalLight::default(),
Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
// This system will rotate any entity in the scene with a Rotatable component around its y-axis.
fn rotate_cube(mut cubes: Query<(&mut Transform, &Rotatable)>, timer: Res<Time>) {
for (mut transform, cube) in &mut cubes {
// The speed is first multiplied by TAU which is a full rotation (360deg) in radians,
// and then multiplied by delta_secs which is the time that passed last frame.
// In other words. Speed is equal to the amount of rotations per second.
transform.rotate_y(cube.speed * TAU * timer.delta_secs());
}
}

227
vendor/bevy/examples/transforms/align.rs vendored Normal file
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//! This example shows how to align the orientations of objects in 3D space along two axes using the `Transform::align` API.
use bevy::{
color::palettes::basic::{GRAY, RED, WHITE},
input::mouse::{AccumulatedMouseMotion, MouseButtonInput},
math::StableInterpolate,
prelude::*,
};
use rand::{Rng, SeedableRng};
use rand_chacha::ChaCha8Rng;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, (draw_ship_axes, draw_random_axes))
.add_systems(Update, (handle_keypress, handle_mouse, rotate_ship).chain())
.run();
}
/// This struct stores metadata for a single rotational move of the ship
#[derive(Component, Default)]
struct Ship {
/// The target transform of the ship move, the endpoint of interpolation
target_transform: Transform,
/// Whether the ship is currently in motion; allows motion to be paused
in_motion: bool,
}
#[derive(Component)]
struct RandomAxes(Dir3, Dir3);
#[derive(Component)]
struct Instructions;
#[derive(Resource)]
struct MousePressed(bool);
#[derive(Resource)]
struct SeededRng(ChaCha8Rng);
// Setup
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
) {
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
let mut seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712);
// A camera looking at the origin
commands.spawn((
Camera3d::default(),
Transform::from_xyz(3., 2.5, 4.).looking_at(Vec3::ZERO, Vec3::Y),
));
// A plane that we can sit on top of
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
Transform::from_xyz(0., -2., 0.),
));
// A light source
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(4.0, 7.0, -4.0),
));
// Initialize random axes
let first = seeded_rng.r#gen();
let second = seeded_rng.r#gen();
commands.spawn(RandomAxes(first, second));
// Finally, our ship that is going to rotate
commands.spawn((
SceneRoot(
asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/ship/craft_speederD.gltf")),
),
Ship {
target_transform: random_axes_target_alignment(&RandomAxes(first, second)),
..default()
},
));
// Instructions for the example
commands.spawn((
Text::new(
"The bright red axis is the primary alignment axis, and it will always be\n\
made to coincide with the primary target direction (white) exactly.\n\
The fainter red axis is the secondary alignment axis, and it is made to\n\
line up with the secondary target direction (gray) as closely as possible.\n\
Press 'R' to generate random target directions.\n\
Press 'T' to align the ship to those directions.\n\
Click and drag the mouse to rotate the camera.\n\
Press 'H' to hide/show these instructions.",
),
Node {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
Instructions,
));
commands.insert_resource(MousePressed(false));
commands.insert_resource(SeededRng(seeded_rng));
}
// Update systems
// Draw the main and secondary axes on the rotating ship
fn draw_ship_axes(mut gizmos: Gizmos, ship_transform: Single<&Transform, With<Ship>>) {
// Local Z-axis arrow, negative direction
let z_ends = arrow_ends(*ship_transform, Vec3::NEG_Z, 1.5);
gizmos.arrow(z_ends.0, z_ends.1, RED);
// local X-axis arrow
let x_ends = arrow_ends(*ship_transform, Vec3::X, 1.5);
gizmos.arrow(x_ends.0, x_ends.1, Color::srgb(0.65, 0., 0.));
}
// Draw the randomly generated axes
fn draw_random_axes(mut gizmos: Gizmos, random_axes: Single<&RandomAxes>) {
let RandomAxes(v1, v2) = *random_axes;
gizmos.arrow(Vec3::ZERO, 1.5 * *v1, WHITE);
gizmos.arrow(Vec3::ZERO, 1.5 * *v2, GRAY);
}
// Actually update the ship's transform according to its initial source and target
fn rotate_ship(ship: Single<(&mut Ship, &mut Transform)>, time: Res<Time>) {
let (mut ship, mut ship_transform) = ship.into_inner();
if !ship.in_motion {
return;
}
let target_rotation = ship.target_transform.rotation;
ship_transform
.rotation
.smooth_nudge(&target_rotation, 3.0, time.delta_secs());
if ship_transform.rotation.angle_between(target_rotation) <= f32::EPSILON {
ship.in_motion = false;
}
}
// Handle user inputs from the keyboard for dynamically altering the scenario
fn handle_keypress(
mut ship: Single<&mut Ship>,
mut random_axes: Single<&mut RandomAxes>,
mut instructions_viz: Single<&mut Visibility, With<Instructions>>,
keyboard: Res<ButtonInput<KeyCode>>,
mut seeded_rng: ResMut<SeededRng>,
) {
if keyboard.just_pressed(KeyCode::KeyR) {
// Randomize the target axes
let first = seeded_rng.0.r#gen();
let second = seeded_rng.0.r#gen();
**random_axes = RandomAxes(first, second);
// Stop the ship and set it up to transform from its present orientation to the new one
ship.in_motion = false;
ship.target_transform = random_axes_target_alignment(&random_axes);
}
if keyboard.just_pressed(KeyCode::KeyT) {
ship.in_motion ^= true;
}
if keyboard.just_pressed(KeyCode::KeyH) {
if *instructions_viz.as_ref() == Visibility::Hidden {
**instructions_viz = Visibility::Visible;
} else {
**instructions_viz = Visibility::Hidden;
}
}
}
// Handle user mouse input for panning the camera around
fn handle_mouse(
accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
mut button_events: EventReader<MouseButtonInput>,
mut camera_transform: Single<&mut Transform, With<Camera>>,
mut mouse_pressed: ResMut<MousePressed>,
) {
// Store left-pressed state in the MousePressed resource
for button_event in button_events.read() {
if button_event.button != MouseButton::Left {
continue;
}
*mouse_pressed = MousePressed(button_event.state.is_pressed());
}
// If the mouse is not pressed, just ignore motion events
if !mouse_pressed.0 {
return;
}
if accumulated_mouse_motion.delta != Vec2::ZERO {
let displacement = accumulated_mouse_motion.delta.x;
camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(-displacement / 75.));
}
}
// Helper functions (i.e. non-system functions)
fn arrow_ends(transform: &Transform, axis: Vec3, length: f32) -> (Vec3, Vec3) {
let local_vector = length * (transform.rotation * axis);
(transform.translation, transform.translation + local_vector)
}
// This is where `Transform::align` is actually used!
// Note that the choice of `Vec3::X` and `Vec3::Y` here matches the use of those in `draw_ship_axes`.
fn random_axes_target_alignment(random_axes: &RandomAxes) -> Transform {
let RandomAxes(first, second) = random_axes;
Transform::IDENTITY.aligned_by(Vec3::NEG_Z, *first, Vec3::X, *second)
}

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//! Illustrates how to scale an object in each direction.
use std::f32::consts::PI;
use bevy::prelude::*;
// Define a component to keep information for the scaled object.
#[derive(Component)]
struct Scaling {
scale_direction: Vec3,
scale_speed: f32,
max_element_size: f32,
min_element_size: f32,
}
// Implement a simple initialization.
impl Scaling {
fn new() -> Self {
Scaling {
scale_direction: Vec3::X,
scale_speed: 2.0,
max_element_size: 5.0,
min_element_size: 1.0,
}
}
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, (change_scale_direction, scale_cube))
.run();
}
// Startup system to setup the scene and spawn all relevant entities.
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Spawn a cube to scale.
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(Color::WHITE)),
Transform::from_rotation(Quat::from_rotation_y(PI / 4.0)),
Scaling::new(),
));
// Spawn a camera looking at the entities to show what's happening in this example.
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
));
// Add a light source for better 3d visibility.
commands.spawn((
DirectionalLight::default(),
Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
// This system will check if a scaled entity went above or below the entities scaling bounds
// and change the direction of the scaling vector.
fn change_scale_direction(mut cubes: Query<(&mut Transform, &mut Scaling)>) {
for (mut transform, mut cube) in &mut cubes {
// If an entity scaled beyond the maximum of its size in any dimension
// the scaling vector is flipped so the scaling is gradually reverted.
// Additionally, to ensure the condition does not trigger again we floor the elements to
// their next full value, which should be max_element_size at max.
if transform.scale.max_element() > cube.max_element_size {
cube.scale_direction *= -1.0;
transform.scale = transform.scale.floor();
}
// If an entity scaled beyond the minimum of its size in any dimension
// the scaling vector is also flipped.
// Additionally the Values are ceiled to be min_element_size at least
// and the scale direction is flipped.
// This way the entity will change the dimension in which it is scaled any time it
// reaches its min_element_size.
if transform.scale.min_element() < cube.min_element_size {
cube.scale_direction *= -1.0;
transform.scale = transform.scale.ceil();
cube.scale_direction = cube.scale_direction.zxy();
}
}
}
// This system will scale any entity with assigned Scaling in each direction
// by cycling through the directions to scale.
fn scale_cube(mut cubes: Query<(&mut Transform, &Scaling)>, timer: Res<Time>) {
for (mut transform, cube) in &mut cubes {
transform.scale += cube.scale_direction * cube.scale_speed * timer.delta_secs();
}
}

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//! Shows multiple transformations of objects.
use std::f32::consts::PI;
use bevy::{color::palettes::basic::YELLOW, prelude::*};
// A struct for additional data of for a moving cube.
#[derive(Component)]
struct CubeState {
start_pos: Vec3,
move_speed: f32,
turn_speed: f32,
}
// A struct adding information to a scalable entity,
// that will be stationary at the center of the scene.
#[derive(Component)]
struct Center {
max_size: f32,
min_size: f32,
scale_factor: f32,
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(
Update,
(
move_cube,
rotate_cube,
scale_down_sphere_proportional_to_cube_travel_distance,
)
.chain(),
)
.run();
}
// Startup system to setup the scene and spawn all relevant entities.
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Add an object (sphere) for visualizing scaling.
commands.spawn((
Mesh3d(meshes.add(Sphere::new(3.0).mesh().ico(32).unwrap())),
MeshMaterial3d(materials.add(Color::from(YELLOW))),
Transform::from_translation(Vec3::ZERO),
Center {
max_size: 1.0,
min_size: 0.1,
scale_factor: 0.05,
},
));
// Add the cube to visualize rotation and translation.
// This cube will circle around the center_sphere
// by changing its rotation each frame and moving forward.
// Define a start transform for an orbiting cube, that's away from our central object (sphere)
// and rotate it so it will be able to move around the sphere and not towards it.
let cube_spawn =
Transform::from_translation(Vec3::Z * -10.0).with_rotation(Quat::from_rotation_y(PI / 2.));
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(Color::WHITE)),
cube_spawn,
CubeState {
start_pos: cube_spawn.translation,
move_speed: 2.0,
turn_speed: 0.2,
},
));
// Spawn a camera looking at the entities to show what's happening in this example.
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
));
// Add a light source for better 3d visibility.
commands.spawn((
DirectionalLight::default(),
Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
// This system will move the cube forward.
fn move_cube(mut cubes: Query<(&mut Transform, &mut CubeState)>, timer: Res<Time>) {
for (mut transform, cube) in &mut cubes {
// Move the cube forward smoothly at a given move_speed.
let forward = transform.forward();
transform.translation += forward * cube.move_speed * timer.delta_secs();
}
}
// This system will rotate the cube slightly towards the center_sphere.
// Due to the forward movement the resulting movement
// will be a circular motion around the center_sphere.
fn rotate_cube(
mut cubes: Query<(&mut Transform, &mut CubeState), Without<Center>>,
center_spheres: Query<&Transform, With<Center>>,
timer: Res<Time>,
) {
// Calculate the point to circle around. (The position of the center_sphere)
let mut center: Vec3 = Vec3::ZERO;
for sphere in &center_spheres {
center += sphere.translation;
}
// Update the rotation of the cube(s).
for (mut transform, cube) in &mut cubes {
// Calculate the rotation of the cube if it would be looking at the sphere in the center.
let look_at_sphere = transform.looking_at(center, *transform.local_y());
// Interpolate between the current rotation and the fully turned rotation
// when looking a the sphere, with a given turn speed to get a smooth motion.
// With higher speed the curvature of the orbit would be smaller.
let incremental_turn_weight = cube.turn_speed * timer.delta_secs();
let old_rotation = transform.rotation;
transform.rotation = old_rotation.lerp(look_at_sphere.rotation, incremental_turn_weight);
}
}
// This system will scale down the sphere in the center of the scene
// according to the traveling distance of the orbiting cube(s) from their start position(s).
fn scale_down_sphere_proportional_to_cube_travel_distance(
cubes: Query<(&Transform, &CubeState), Without<Center>>,
mut centers: Query<(&mut Transform, &Center)>,
) {
// First we need to calculate the length of between
// the current position of the orbiting cube and the spawn position.
let mut distances = 0.0;
for (cube_transform, cube_state) in &cubes {
distances += (cube_state.start_pos - cube_transform.translation).length();
}
// Now we use the calculated value to scale the sphere in the center accordingly.
for (mut transform, center) in &mut centers {
// Calculate the new size from the calculated distances and the centers scale_factor.
// Since we want to have the sphere at its max_size at the cubes spawn location we start by
// using the max_size as start value and subtract the distances scaled by a scaling factor.
let mut new_size: f32 = center.max_size - center.scale_factor * distances;
// The new size should also not be smaller than the centers min_size.
// Therefore the max value out of (new_size, center.min_size) is used.
new_size = new_size.max(center.min_size);
// Now scale the sphere uniformly in all directions using new_size.
// Here Vec3:splat is used to create a vector with new_size in x, y and z direction.
transform.scale = Vec3::splat(new_size);
}
}

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//! Illustrates how to move an object along an axis.
use bevy::prelude::*;
// Define a struct to keep some information about our entity.
// Here it's an arbitrary movement speed, the spawn location, and a maximum distance from it.
#[derive(Component)]
struct Movable {
spawn: Vec3,
max_distance: f32,
speed: f32,
}
// Implement a utility function for easier Movable struct creation.
impl Movable {
fn new(spawn: Vec3) -> Self {
Movable {
spawn,
max_distance: 5.0,
speed: 2.0,
}
}
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, move_cube)
.run();
}
// Startup system to setup the scene and spawn all relevant entities.
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Add a cube to visualize translation.
let entity_spawn = Vec3::ZERO;
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(Color::WHITE)),
Transform::from_translation(entity_spawn),
Movable::new(entity_spawn),
));
// Spawn a camera looking at the entities to show what's happening in this example.
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 10.0, 20.0).looking_at(entity_spawn, Vec3::Y),
));
// Add a light source for better 3d visibility.
commands.spawn((
DirectionalLight::default(),
Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
// This system will move all Movable entities with a Transform
fn move_cube(mut cubes: Query<(&mut Transform, &mut Movable)>, timer: Res<Time>) {
for (mut transform, mut cube) in &mut cubes {
// Check if the entity moved too far from its spawn, if so invert the moving direction.
if (cube.spawn - transform.translation).length() > cube.max_distance {
cube.speed *= -1.0;
}
let direction = transform.local_x();
transform.translation += direction * cube.speed * timer.delta_secs();
}
}