code
stringlengths
40
729k
docstring
stringlengths
22
46.3k
func_name
stringlengths
1
97
language
stringclasses
1 value
repo
stringlengths
6
48
path
stringlengths
8
176
url
stringlengths
47
228
license
stringclasses
7 values
pub fn set_physical_cursor_position(&mut self, position: Option<DVec2>) { self.internal.physical_cursor_position = position; }
Set the cursor position in this window in physical pixels. See [`WindowResolution`] for an explanation about logical/physical sizes.
set_physical_cursor_position
rust
bevyengine/bevy
crates/bevy_window/src/window.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_window/src/window.rs
Apache-2.0
pub fn set(&mut self, position: IVec2) { *self = WindowPosition::At(position); }
Set the position to a specific point.
set
rust
bevyengine/bevy
crates/bevy_window/src/window.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_window/src/window.rs
Apache-2.0
pub fn center(&mut self, monitor: MonitorSelection) { *self = WindowPosition::Centered(monitor); }
Set the window to a specific monitor.
center
rust
bevyengine/bevy
crates/bevy_window/src/window.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_window/src/window.rs
Apache-2.0
pub fn with_scale_factor_override(mut self, scale_factor_override: f32) -> Self { self.set_scale_factor_override(Some(scale_factor_override)); self }
Builder method for adding a scale factor override to the resolution.
with_scale_factor_override
rust
bevyengine/bevy
crates/bevy_window/src/window.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_window/src/window.rs
Apache-2.0
pub fn scale_factor(&self) -> f32 { self.scale_factor_override .unwrap_or_else(|| self.base_scale_factor()) }
The ratio of physical pixels to logical pixels. `physical_pixels = logical_pixels * scale_factor`
scale_factor
rust
bevyengine/bevy
crates/bevy_window/src/window.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_window/src/window.rs
Apache-2.0
pub fn take_move_request(&mut self) -> bool { core::mem::take(&mut self.drag_move_request) }
Consumes the current move request, if it exists. This should only be called by window backends.
take_move_request
rust
bevyengine/bevy
crates/bevy_window/src/window.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_window/src/window.rs
Apache-2.0
pub fn convert_system_cursor_icon(cursor_icon: SystemCursorIcon) -> winit::window::CursorIcon { match cursor_icon { SystemCursorIcon::Crosshair => winit::window::CursorIcon::Crosshair, SystemCursorIcon::Pointer => winit::window::CursorIcon::Pointer, SystemCursorIcon::Move => winit::window::CursorIcon::Move, SystemCursorIcon::Text => winit::window::CursorIcon::Text, SystemCursorIcon::Wait => winit::window::CursorIcon::Wait, SystemCursorIcon::Help => winit::window::CursorIcon::Help, SystemCursorIcon::Progress => winit::window::CursorIcon::Progress, SystemCursorIcon::NotAllowed => winit::window::CursorIcon::NotAllowed, SystemCursorIcon::ContextMenu => winit::window::CursorIcon::ContextMenu, SystemCursorIcon::Cell => winit::window::CursorIcon::Cell, SystemCursorIcon::VerticalText => winit::window::CursorIcon::VerticalText, SystemCursorIcon::Alias => winit::window::CursorIcon::Alias, SystemCursorIcon::Copy => winit::window::CursorIcon::Copy, SystemCursorIcon::NoDrop => winit::window::CursorIcon::NoDrop, SystemCursorIcon::Grab => winit::window::CursorIcon::Grab, SystemCursorIcon::Grabbing => winit::window::CursorIcon::Grabbing, SystemCursorIcon::AllScroll => winit::window::CursorIcon::AllScroll, SystemCursorIcon::ZoomIn => winit::window::CursorIcon::ZoomIn, SystemCursorIcon::ZoomOut => winit::window::CursorIcon::ZoomOut, SystemCursorIcon::EResize => winit::window::CursorIcon::EResize, SystemCursorIcon::NResize => winit::window::CursorIcon::NResize, SystemCursorIcon::NeResize => winit::window::CursorIcon::NeResize, SystemCursorIcon::NwResize => winit::window::CursorIcon::NwResize, SystemCursorIcon::SResize => winit::window::CursorIcon::SResize, SystemCursorIcon::SeResize => winit::window::CursorIcon::SeResize, SystemCursorIcon::SwResize => winit::window::CursorIcon::SwResize, SystemCursorIcon::WResize => winit::window::CursorIcon::WResize, SystemCursorIcon::EwResize => winit::window::CursorIcon::EwResize, SystemCursorIcon::NsResize => winit::window::CursorIcon::NsResize, SystemCursorIcon::NeswResize => winit::window::CursorIcon::NeswResize, SystemCursorIcon::NwseResize => winit::window::CursorIcon::NwseResize, SystemCursorIcon::ColResize => winit::window::CursorIcon::ColResize, SystemCursorIcon::RowResize => winit::window::CursorIcon::RowResize, _ => winit::window::CursorIcon::Default, } }
Converts a [`SystemCursorIcon`] to a [`winit::window::CursorIcon`].
convert_system_cursor_icon
rust
bevyengine/bevy
crates/bevy_winit/src/converters.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_winit/src/converters.rs
Apache-2.0
pub(crate) fn convert_screen_edge(edge: ScreenEdge) -> winit::platform::ios::ScreenEdge { match edge { ScreenEdge::None => winit::platform::ios::ScreenEdge::NONE, ScreenEdge::Top => winit::platform::ios::ScreenEdge::TOP, ScreenEdge::Bottom => winit::platform::ios::ScreenEdge::BOTTOM, ScreenEdge::Left => winit::platform::ios::ScreenEdge::LEFT, ScreenEdge::Right => winit::platform::ios::ScreenEdge::RIGHT, ScreenEdge::All => winit::platform::ios::ScreenEdge::ALL, } }
Converts a [`bevy_window::ScreenEdge`] to a [`winit::platform::ios::ScreenEdge`].
convert_screen_edge
rust
bevyengine/bevy
crates/bevy_winit/src/converters.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_winit/src/converters.rs
Apache-2.0
fn on_remove_cursor_icon(trigger: On<Remove, CursorIcon>, mut commands: Commands) { // Use `try_insert` to avoid panic if the window is being destroyed. commands .entity(trigger.target()) .try_insert(PendingCursor(Some(CursorSource::System( convert_system_cursor_icon(SystemCursorIcon::Default), )))); }
Resets the cursor to the default icon when `CursorIcon` is removed.
on_remove_cursor_icon
rust
bevyengine/bevy
crates/bevy_winit/src/cursor.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_winit/src/cursor.rs
Apache-2.0
pub(crate) fn extract_rgba_pixels(image: &Image) -> Option<Vec<u8>> { match image.texture_descriptor.format { TextureFormat::Rgba8Unorm | TextureFormat::Rgba8UnormSrgb | TextureFormat::Rgba8Snorm | TextureFormat::Rgba8Uint | TextureFormat::Rgba8Sint => Some(image.data.clone()?), TextureFormat::Rgba32Float => image.data.as_ref().map(|data| { data.chunks(4) .map(|chunk| { let chunk = chunk.try_into().unwrap(); let num = bytemuck::cast_ref::<[u8; 4], f32>(chunk); ops::round(num.clamp(0.0, 1.0) * 255.0) as u8 }) .collect() }), _ => None, } }
Extracts the RGBA pixel data from `image`, converting it if necessary. Only supports rgba8 and rgba32float formats.
extract_rgba_pixels
rust
bevyengine/bevy
crates/bevy_winit/src/custom_cursor.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_winit/src/custom_cursor.rs
Apache-2.0
pub(crate) fn extract_and_transform_rgba_pixels( image: &Image, flip_x: bool, flip_y: bool, rect: Rect, ) -> Option<Vec<u8>> { let image_data = extract_rgba_pixels(image)?; let width = rect.width() as usize; let height = rect.height() as usize; let mut sub_image_data = Vec::with_capacity(width * height * 4); // assuming 4 bytes per pixel (RGBA8) for y in 0..height { for x in 0..width { let src_x = if flip_x { width - 1 - x } else { x }; let src_y = if flip_y { height - 1 - y } else { y }; let index = ((rect.min.y as usize + src_y) * image.texture_descriptor.size.width as usize + (rect.min.x as usize + src_x)) * 4; sub_image_data.extend_from_slice(&image_data[index..index + 4]); } } Some(sub_image_data) }
Returns the `image` data as a `Vec<u8>` for the specified sub-region. The image is flipped along the x and y axes if `flip_x` and `flip_y` are `true`, respectively. Only supports rgba8 and rgba32float formats.
extract_and_transform_rgba_pixels
rust
bevyengine/bevy
crates/bevy_winit/src/custom_cursor.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_winit/src/custom_cursor.rs
Apache-2.0
pub(crate) fn transform_hotspot( hotspot: (u16, u16), flip_x: bool, flip_y: bool, rect: Rect, ) -> (u16, u16) { let hotspot_x = hotspot.0 as f32; let hotspot_y = hotspot.1 as f32; let (width, height) = (rect.width(), rect.height()); let hotspot_x = if flip_x { (width - 1.0).max(0.0) - hotspot_x } else { hotspot_x }; let hotspot_y = if flip_y { (height - 1.0).max(0.0) - hotspot_y } else { hotspot_y }; (hotspot_x as u16, hotspot_y as u16) }
Transforms the `hotspot` coordinates based on whether the image is flipped or not. The `rect` is used to determine the image's dimensions.
transform_hotspot
rust
bevyengine/bevy
crates/bevy_winit/src/custom_cursor.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_winit/src/custom_cursor.rs
Apache-2.0
pub fn winit_runner<T: BufferedEvent>(mut app: App, event_loop: EventLoop<T>) -> AppExit { if app.plugins_state() == PluginsState::Ready { app.finish(); app.cleanup(); } app.world_mut() .insert_resource(EventLoopProxyWrapper(event_loop.create_proxy())); let runner_state = WinitAppRunnerState::new(app); trace!("starting winit event loop"); // The winit docs mention using `spawn` instead of `run` on Wasm. // https://docs.rs/winit/latest/winit/platform/web/trait.EventLoopExtWebSys.html#tymethod.spawn_app cfg_if::cfg_if! { if #[cfg(target_arch = "wasm32")] { event_loop.spawn_app(runner_state); AppExit::Success } else { let mut runner_state = runner_state; if let Err(err) = event_loop.run_app(&mut runner_state) { error!("winit event loop returned an error: {err}"); } // If everything is working correctly then the event loop only exits after it's sent an exit code. runner_state.app_exit.unwrap_or_else(|| { error!("Failed to receive an app exit code! This is a bug"); AppExit::error() }) } } }
The default [`App::runner`] for the [`WinitPlugin`](crate::WinitPlugin) plugin. Overriding the app's [runner](bevy_app::App::runner) while using `WinitPlugin` will bypass the `EventLoop`.
winit_runner
rust
bevyengine/bevy
crates/bevy_winit/src/state.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_winit/src/state.rs
Apache-2.0
pub fn create_windows<F: QueryFilter + 'static>( event_loop: &ActiveEventLoop, ( mut commands, mut created_windows, mut window_created_events, mut handlers, accessibility_requested, monitors, ): SystemParamItem<CreateWindowParams<F>>, ) { WINIT_WINDOWS.with_borrow_mut(|winit_windows| { ACCESS_KIT_ADAPTERS.with_borrow_mut(|adapters| { for (entity, mut window, handle_holder) in &mut created_windows { if winit_windows.get_window(entity).is_some() { continue; } info!("Creating new window {} ({})", window.title.as_str(), entity); let winit_window = winit_windows.create_window( event_loop, entity, &window, adapters, &mut handlers, &accessibility_requested, &monitors, ); if let Some(theme) = winit_window.theme() { window.window_theme = Some(convert_winit_theme(theme)); } window .resolution .set_scale_factor_and_apply_to_physical_size(winit_window.scale_factor() as f32); commands.entity(entity).insert(( CachedWindow { window: window.clone(), }, WinitWindowPressedKeys::default(), )); if let Ok(handle_wrapper) = RawHandleWrapper::new(winit_window) { commands.entity(entity).insert(handle_wrapper.clone()); if let Some(handle_holder) = handle_holder { *handle_holder.0.lock().unwrap() = Some(handle_wrapper); } } #[cfg(target_arch = "wasm32")] { if window.fit_canvas_to_parent { let canvas = winit_window .canvas() .expect("window.canvas() can only be called in main thread."); let style = canvas.style(); style.set_property("width", "100%").unwrap(); style.set_property("height", "100%").unwrap(); } } #[cfg(target_os = "ios")] { winit_window.recognize_pinch_gesture(window.recognize_pinch_gesture); winit_window.recognize_rotation_gesture(window.recognize_rotation_gesture); winit_window.recognize_doubletap_gesture(window.recognize_doubletap_gesture); if let Some((min, max)) = window.recognize_pan_gesture { winit_window.recognize_pan_gesture(true, min, max); } else { winit_window.recognize_pan_gesture(false, 0, 0); } } window_created_events.write(WindowCreated { window: entity }); } }); }); }
Creates new windows on the [`winit`] backend for each entity with a newly-added [`Window`] component. If any of these entities are missing required components, those will be added with their default values.
create_windows
rust
bevyengine/bevy
crates/bevy_winit/src/system.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_winit/src/system.rs
Apache-2.0
pub(crate) fn check_keyboard_focus_lost( mut focus_events: EventReader<WindowFocused>, mut keyboard_focus: EventWriter<KeyboardFocusLost>, mut keyboard_input: EventWriter<KeyboardInput>, mut window_events: EventWriter<WindowEvent>, mut q_windows: Query<&mut WinitWindowPressedKeys>, ) { let mut focus_lost = vec![]; let mut focus_gained = false; for e in focus_events.read() { if e.focused { focus_gained = true; } else { focus_lost.push(e.window); } } if !focus_gained { if !focus_lost.is_empty() { window_events.write(WindowEvent::KeyboardFocusLost(KeyboardFocusLost)); keyboard_focus.write(KeyboardFocusLost); } for window in focus_lost { let Ok(mut pressed_keys) = q_windows.get_mut(window) else { continue; }; for (key_code, logical_key) in pressed_keys.0.drain() { let event = KeyboardInput { key_code, logical_key, state: bevy_input::ButtonState::Released, repeat: false, window, text: None, }; window_events.write(WindowEvent::KeyboardInput(event.clone())); keyboard_input.write(event); } } } }
Check whether keyboard focus was lost. This is different from window focus in that swapping between Bevy windows keeps window focus.
check_keyboard_focus_lost
rust
bevyengine/bevy
crates/bevy_winit/src/system.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_winit/src/system.rs
Apache-2.0
pub fn create_monitors( event_loop: &ActiveEventLoop, (mut commands, mut monitors): SystemParamItem<CreateMonitorParams>, ) { let primary_monitor = event_loop.primary_monitor(); let mut seen_monitors = vec![false; monitors.monitors.len()]; 'outer: for monitor in event_loop.available_monitors() { for (idx, (m, _)) in monitors.monitors.iter().enumerate() { if &monitor == m { seen_monitors[idx] = true; continue 'outer; } } let size = monitor.size(); let position = monitor.position(); let entity = commands .spawn(Monitor { name: monitor.name(), physical_height: size.height, physical_width: size.width, physical_position: IVec2::new(position.x, position.y), refresh_rate_millihertz: monitor.refresh_rate_millihertz(), scale_factor: monitor.scale_factor(), video_modes: monitor .video_modes() .map(|v| { let size = v.size(); VideoMode { physical_size: UVec2::new(size.width, size.height), bit_depth: v.bit_depth(), refresh_rate_millihertz: v.refresh_rate_millihertz(), } }) .collect(), }) .id(); if primary_monitor.as_ref() == Some(&monitor) { commands.entity(entity).insert(PrimaryMonitor); } seen_monitors.push(true); monitors.monitors.push((monitor, entity)); } let mut idx = 0; monitors.monitors.retain(|(_m, entity)| { if seen_monitors[idx] { idx += 1; true } else { info!("Monitor removed {}", entity); commands.entity(*entity).despawn(); idx += 1; false } }); }
Synchronize available monitors as reported by [`winit`] with [`Monitor`] entities in the world.
create_monitors
rust
bevyengine/bevy
crates/bevy_winit/src/system.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_winit/src/system.rs
Apache-2.0
pub(crate) fn changed_windows( mut changed_windows: Query<(Entity, &mut Window, &mut CachedWindow), Changed<Window>>, monitors: Res<WinitMonitors>, mut window_resized: EventWriter<WindowResized>, _non_send_marker: NonSendMarker, ) { WINIT_WINDOWS.with_borrow(|winit_windows| { for (entity, mut window, mut cache) in &mut changed_windows { let Some(winit_window) = winit_windows.get_window(entity) else { continue; }; if window.title != cache.window.title { winit_window.set_title(window.title.as_str()); } if window.mode != cache.window.mode { let new_mode = match window.mode { WindowMode::BorderlessFullscreen(monitor_selection) => { Some(Some(winit::window::Fullscreen::Borderless(select_monitor( &monitors, winit_window.primary_monitor(), winit_window.current_monitor(), &monitor_selection, )))) } WindowMode::Fullscreen(monitor_selection, video_mode_selection) => { let monitor = &select_monitor( &monitors, winit_window.primary_monitor(), winit_window.current_monitor(), &monitor_selection, ) .unwrap_or_else(|| { panic!("Could not find monitor for {:?}", monitor_selection) }); if let Some(video_mode) = get_selected_videomode(monitor, &video_mode_selection) { Some(Some(winit::window::Fullscreen::Exclusive(video_mode))) } else { warn!( "Could not find valid fullscreen video mode for {:?} {:?}", monitor_selection, video_mode_selection ); None } } WindowMode::Windowed => Some(None), }; if let Some(new_mode) = new_mode { if winit_window.fullscreen() != new_mode { winit_window.set_fullscreen(new_mode); } } } if window.resolution != cache.window.resolution { let mut physical_size = PhysicalSize::new( window.resolution.physical_width(), window.resolution.physical_height(), ); let cached_physical_size = PhysicalSize::new( cache.window.physical_width(), cache.window.physical_height(), ); let base_scale_factor = window.resolution.base_scale_factor(); // Note: this may be different from `winit`'s base scale factor if // `scale_factor_override` is set to Some(f32) let scale_factor = window.scale_factor(); let cached_scale_factor = cache.window.scale_factor(); // Check and update `winit`'s physical size only if the window is not maximized if scale_factor != cached_scale_factor && !winit_window.is_maximized() { let logical_size = if let Some(cached_factor) = cache.window.resolution.scale_factor_override() { physical_size.to_logical::<f32>(cached_factor as f64) } else { physical_size.to_logical::<f32>(base_scale_factor as f64) }; // Scale factor changed, updating physical and logical size if let Some(forced_factor) = window.resolution.scale_factor_override() { // This window is overriding the OS-suggested DPI, so its physical size // should be set based on the overriding value. Its logical size already // incorporates any resize constraints. physical_size = logical_size.to_physical::<u32>(forced_factor as f64); } else { physical_size = logical_size.to_physical::<u32>(base_scale_factor as f64); } } if physical_size != cached_physical_size { if let Some(new_physical_size) = winit_window.request_inner_size(physical_size) { react_to_resize(entity, &mut window, new_physical_size, &mut window_resized); } } } if window.physical_cursor_position() != cache.window.physical_cursor_position() { if let Some(physical_position) = window.physical_cursor_position() { let position = PhysicalPosition::new(physical_position.x, physical_position.y); if let Err(err) = winit_window.set_cursor_position(position) { error!("could not set cursor position: {}", err); } } } if window.cursor_options.grab_mode != cache.window.cursor_options.grab_mode && crate::winit_windows::attempt_grab(winit_window, window.cursor_options.grab_mode) .is_err() { window.cursor_options.grab_mode = cache.window.cursor_options.grab_mode; } if window.cursor_options.visible != cache.window.cursor_options.visible { winit_window.set_cursor_visible(window.cursor_options.visible); } if window.cursor_options.hit_test != cache.window.cursor_options.hit_test { if let Err(err) = winit_window.set_cursor_hittest(window.cursor_options.hit_test) { window.cursor_options.hit_test = cache.window.cursor_options.hit_test; warn!( "Could not set cursor hit test for window {}: {}", window.title, err ); } } if window.decorations != cache.window.decorations && window.decorations != winit_window.is_decorated() { winit_window.set_decorations(window.decorations); } if window.resizable != cache.window.resizable && window.resizable != winit_window.is_resizable() { winit_window.set_resizable(window.resizable); } if window.enabled_buttons != cache.window.enabled_buttons { winit_window.set_enabled_buttons(convert_enabled_buttons(window.enabled_buttons)); } if window.resize_constraints != cache.window.resize_constraints { let constraints = window.resize_constraints.check_constraints(); let min_inner_size = LogicalSize { width: constraints.min_width, height: constraints.min_height, }; let max_inner_size = LogicalSize { width: constraints.max_width, height: constraints.max_height, }; winit_window.set_min_inner_size(Some(min_inner_size)); if constraints.max_width.is_finite() && constraints.max_height.is_finite() { winit_window.set_max_inner_size(Some(max_inner_size)); } } if window.position != cache.window.position { if let Some(position) = crate::winit_window_position( &window.position, &window.resolution, &monitors, winit_window.primary_monitor(), winit_window.current_monitor(), ) { let should_set = match winit_window.outer_position() { Ok(current_position) => current_position != position, _ => true, }; if should_set { winit_window.set_outer_position(position); } } } if let Some(maximized) = window.internal.take_maximize_request() { winit_window.set_maximized(maximized); } if let Some(minimized) = window.internal.take_minimize_request() { winit_window.set_minimized(minimized); } if window.internal.take_move_request() { if let Err(e) = winit_window.drag_window() { warn!("Winit returned an error while attempting to drag the window: {e}"); } } if let Some(resize_direction) = window.internal.take_resize_request() { if let Err(e) = winit_window.drag_resize_window(convert_resize_direction(resize_direction)) { warn!("Winit returned an error while attempting to drag resize the window: {e}"); } } if window.focused != cache.window.focused && window.focused { winit_window.focus_window(); } if window.window_level != cache.window.window_level { winit_window.set_window_level(convert_window_level(window.window_level)); } // Currently unsupported changes if window.transparent != cache.window.transparent { window.transparent = cache.window.transparent; warn!("Winit does not currently support updating transparency after window creation."); } #[cfg(target_arch = "wasm32")] if window.canvas != cache.window.canvas { window.canvas.clone_from(&cache.window.canvas); warn!( "Bevy currently doesn't support modifying the window canvas after initialization." ); } if window.ime_enabled != cache.window.ime_enabled { winit_window.set_ime_allowed(window.ime_enabled); } if window.ime_position != cache.window.ime_position { winit_window.set_ime_cursor_area( LogicalPosition::new(window.ime_position.x, window.ime_position.y), PhysicalSize::new(10, 10), ); } if window.window_theme != cache.window.window_theme { winit_window.set_theme(window.window_theme.map(convert_window_theme)); } if window.visible != cache.window.visible { winit_window.set_visible(window.visible); } #[cfg(target_os = "ios")] { if window.recognize_pinch_gesture != cache.window.recognize_pinch_gesture { winit_window.recognize_pinch_gesture(window.recognize_pinch_gesture); } if window.recognize_rotation_gesture != cache.window.recognize_rotation_gesture { winit_window.recognize_rotation_gesture(window.recognize_rotation_gesture); } if window.recognize_doubletap_gesture != cache.window.recognize_doubletap_gesture { winit_window.recognize_doubletap_gesture(window.recognize_doubletap_gesture); } if window.recognize_pan_gesture != cache.window.recognize_pan_gesture { match ( window.recognize_pan_gesture, cache.window.recognize_pan_gesture, ) { (Some(_), Some(_)) => { warn!("Bevy currently doesn't support modifying PanGesture number of fingers recognition. Please disable it before re-enabling it with the new number of fingers"); } (Some((min, max)), _) => winit_window.recognize_pan_gesture(true, min, max), _ => winit_window.recognize_pan_gesture(false, 0, 0), } } if window.prefers_home_indicator_hidden != cache.window.prefers_home_indicator_hidden { winit_window .set_prefers_home_indicator_hidden(window.prefers_home_indicator_hidden); } if window.prefers_status_bar_hidden != cache.window.prefers_status_bar_hidden { winit_window.set_prefers_status_bar_hidden(window.prefers_status_bar_hidden); } if window.preferred_screen_edges_deferring_system_gestures != cache .window .preferred_screen_edges_deferring_system_gestures { use crate::converters::convert_screen_edge; let preferred_edge = convert_screen_edge(window.preferred_screen_edges_deferring_system_gestures); winit_window.set_preferred_screen_edges_deferring_system_gestures(preferred_edge); } } cache.window = window.clone(); } }); }
Propagates changes from [`Window`] entities to the [`winit`] backend. # Notes - [`Window::present_mode`] and [`Window::composite_alpha_mode`] changes are handled by the `bevy_render` crate. - [`Window::transparent`] cannot be changed after the window is created. - [`Window::canvas`] cannot be changed after the window is created. - [`Window::focused`] cannot be manually changed to `false` after the window is created.
changed_windows
rust
bevyengine/bevy
crates/bevy_winit/src/system.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_winit/src/system.rs
Apache-2.0
pub fn game() -> Self { WinitSettings { focused_mode: UpdateMode::Continuous, unfocused_mode: UpdateMode::reactive_low_power(Duration::from_secs_f64(1.0 / 60.0)), /* 60Hz, */ } }
Default settings for games. [`Continuous`](UpdateMode::Continuous) if windows have focus, [`reactive_low_power`](UpdateMode::reactive_low_power) otherwise.
game
rust
bevyengine/bevy
crates/bevy_winit/src/winit_config.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_winit/src/winit_config.rs
Apache-2.0
pub fn desktop_app() -> Self { WinitSettings { focused_mode: UpdateMode::reactive(Duration::from_secs(5)), unfocused_mode: UpdateMode::reactive_low_power(Duration::from_secs(60)), } }
Default settings for desktop applications. [`Reactive`](UpdateMode::Reactive) if windows have focus, [`reactive_low_power`](UpdateMode::reactive_low_power) otherwise. Use the [`EventLoopProxy`](crate::EventLoopProxy) to request a redraw from outside bevy.
desktop_app
rust
bevyengine/bevy
crates/bevy_winit/src/winit_config.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_winit/src/winit_config.rs
Apache-2.0
pub fn mobile() -> Self { WinitSettings { focused_mode: UpdateMode::reactive(Duration::from_secs_f32(1.0 / 60.0)), unfocused_mode: UpdateMode::reactive_low_power(Duration::from_secs(1)), } }
Default settings for mobile. [`Reactive`](UpdateMode::Reactive) if windows have focus, [`reactive_low_power`](UpdateMode::reactive_low_power) otherwise. Use the [`EventLoopProxy`](crate::EventLoopProxy) to request a redraw from outside bevy.
mobile
rust
bevyengine/bevy
crates/bevy_winit/src/winit_config.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_winit/src/winit_config.rs
Apache-2.0
pub fn update_mode(&self, focused: bool) -> UpdateMode { match focused { true => self.focused_mode, false => self.unfocused_mode, } }
Returns the current [`UpdateMode`]. **Note:** The output depends on whether the window has focus or not.
update_mode
rust
bevyengine/bevy
crates/bevy_winit/src/winit_config.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_winit/src/winit_config.rs
Apache-2.0
pub fn reactive(wait: Duration) -> Self { Self::Reactive { wait, react_to_device_events: true, react_to_user_events: true, react_to_window_events: true, } }
Reactive mode, will update the app for any kind of event
reactive
rust
bevyengine/bevy
crates/bevy_winit/src/winit_config.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_winit/src/winit_config.rs
Apache-2.0
pub fn reactive_low_power(wait: Duration) -> Self { Self::Reactive { wait, react_to_device_events: false, react_to_user_events: true, react_to_window_events: true, } }
Low power mode Unlike [`Reactive`](`UpdateMode::reactive()`), this will ignore events that don't come from interacting with a window, like [`MouseMotion`](winit::event::DeviceEvent::MouseMotion). Use this if, for example, you only want your app to update when the mouse cursor is moving over a window, not just moving in general. This can greatly reduce power consumption.
reactive_low_power
rust
bevyengine/bevy
crates/bevy_winit/src/winit_config.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_winit/src/winit_config.rs
Apache-2.0
pub fn create_window( &mut self, event_loop: &ActiveEventLoop, entity: Entity, window: &Window, adapters: &mut AccessKitAdapters, handlers: &mut WinitActionRequestHandlers, accessibility_requested: &AccessibilityRequested, monitors: &WinitMonitors, ) -> &WindowWrapper<WinitWindow> { let mut winit_window_attributes = WinitWindow::default_attributes(); // Due to a UIA limitation, winit windows need to be invisible for the // AccessKit adapter is initialized. winit_window_attributes = winit_window_attributes.with_visible(false); let maybe_selected_monitor = &match window.mode { WindowMode::BorderlessFullscreen(monitor_selection) | WindowMode::Fullscreen(monitor_selection, _) => select_monitor( monitors, event_loop.primary_monitor(), None, &monitor_selection, ), WindowMode::Windowed => None, }; winit_window_attributes = match window.mode { WindowMode::BorderlessFullscreen(_) => winit_window_attributes .with_fullscreen(Some(Fullscreen::Borderless(maybe_selected_monitor.clone()))), WindowMode::Fullscreen(monitor_selection, video_mode_selection) => { let select_monitor = &maybe_selected_monitor .clone() .expect("Unable to get monitor."); if let Some(video_mode) = get_selected_videomode(select_monitor, &video_mode_selection) { winit_window_attributes.with_fullscreen(Some(Fullscreen::Exclusive(video_mode))) } else { warn!( "Could not find valid fullscreen video mode for {:?} {:?}", monitor_selection, video_mode_selection ); winit_window_attributes } } WindowMode::Windowed => { if let Some(position) = winit_window_position( &window.position, &window.resolution, monitors, event_loop.primary_monitor(), None, ) { winit_window_attributes = winit_window_attributes.with_position(position); } let logical_size = LogicalSize::new(window.width(), window.height()); if let Some(sf) = window.resolution.scale_factor_override() { let inner_size = logical_size.to_physical::<f64>(sf.into()); winit_window_attributes.with_inner_size(inner_size) } else { winit_window_attributes.with_inner_size(logical_size) } } }; // It's crucial to avoid setting the window's final visibility here; // as explained above, the window must be invisible until the AccessKit // adapter is created. winit_window_attributes = winit_window_attributes .with_window_level(convert_window_level(window.window_level)) .with_theme(window.window_theme.map(convert_window_theme)) .with_resizable(window.resizable) .with_enabled_buttons(convert_enabled_buttons(window.enabled_buttons)) .with_decorations(window.decorations) .with_transparent(window.transparent) .with_active(window.focused); #[cfg(target_os = "windows")] { use winit::platform::windows::WindowAttributesExtWindows; winit_window_attributes = winit_window_attributes.with_skip_taskbar(window.skip_taskbar); winit_window_attributes = winit_window_attributes.with_clip_children(window.clip_children); } #[cfg(target_os = "macos")] { use winit::platform::macos::WindowAttributesExtMacOS; winit_window_attributes = winit_window_attributes .with_movable_by_window_background(window.movable_by_window_background) .with_fullsize_content_view(window.fullsize_content_view) .with_has_shadow(window.has_shadow) .with_titlebar_hidden(!window.titlebar_shown) .with_titlebar_transparent(window.titlebar_transparent) .with_title_hidden(!window.titlebar_show_title) .with_titlebar_buttons_hidden(!window.titlebar_show_buttons); } #[cfg(target_os = "ios")] { use crate::converters::convert_screen_edge; use winit::platform::ios::WindowAttributesExtIOS; let preferred_edge = convert_screen_edge(window.preferred_screen_edges_deferring_system_gestures); winit_window_attributes = winit_window_attributes .with_preferred_screen_edges_deferring_system_gestures(preferred_edge); winit_window_attributes = winit_window_attributes .with_prefers_home_indicator_hidden(window.prefers_home_indicator_hidden); winit_window_attributes = winit_window_attributes .with_prefers_status_bar_hidden(window.prefers_status_bar_hidden); } let display_info = DisplayInfo { window_physical_resolution: ( window.resolution.physical_width(), window.resolution.physical_height(), ), window_logical_resolution: (window.resolution.width(), window.resolution.height()), monitor_name: maybe_selected_monitor .as_ref() .and_then(MonitorHandle::name), scale_factor: maybe_selected_monitor .as_ref() .map(MonitorHandle::scale_factor), refresh_rate_millihertz: maybe_selected_monitor .as_ref() .and_then(MonitorHandle::refresh_rate_millihertz), }; bevy_log::debug!("{display_info}"); #[cfg(any( target_os = "linux", target_os = "dragonfly", target_os = "freebsd", target_os = "netbsd", target_os = "openbsd", target_os = "windows" ))] if let Some(name) = &window.name { #[cfg(all( feature = "wayland", any( target_os = "linux", target_os = "dragonfly", target_os = "freebsd", target_os = "netbsd", target_os = "openbsd" ) ))] { winit_window_attributes = winit::platform::wayland::WindowAttributesExtWayland::with_name( winit_window_attributes, name.clone(), "", ); } #[cfg(all( feature = "x11", any( target_os = "linux", target_os = "dragonfly", target_os = "freebsd", target_os = "netbsd", target_os = "openbsd" ) ))] { winit_window_attributes = winit::platform::x11::WindowAttributesExtX11::with_name( winit_window_attributes, name.clone(), "", ); } #[cfg(target_os = "windows")] { winit_window_attributes = winit::platform::windows::WindowAttributesExtWindows::with_class_name( winit_window_attributes, name.clone(), ); } } let constraints = window.resize_constraints.check_constraints(); let min_inner_size = LogicalSize { width: constraints.min_width, height: constraints.min_height, }; let max_inner_size = LogicalSize { width: constraints.max_width, height: constraints.max_height, }; let winit_window_attributes = if constraints.max_width.is_finite() && constraints.max_height.is_finite() { winit_window_attributes .with_min_inner_size(min_inner_size) .with_max_inner_size(max_inner_size) } else { winit_window_attributes.with_min_inner_size(min_inner_size) }; #[expect(clippy::allow_attributes, reason = "`unused_mut` is not always linted")] #[allow( unused_mut, reason = "This variable needs to be mutable if `cfg(target_arch = \"wasm32\")`" )] let mut winit_window_attributes = winit_window_attributes.with_title(window.title.as_str()); #[cfg(target_arch = "wasm32")] { use wasm_bindgen::JsCast; use winit::platform::web::WindowAttributesExtWebSys; if let Some(selector) = &window.canvas { let window = web_sys::window().unwrap(); let document = window.document().unwrap(); let canvas = document .query_selector(selector) .expect("Cannot query for canvas element."); if let Some(canvas) = canvas { let canvas = canvas.dyn_into::<web_sys::HtmlCanvasElement>().ok(); winit_window_attributes = winit_window_attributes.with_canvas(canvas); } else { panic!("Cannot find element: {}.", selector); } } winit_window_attributes = winit_window_attributes.with_prevent_default(window.prevent_default_event_handling); winit_window_attributes = winit_window_attributes.with_append(true); } let winit_window = event_loop.create_window(winit_window_attributes).unwrap(); let name = window.title.clone(); prepare_accessibility_for_window( event_loop, &winit_window, entity, name, accessibility_requested.clone(), adapters, handlers, ); // Now that the AccessKit adapter is created, it's safe to show // the window. winit_window.set_visible(window.visible); // Do not set the grab mode on window creation if it's none. It can fail on mobile. if window.cursor_options.grab_mode != CursorGrabMode::None { let _ = attempt_grab(&winit_window, window.cursor_options.grab_mode); } winit_window.set_cursor_visible(window.cursor_options.visible); // Do not set the cursor hittest on window creation if it's false, as it will always fail on // some platforms and log an unfixable warning. if !window.cursor_options.hit_test { if let Err(err) = winit_window.set_cursor_hittest(window.cursor_options.hit_test) { warn!( "Could not set cursor hit test for window {}: {}", window.title, err ); } } self.entity_to_winit.insert(entity, winit_window.id()); self.winit_to_entity.insert(winit_window.id(), entity); self.windows .entry(winit_window.id()) .insert(WindowWrapper::new(winit_window)) .into_mut() }
Creates a `winit` window and associates it with our entity.
create_window
rust
bevyengine/bevy
crates/bevy_winit/src/winit_windows.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_winit/src/winit_windows.rs
Apache-2.0
pub fn get_window(&self, entity: Entity) -> Option<&WindowWrapper<WinitWindow>> { self.entity_to_winit .get(&entity) .and_then(|winit_id| self.windows.get(winit_id)) }
Get the winit window that is associated with our entity.
get_window
rust
bevyengine/bevy
crates/bevy_winit/src/winit_windows.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_winit/src/winit_windows.rs
Apache-2.0
pub fn remove_window(&mut self, entity: Entity) -> Option<WindowWrapper<WinitWindow>> { let winit_id = self.entity_to_winit.remove(&entity)?; self.winit_to_entity.remove(&winit_id); self.windows.remove(&winit_id) }
Remove a window from winit. This should mostly just be called when the window is closing.
remove_window
rust
bevyengine/bevy
crates/bevy_winit/src/winit_windows.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_winit/src/winit_windows.rs
Apache-2.0
pub fn get_selected_videomode( monitor: &MonitorHandle, selection: &VideoModeSelection, ) -> Option<VideoModeHandle> { match selection { VideoModeSelection::Current => get_current_videomode(monitor), VideoModeSelection::Specific(specified) => monitor.video_modes().find(|mode| { mode.size().width == specified.physical_size.x && mode.size().height == specified.physical_size.y && mode.refresh_rate_millihertz() == specified.refresh_rate_millihertz && mode.bit_depth() == specified.bit_depth }), } }
Returns some [`winit::monitor::VideoModeHandle`] given a [`MonitorHandle`] and a [`VideoModeSelection`] or None if no valid matching video mode was found.
get_selected_videomode
rust
bevyengine/bevy
crates/bevy_winit/src/winit_windows.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_winit/src/winit_windows.rs
Apache-2.0
fn get_current_videomode(monitor: &MonitorHandle) -> Option<VideoModeHandle> { monitor .video_modes() .filter(|mode| { mode.size() == monitor.size() && Some(mode.refresh_rate_millihertz()) == monitor.refresh_rate_millihertz() }) .max_by_key(VideoModeHandle::bit_depth) }
Gets a monitor's current video-mode. TODO: When Winit 0.31 releases this function can be removed and replaced with `MonitorHandle::current_video_mode()`
get_current_videomode
rust
bevyengine/bevy
crates/bevy_winit/src/winit_windows.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_winit/src/winit_windows.rs
Apache-2.0
pub fn select_monitor( monitors: &WinitMonitors, primary_monitor: Option<MonitorHandle>, current_monitor: Option<MonitorHandle>, monitor_selection: &MonitorSelection, ) -> Option<MonitorHandle> { use bevy_window::MonitorSelection::*; match monitor_selection { Current => { if current_monitor.is_none() { warn!("Can't select current monitor on window creation or cannot find current monitor!"); } current_monitor } Primary => primary_monitor, Index(n) => monitors.nth(*n), Entity(entity) => monitors.find_entity(*entity), } }
Selects a monitor based on the given [`MonitorSelection`].
select_monitor
rust
bevyengine/bevy
crates/bevy_winit/src/winit_windows.rs
https://github.com/bevyengine/bevy/blob/master/crates/bevy_winit/src/winit_windows.rs
Apache-2.0
fn draw( my_handle: Res<MyProcGenImage>, mut images: ResMut<Assets<Image>>, // Used to keep track of where we are mut i: Local<u32>, mut draw_color: Local<Color>, mut seeded_rng: ResMut<SeededRng>, ) { if *i == 0 { // Generate a random color on first run. *draw_color = Color::linear_rgb( seeded_rng.0.r#gen(), seeded_rng.0.r#gen(), seeded_rng.0.r#gen(), ); } // Get the image from Bevy's asset storage. let image = images.get_mut(&my_handle.0).expect("Image not found"); // Compute the position of the pixel to draw. let center = Vec2::new(IMAGE_WIDTH as f32 / 2.0, IMAGE_HEIGHT as f32 / 2.0); let max_radius = IMAGE_HEIGHT.min(IMAGE_WIDTH) as f32 / 2.0; let rot_speed = 0.0123; let period = 0.12345; let r = ops::sin(*i as f32 * period) * max_radius; let xy = Vec2::from_angle(*i as f32 * rot_speed) * r + center; let (x, y) = (xy.x as u32, xy.y as u32); // Get the old color of that pixel. let old_color = image.get_color_at(x, y).unwrap(); // If the old color is our current color, change our drawing color. let tolerance = 1.0 / 255.0; if old_color.distance(&draw_color) <= tolerance { *draw_color = Color::linear_rgb( seeded_rng.0.r#gen(), seeded_rng.0.r#gen(), seeded_rng.0.r#gen(), ); } // Set the new color, but keep old alpha value from image. image .set_color_at(x, y, draw_color.with_alpha(old_color.alpha())) .unwrap(); *i += 1; }
Every fixed update tick, draw one more pixel to make a spiral pattern
draw
rust
bevyengine/bevy
examples/2d/cpu_draw.rs
https://github.com/bevyengine/bevy/blob/master/examples/2d/cpu_draw.rs
Apache-2.0
pub fn extract_colored_mesh2d( mut commands: Commands, mut previous_len: Local<usize>, // When extracting, you must use `Extract` to mark the `SystemParam`s // which should be taken from the main world. query: Extract< Query< ( Entity, RenderEntity, &ViewVisibility, &GlobalTransform, &Mesh2d, ), With<ColoredMesh2d>, >, >, mut render_mesh_instances: ResMut<RenderColoredMesh2dInstances>, ) { let mut values = Vec::with_capacity(*previous_len); for (entity, render_entity, view_visibility, transform, handle) in &query { if !view_visibility.get() { continue; } let transforms = Mesh2dTransforms { world_from_local: (&transform.affine()).into(), flags: MeshFlags::empty().bits(), }; values.push((render_entity, ColoredMesh2d)); render_mesh_instances.insert( entity.into(), RenderMesh2dInstance { mesh_asset_id: handle.0.id(), transforms, material_bind_group_id: Material2dBindGroupId::default(), automatic_batching: false, tag: 0, }, ); } *previous_len = values.len(); commands.try_insert_batch(values); }
Extract the [`ColoredMesh2d`] marker component into the render app
extract_colored_mesh2d
rust
bevyengine/bevy
examples/2d/mesh2d_manual.rs
https://github.com/bevyengine/bevy/blob/master/examples/2d/mesh2d_manual.rs
Apache-2.0
pub fn queue_colored_mesh2d( transparent_draw_functions: Res<DrawFunctions<Transparent2d>>, colored_mesh2d_pipeline: Res<ColoredMesh2dPipeline>, mut pipelines: ResMut<SpecializedRenderPipelines<ColoredMesh2dPipeline>>, pipeline_cache: Res<PipelineCache>, render_meshes: Res<RenderAssets<RenderMesh>>, render_mesh_instances: Res<RenderColoredMesh2dInstances>, mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent2d>>, views: Query<(&RenderVisibleEntities, &ExtractedView, &Msaa)>, ) { if render_mesh_instances.is_empty() { return; } // Iterate each view (a camera is a view) for (visible_entities, view, msaa) in &views { let Some(transparent_phase) = transparent_render_phases.get_mut(&view.retained_view_entity) else { continue; }; let draw_colored_mesh2d = transparent_draw_functions.read().id::<DrawColoredMesh2d>(); let mesh_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples()) | Mesh2dPipelineKey::from_hdr(view.hdr); // Queue all entities visible to that view for (render_entity, visible_entity) in visible_entities.iter::<Mesh2d>() { if let Some(mesh_instance) = render_mesh_instances.get(visible_entity) { let mesh2d_handle = mesh_instance.mesh_asset_id; let mesh2d_transforms = &mesh_instance.transforms; // Get our specialized pipeline let mut mesh2d_key = mesh_key; let Some(mesh) = render_meshes.get(mesh2d_handle) else { continue; }; mesh2d_key |= Mesh2dPipelineKey::from_primitive_topology(mesh.primitive_topology()); let pipeline_id = pipelines.specialize(&pipeline_cache, &colored_mesh2d_pipeline, mesh2d_key); let mesh_z = mesh2d_transforms.world_from_local.translation.z; transparent_phase.add(Transparent2d { entity: (*render_entity, *visible_entity), draw_function: draw_colored_mesh2d, pipeline: pipeline_id, // The 2d render items are sorted according to their z value before rendering, // in order to get correct transparency sort_key: FloatOrd(mesh_z), // This material is not batched batch_range: 0..1, extra_index: PhaseItemExtraIndex::None, extracted_index: usize::MAX, indexed: mesh.indexed(), }); } } } }
Queue the 2d meshes marked with [`ColoredMesh2d`] using our custom pipeline and draw function
queue_colored_mesh2d
rust
bevyengine/bevy
examples/2d/mesh2d_manual.rs
https://github.com/bevyengine/bevy/blob/master/examples/2d/mesh2d_manual.rs
Apache-2.0
fn sprite_movement(time: Res<Time>, mut sprite_position: Query<(&mut Direction, &mut Transform)>) { for (mut logo, mut transform) in &mut sprite_position { match *logo { Direction::Right => transform.translation.x += 150. * time.delta_secs(), Direction::Left => transform.translation.x -= 150. * time.delta_secs(), } if transform.translation.x > 200. { *logo = Direction::Left; } else if transform.translation.x < -200. { *logo = Direction::Right; } } }
The sprite is animated by changing its translation depending on the time that has passed since the last frame.
sprite_movement
rust
bevyengine/bevy
examples/2d/move_sprite.rs
https://github.com/bevyengine/bevy/blob/master/examples/2d/move_sprite.rs
Apache-2.0
fn setup_mesh( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<ColorMaterial>>, ) { commands.spawn(( Mesh2d(meshes.add(Capsule2d::default())), MeshMaterial2d(materials.add(Color::BLACK)), Transform::from_xyz(25., 0., 2.).with_scale(Vec3::splat(32.)), Rotate, PIXEL_PERFECT_LAYERS, )); }
Spawns a capsule mesh on the pixel-perfect layer.
setup_mesh
rust
bevyengine/bevy
examples/2d/pixel_grid_snap.rs
https://github.com/bevyengine/bevy/blob/master/examples/2d/pixel_grid_snap.rs
Apache-2.0
fn rotate(time: Res<Time>, mut transforms: Query<&mut Transform, With<Rotate>>) { for mut transform in &mut transforms { let dt = time.delta_secs(); transform.rotate_z(dt); } }
Rotates entities to demonstrate grid snapping.
rotate
rust
bevyengine/bevy
examples/2d/pixel_grid_snap.rs
https://github.com/bevyengine/bevy/blob/master/examples/2d/pixel_grid_snap.rs
Apache-2.0
fn fit_canvas( mut resize_events: EventReader<WindowResized>, mut projection: Single<&mut Projection, With<OuterCamera>>, ) { let Projection::Orthographic(projection) = &mut **projection else { return; }; for event in resize_events.read() { let h_scale = event.width / RES_WIDTH as f32; let v_scale = event.height / RES_HEIGHT as f32; projection.scale = 1. / h_scale.min(v_scale).round(); } }
Scales camera projection to fit the window (integer multiples only).
fit_canvas
rust
bevyengine/bevy
examples/2d/pixel_grid_snap.rs
https://github.com/bevyengine/bevy/blob/master/examples/2d/pixel_grid_snap.rs
Apache-2.0
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { let ship_handle = asset_server.load("textures/simplespace/ship_C.png"); let enemy_a_handle = asset_server.load("textures/simplespace/enemy_A.png"); let enemy_b_handle = asset_server.load("textures/simplespace/enemy_B.png"); commands.spawn(Camera2d); // Create a minimal UI explaining how to interact with the example commands.spawn(( Text::new("Up Arrow: Move Forward\nLeft / Right Arrow: Turn"), Node { position_type: PositionType::Absolute, top: Val::Px(12.0), left: Val::Px(12.0), ..default() }, )); let horizontal_margin = BOUNDS.x / 4.0; let vertical_margin = BOUNDS.y / 4.0; // Player controlled ship commands.spawn(( Sprite::from_image(ship_handle), Player { movement_speed: 500.0, // Meters per second rotation_speed: f32::to_radians(360.0), // Degrees per second }, )); // Enemy that snaps to face the player spawns on the bottom and left commands.spawn(( Sprite::from_image(enemy_a_handle.clone()), Transform::from_xyz(0.0 - horizontal_margin, 0.0, 0.0), SnapToPlayer, )); commands.spawn(( Sprite::from_image(enemy_a_handle), Transform::from_xyz(0.0, 0.0 - vertical_margin, 0.0), SnapToPlayer, )); // Enemy that rotates to face the player enemy spawns on the top and right commands.spawn(( Sprite::from_image(enemy_b_handle.clone()), Transform::from_xyz(0.0 + horizontal_margin, 0.0, 0.0), RotateToPlayer { rotation_speed: f32::to_radians(45.0), // Degrees per second }, )); commands.spawn(( Sprite::from_image(enemy_b_handle), Transform::from_xyz(0.0, 0.0 + vertical_margin, 0.0), RotateToPlayer { rotation_speed: f32::to_radians(90.0), // Degrees per second }, )); }
Add the game's entities to our world and creates an orthographic camera for 2D rendering. The Bevy coordinate system is the same for 2D and 3D, in terms of 2D this means that: * `X` axis goes from left to right (`+X` points right) * `Y` axis goes from bottom to top (`+Y` point up) * `Z` axis goes from far to near (`+Z` points towards you, out of the screen) The origin is at the center of the screen.
setup
rust
bevyengine/bevy
examples/2d/rotation.rs
https://github.com/bevyengine/bevy/blob/master/examples/2d/rotation.rs
Apache-2.0
fn player_movement_system( time: Res<Time>, keyboard_input: Res<ButtonInput<KeyCode>>, query: Single<(&Player, &mut Transform)>, ) { let (ship, mut transform) = query.into_inner(); let mut rotation_factor = 0.0; let mut movement_factor = 0.0; if keyboard_input.pressed(KeyCode::ArrowLeft) { rotation_factor += 1.0; } if keyboard_input.pressed(KeyCode::ArrowRight) { rotation_factor -= 1.0; } if keyboard_input.pressed(KeyCode::ArrowUp) { movement_factor += 1.0; } // Update the ship rotation around the Z axis (perpendicular to the 2D plane of the screen) transform.rotate_z(rotation_factor * ship.rotation_speed * time.delta_secs()); // Get the ship's forward vector by applying the current rotation to the ships initial facing // vector let movement_direction = transform.rotation * Vec3::Y; // Get the distance the ship will move based on direction, the ship's movement speed and delta // time let movement_distance = movement_factor * ship.movement_speed * time.delta_secs(); // Create the change in translation using the new movement direction and distance let translation_delta = movement_direction * movement_distance; // Update the ship translation with our new translation delta transform.translation += translation_delta; // Bound the ship within the invisible level bounds let extents = Vec3::from((BOUNDS / 2.0, 0.0)); transform.translation = transform.translation.min(extents).max(-extents); }
Demonstrates applying rotation and movement based on keyboard input.
player_movement_system
rust
bevyengine/bevy
examples/2d/rotation.rs
https://github.com/bevyengine/bevy/blob/master/examples/2d/rotation.rs
Apache-2.0
fn snap_to_player_system( mut query: Query<&mut Transform, (With<SnapToPlayer>, Without<Player>)>, player_transform: Single<&Transform, With<Player>>, ) { // Get the player translation in 2D let player_translation = player_transform.translation.xy(); for mut enemy_transform in &mut query { // Get the vector from the enemy ship to the player ship in 2D and normalize it. let to_player = (player_translation - enemy_transform.translation.xy()).normalize(); // Get the quaternion to rotate from the initial enemy facing direction to the direction // facing the player let rotate_to_player = Quat::from_rotation_arc(Vec3::Y, to_player.extend(0.)); // Rotate the enemy to face the player enemy_transform.rotation = rotate_to_player; } }
Demonstrates snapping the enemy ship to face the player ship immediately.
snap_to_player_system
rust
bevyengine/bevy
examples/2d/rotation.rs
https://github.com/bevyengine/bevy/blob/master/examples/2d/rotation.rs
Apache-2.0
fn rotate_to_player_system( time: Res<Time>, mut query: Query<(&RotateToPlayer, &mut Transform), Without<Player>>, player_transform: Single<&Transform, With<Player>>, ) { // Get the player translation in 2D let player_translation = player_transform.translation.xy(); for (config, mut enemy_transform) in &mut query { // Get the enemy ship forward vector in 2D (already unit length) let enemy_forward = (enemy_transform.rotation * Vec3::Y).xy(); // Get the vector from the enemy ship to the player ship in 2D and normalize it. let to_player = (player_translation - enemy_transform.translation.xy()).normalize(); // Get the dot product between the enemy forward vector and the direction to the player. let forward_dot_player = enemy_forward.dot(to_player); // If the dot product is approximately 1.0 then the enemy is already facing the player and // we can early out. if (forward_dot_player - 1.0).abs() < f32::EPSILON { continue; } // Get the right vector of the enemy ship in 2D (already unit length) let enemy_right = (enemy_transform.rotation * Vec3::X).xy(); // Get the dot product of the enemy right vector and the direction to the player ship. // If the dot product is negative them we need to rotate counter clockwise, if it is // positive we need to rotate clockwise. Note that `copysign` will still return 1.0 if the // dot product is 0.0 (because the player is directly behind the enemy, so perpendicular // with the right vector). let right_dot_player = enemy_right.dot(to_player); // Determine the sign of rotation from the right dot player. We need to negate the sign // here as the 2D bevy co-ordinate system rotates around +Z, which is pointing out of the // screen. Due to the right hand rule, positive rotation around +Z is counter clockwise and // negative is clockwise. let rotation_sign = -f32::copysign(1.0, right_dot_player); // Limit rotation so we don't overshoot the target. We need to convert our dot product to // an angle here so we can get an angle of rotation to clamp against. let max_angle = ops::acos(forward_dot_player.clamp(-1.0, 1.0)); // Clamp acos for safety // Calculate angle of rotation with limit let rotation_angle = rotation_sign * (config.rotation_speed * time.delta_secs()).min(max_angle); // Rotate the enemy to face the player enemy_transform.rotate_z(rotation_angle); } }
Demonstrates rotating an enemy ship to face the player ship at a given rotation speed. This method uses the vector dot product to determine if the enemy is facing the player and if not, which way to rotate to face the player. The dot product on two unit length vectors will return a value between -1.0 and +1.0 which tells us the following about the two vectors: * If the result is 1.0 the vectors are pointing in the same direction, the angle between them is 0 degrees. * If the result is 0.0 the vectors are perpendicular, the angle between them is 90 degrees. * If the result is -1.0 the vectors are parallel but pointing in opposite directions, the angle between them is 180 degrees. * If the result is positive the vectors are pointing in roughly the same direction, the angle between them is greater than 0 and less than 90 degrees. * If the result is negative the vectors are pointing in roughly opposite directions, the angle between them is greater than 90 and less than 180 degrees. It is possible to get the angle by taking the arc cosine (`acos`) of the dot product. It is often unnecessary to do this though. Beware than `acos` will return `NaN` if the input is less than -1.0 or greater than 1.0. This can happen even when working with unit vectors due to floating point precision loss, so it pays to clamp your dot product value before calling `acos`.
rotate_to_player_system
rust
bevyengine/bevy
examples/2d/rotation.rs
https://github.com/bevyengine/bevy/blob/master/examples/2d/rotation.rs
Apache-2.0
fn create_texture_atlas( folder: &LoadedFolder, padding: Option<UVec2>, sampling: Option<ImageSampler>, textures: &mut ResMut<Assets<Image>>, ) -> (TextureAtlasLayout, TextureAtlasSources, Handle<Image>) { // Build a texture atlas using the individual sprites let mut texture_atlas_builder = TextureAtlasBuilder::default(); texture_atlas_builder.padding(padding.unwrap_or_default()); for handle in folder.handles.iter() { let id = handle.id().typed_unchecked::<Image>(); let Some(texture) = textures.get(id) else { warn!( "{} did not resolve to an `Image` asset.", handle.path().unwrap() ); continue; }; texture_atlas_builder.add_texture(Some(id), texture); } let (texture_atlas_layout, texture_atlas_sources, texture) = texture_atlas_builder.build().unwrap(); let texture = textures.add(texture); // Update the sampling settings of the texture atlas let image = textures.get_mut(&texture).unwrap(); image.sampler = sampling.unwrap_or_default(); (texture_atlas_layout, texture_atlas_sources, texture) }
Create a texture atlas with the given padding and sampling settings from the individual sprites in the given folder.
create_texture_atlas
rust
bevyengine/bevy
examples/2d/texture_atlas.rs
https://github.com/bevyengine/bevy/blob/master/examples/2d/texture_atlas.rs
Apache-2.0
fn create_sprite_from_atlas( commands: &mut Commands, translation: (f32, f32, f32), atlas_texture: Handle<Image>, atlas_sources: TextureAtlasSources, atlas_handle: Handle<TextureAtlasLayout>, vendor_handle: &Handle<Image>, ) { commands.spawn(( Transform { translation: Vec3::new(translation.0, translation.1, translation.2), scale: Vec3::splat(3.0), ..default() }, Sprite::from_atlas_image( atlas_texture, atlas_sources.handle(atlas_handle, vendor_handle).unwrap(), ), )); }
Create and spawn a sprite from a texture atlas
create_sprite_from_atlas
rust
bevyengine/bevy
examples/2d/texture_atlas.rs
https://github.com/bevyengine/bevy/blob/master/examples/2d/texture_atlas.rs
Apache-2.0
fn update_colors( keyboard_input: Res<ButtonInput<KeyCode>>, mut config: ResMut<Wireframe2dConfig>, mut wireframe_colors: Query<&mut Wireframe2dColor>, mut text: Single<&mut Text>, ) { text.0 = format!( "Controls --------------- Z - Toggle global X - Change global color C - Change color of the circle wireframe Wireframe2dConfig ------------- Global: {} Color: {:?}", config.global, config.default_color.to_srgba(), ); // Toggle showing a wireframe on all meshes if keyboard_input.just_pressed(KeyCode::KeyZ) { config.global = !config.global; } // Toggle the global wireframe color if keyboard_input.just_pressed(KeyCode::KeyX) { config.default_color = if config.default_color == WHITE.into() { RED.into() } else { WHITE.into() }; } // Toggle the color of a wireframe using `Wireframe2dColor` and not the global color if keyboard_input.just_pressed(KeyCode::KeyC) { for mut color in &mut wireframe_colors { color.color = if color.color == GREEN.into() { RED.into() } else { GREEN.into() }; } } }
This system lets you toggle various wireframe settings
update_colors
rust
bevyengine/bevy
examples/2d/wireframe_2d.rs
https://github.com/bevyengine/bevy/blob/master/examples/2d/wireframe_2d.rs
Apache-2.0
fn create_material_variants( mut commands: Commands, mut materials: ResMut<Assets<StandardMaterial>>, new_meshes: Query< (Entity, &MeshMaterial3d<StandardMaterial>), ( Added<MeshMaterial3d<StandardMaterial>>, Without<MaterialVariants>, ), >, ) { for (entity, anisotropic_material_handle) in new_meshes.iter() { let Some(anisotropic_material) = materials.get(anisotropic_material_handle).cloned() else { continue; }; commands.entity(entity).insert(MaterialVariants { anisotropic: anisotropic_material_handle.0.clone(), isotropic: materials.add(StandardMaterial { anisotropy_texture: None, anisotropy_strength: 0.0, anisotropy_rotation: 0.0, ..anisotropic_material }), }); } }
For each material, creates a version with the anisotropy removed. This allows the user to press Enter to toggle anisotropy on and off.
create_material_variants
rust
bevyengine/bevy
examples/3d/anisotropy.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/anisotropy.rs
Apache-2.0
fn animate_light( mut lights: Query<&mut Transform, Or<(With<DirectionalLight>, With<PointLight>)>>, time: Res<Time>, ) { let now = time.elapsed_secs(); for mut transform in lights.iter_mut() { transform.translation = vec3(ops::cos(now), 1.0, ops::sin(now)) * vec3(3.0, 4.0, 3.0); transform.look_at(Vec3::ZERO, Vec3::Y); } }
A system that animates the light every frame, if there is one.
animate_light
rust
bevyengine/bevy
examples/3d/anisotropy.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/anisotropy.rs
Apache-2.0
fn rotate_camera( mut camera: Query<&mut Transform, With<Camera>>, app_status: Res<AppStatus>, time: Res<Time>, mut stopwatch: Local<Stopwatch>, ) { if app_status.light_mode == LightMode::EnvironmentMap { stopwatch.tick(time.delta()); } let now = stopwatch.elapsed_secs(); for mut transform in camera.iter_mut() { *transform = Transform::from_translation( Quat::from_rotation_y(now).mul_vec3(CAMERA_INITIAL_POSITION), ) .looking_at(Vec3::ZERO, Vec3::Y); } }
A system that rotates the camera if the environment map is enabled.
rotate_camera
rust
bevyengine/bevy
examples/3d/anisotropy.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/anisotropy.rs
Apache-2.0
fn handle_input( mut commands: Commands, asset_server: Res<AssetServer>, cameras: Query<Entity, With<Camera>>, lights: Query<Entity, Or<(With<DirectionalLight>, With<PointLight>)>>, mut meshes: Query<(&mut MeshMaterial3d<StandardMaterial>, &MaterialVariants)>, mut scenes: Query<(&mut Visibility, &Scene)>, keyboard: Res<ButtonInput<KeyCode>>, mut app_status: ResMut<AppStatus>, ) { // If Space was pressed, change the lighting. if keyboard.just_pressed(KeyCode::Space) { match app_status.light_mode { LightMode::Directional => { // Switch to a point light. Despawn all existing lights and // create the light point. app_status.light_mode = LightMode::Point; for light in lights.iter() { commands.entity(light).despawn(); } spawn_point_light(&mut commands); } LightMode::Point => { // Switch to the environment map. Despawn all existing lights, // and create the skybox and environment map. app_status.light_mode = LightMode::EnvironmentMap; for light in lights.iter() { commands.entity(light).despawn(); } for camera in cameras.iter() { add_skybox_and_environment_map(&mut commands, &asset_server, camera); } } LightMode::EnvironmentMap => { // Switch back to a directional light. Despawn the skybox and // environment map light, and recreate the directional light. app_status.light_mode = LightMode::Directional; for camera in cameras.iter() { commands .entity(camera) .remove::<Skybox>() .remove::<EnvironmentMapLight>(); } spawn_directional_light(&mut commands); } } } // If Enter was pressed, toggle anisotropy on and off. if keyboard.just_pressed(KeyCode::Enter) { app_status.anisotropy_enabled = !app_status.anisotropy_enabled; // Go through each mesh and alter its material. for (mut material_handle, material_variants) in meshes.iter_mut() { material_handle.0 = if app_status.anisotropy_enabled { material_variants.anisotropic.clone() } else { material_variants.isotropic.clone() } } } if keyboard.just_pressed(KeyCode::KeyQ) { app_status.visible_scene = app_status.visible_scene.next(); for (mut visibility, scene) in scenes.iter_mut() { let new_vis = if *scene == app_status.visible_scene { Visibility::Inherited } else { Visibility::Hidden }; *visibility = new_vis; } } }
Handles requests from the user to change the lighting or toggle anisotropy.
handle_input
rust
bevyengine/bevy
examples/3d/anisotropy.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/anisotropy.rs
Apache-2.0
fn update_help_text(mut text_query: Query<&mut Text>, app_status: Res<AppStatus>) { for mut text in text_query.iter_mut() { *text = app_status.create_help_text(); } }
A system that updates the help text based on the current app status.
update_help_text
rust
bevyengine/bevy
examples/3d/anisotropy.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/anisotropy.rs
Apache-2.0
fn add_skybox_and_environment_map( commands: &mut Commands, asset_server: &AssetServer, entity: Entity, ) { commands .entity(entity) .insert(Skybox { brightness: 5000.0, image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"), ..default() }) .insert(EnvironmentMapLight { diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"), specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"), intensity: 2500.0, ..default() }); }
Adds the skybox and environment map to the scene.
add_skybox_and_environment_map
rust
bevyengine/bevy
examples/3d/anisotropy.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/anisotropy.rs
Apache-2.0
fn create_help_text(&self) -> Text { // Choose the appropriate help text for the anisotropy toggle. let material_variant_help_text = if self.anisotropy_enabled { "Press Enter to disable anisotropy" } else { "Press Enter to enable anisotropy" }; // Choose the appropriate help text for the light toggle. let light_help_text = match self.light_mode { LightMode::Directional => "Press Space to switch to a point light", LightMode::Point => "Press Space to switch to an environment map", LightMode::EnvironmentMap => "Press Space to switch to a directional light", }; // Choose the appropriate help text for the scene selector. let mesh_help_text = format!("Press Q to change to {}", self.visible_scene.next()); // Build the `Text` object. format!( "{}\n{}\n{}", material_variant_help_text, light_help_text, mesh_help_text, ) .into() }
Creates the help text as appropriate for the current app status.
create_help_text
rust
bevyengine/bevy
examples/3d/anisotropy.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/anisotropy.rs
Apache-2.0
fn draw_selectable_menu_item(ui: &mut String, label: &str, shortcut: char, enabled: bool) { let star = if enabled { "*" } else { "" }; let _ = writeln!(*ui, "({shortcut}) {star}{label}{star}"); }
Writes a simple menu item that can be on or off.
draw_selectable_menu_item
rust
bevyengine/bevy
examples/3d/anti_aliasing.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/anti_aliasing.rs
Apache-2.0
fn spawn_car_paint_sphere( commands: &mut Commands, materials: &mut Assets<StandardMaterial>, asset_server: &AssetServer, sphere: &Handle<Mesh>, ) { commands .spawn(( Mesh3d(sphere.clone()), MeshMaterial3d(materials.add(StandardMaterial { clearcoat: 1.0, clearcoat_perceptual_roughness: 0.1, normal_map_texture: Some(asset_server.load_with_settings( "textures/BlueNoise-Normal.png", |settings: &mut ImageLoaderSettings| settings.is_srgb = false, )), metallic: 0.9, perceptual_roughness: 0.5, base_color: BLUE.into(), ..default() })), Transform::from_xyz(-1.0, 1.0, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)), )) .insert(ExampleSphere); }
Spawn a regular object with a clearcoat layer. This looks like car paint.
spawn_car_paint_sphere
rust
bevyengine/bevy
examples/3d/clearcoat.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/clearcoat.rs
Apache-2.0
fn spawn_golf_ball(commands: &mut Commands, asset_server: &AssetServer) { commands.spawn(( SceneRoot( asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/GolfBall/GolfBall.glb")), ), Transform::from_xyz(1.0, 1.0, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)), ExampleSphere, )); }
Spawns an object with both a clearcoat normal map (a scratched varnish) and a main layer normal map (the golf ball pattern). This object is in glTF format, using the `KHR_materials_clearcoat` extension.
spawn_golf_ball
rust
bevyengine/bevy
examples/3d/clearcoat.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/clearcoat.rs
Apache-2.0
fn spawn_scratched_gold_ball( commands: &mut Commands, materials: &mut Assets<StandardMaterial>, asset_server: &AssetServer, sphere: &Handle<Mesh>, ) { commands .spawn(( Mesh3d(sphere.clone()), MeshMaterial3d(materials.add(StandardMaterial { clearcoat: 1.0, clearcoat_perceptual_roughness: 0.3, clearcoat_normal_texture: Some(asset_server.load_with_settings( "textures/ScratchedGold-Normal.png", |settings: &mut ImageLoaderSettings| settings.is_srgb = false, )), metallic: 0.9, perceptual_roughness: 0.1, base_color: GOLD.into(), ..default() })), Transform::from_xyz(1.0, -1.0, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)), )) .insert(ExampleSphere); }
Spawns an object with only a clearcoat normal map (a scratch pattern) and no main layer normal map.
spawn_scratched_gold_ball
rust
bevyengine/bevy
examples/3d/clearcoat.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/clearcoat.rs
Apache-2.0
fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) { commands .spawn(( Camera3d::default(), Hdr, Projection::Perspective(PerspectiveProjection { fov: 27.0 / 180.0 * PI, ..default() }), Transform::from_xyz(0.0, 0.0, 10.0), AcesFitted, )) .insert(Skybox { brightness: 5000.0, image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"), ..default() }) .insert(EnvironmentMapLight { diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"), specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"), intensity: 2000.0, ..default() }); }
Spawns a camera with associated skybox and environment map.
spawn_camera
rust
bevyengine/bevy
examples/3d/clearcoat.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/clearcoat.rs
Apache-2.0
fn handle_input( mut commands: Commands, mut light_query: Query<Entity, Or<(With<PointLight>, With<DirectionalLight>)>>, keyboard: Res<ButtonInput<KeyCode>>, mut light_mode: ResMut<LightMode>, ) { if !keyboard.just_pressed(KeyCode::Space) { return; } for light in light_query.iter_mut() { match *light_mode { LightMode::Point => { *light_mode = LightMode::Directional; commands .entity(light) .remove::<PointLight>() .insert(create_directional_light()); } LightMode::Directional => { *light_mode = LightMode::Point; commands .entity(light) .remove::<DirectionalLight>() .insert(create_point_light()); } } } }
Handles the user pressing Space to change the type of light from point to directional and vice versa.
handle_input
rust
bevyengine/bevy
examples/3d/clearcoat.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/clearcoat.rs
Apache-2.0
fn update_help_text(mut text_query: Query<&mut Text>, light_mode: Res<LightMode>) { for mut text in text_query.iter_mut() { *text = light_mode.create_help_text(); } }
Updates the help text at the bottom of the screen.
update_help_text
rust
bevyengine/bevy
examples/3d/clearcoat.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/clearcoat.rs
Apache-2.0
fn create_point_light() -> PointLight { PointLight { color: WHITE.into(), intensity: 100000.0, ..default() } }
Creates or recreates the moving point light.
create_point_light
rust
bevyengine/bevy
examples/3d/clearcoat.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/clearcoat.rs
Apache-2.0
fn create_directional_light() -> DirectionalLight { DirectionalLight { color: WHITE.into(), illuminance: 1000.0, ..default() } }
Creates or recreates the moving directional light.
create_directional_light
rust
bevyengine/bevy
examples/3d/clearcoat.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/clearcoat.rs
Apache-2.0
fn create_help_text(&self) -> Text { let help_text = match *self { LightMode::Point => "Press Space to switch to a directional light", LightMode::Directional => "Press Space to switch to a point light", }; Text::new(help_text) }
Creates the help text at the bottom of the screen.
create_help_text
rust
bevyengine/bevy
examples/3d/clearcoat.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/clearcoat.rs
Apache-2.0
fn spawn_cube( commands: &mut Commands, meshes: &mut Assets<Mesh>, materials: &mut Assets<ExtendedMaterial<StandardMaterial, CustomDecalExtension>>, ) { // Rotate the cube a bit just to make it more interesting. let mut transform = Transform::IDENTITY; transform.rotate_y(FRAC_PI_3); commands.spawn(( Mesh3d(meshes.add(Cuboid::new(3.0, 3.0, 3.0))), MeshMaterial3d(materials.add(ExtendedMaterial { base: StandardMaterial { base_color: SILVER.into(), ..default() }, extension: CustomDecalExtension {}, })), transform, )); }
Spawns the cube onto which the decals are projected.
spawn_cube
rust
bevyengine/bevy
examples/3d/clustered_decals.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/clustered_decals.rs
Apache-2.0
fn spawn_buttons(commands: &mut Commands) { // Spawn the radio buttons that allow the user to select an object to // control. commands .spawn(widgets::main_ui_node()) .with_children(|parent| { widgets::spawn_option_buttons( parent, "Drag to Move", &[ (Selection::Camera, "Camera"), (Selection::DecalA, "Decal A"), (Selection::DecalB, "Decal B"), ], ); }); // Spawn the drag buttons that allow the user to control the scale and roll // of the selected object. commands .spawn(Node { flex_direction: FlexDirection::Row, position_type: PositionType::Absolute, right: Val::Px(10.0), bottom: Val::Px(10.0), column_gap: Val::Px(6.0), ..default() }) .with_children(|parent| { spawn_drag_button(parent, "Scale").insert(DragMode::Scale); spawn_drag_button(parent, "Roll").insert(DragMode::Roll); }); }
Spawns the buttons at the bottom of the screen.
spawn_buttons
rust
bevyengine/bevy
examples/3d/clustered_decals.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/clustered_decals.rs
Apache-2.0
fn spawn_drag_button<'a>( commands: &'a mut ChildSpawnerCommands, label: &str, ) -> EntityCommands<'a> { let mut kid = commands.spawn(Node { border: BUTTON_BORDER, justify_content: JustifyContent::Center, align_items: AlignItems::Center, padding: BUTTON_PADDING, ..default() }); kid.insert(( Button, BackgroundColor(Color::BLACK), BorderRadius::all(BUTTON_BORDER_RADIUS_SIZE), BUTTON_BORDER_COLOR, )) .with_children(|parent| { widgets::spawn_ui_text(parent, label, Color::WHITE); }); kid }
Spawns a button that the user can drag to change a parameter.
spawn_drag_button
rust
bevyengine/bevy
examples/3d/clustered_decals.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/clustered_decals.rs
Apache-2.0
fn spawn_help_text(commands: &mut Commands, app_status: &AppStatus) { commands.spawn(( Text::new(create_help_string(app_status)), Node { position_type: PositionType::Absolute, top: Val::Px(12.0), left: Val::Px(12.0), ..default() }, HelpText, )); }
Spawns the help text at the top of the screen.
spawn_help_text
rust
bevyengine/bevy
examples/3d/clustered_decals.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/clustered_decals.rs
Apache-2.0
fn add_buttons(commands: &mut Commands, font: &Handle<Font>, color_grading: &ColorGrading) { // Spawn the parent node that contains all the buttons. commands .spawn(Node { flex_direction: FlexDirection::Column, position_type: PositionType::Absolute, row_gap: Val::Px(6.0), left: Val::Px(12.0), bottom: Val::Px(12.0), ..default() }) .with_children(|parent| { // Create the first row, which contains the global controls. add_buttons_for_global_controls(parent, color_grading, font); // Create the rows for individual controls. for section in [ SelectedColorGradingSection::Highlights, SelectedColorGradingSection::Midtones, SelectedColorGradingSection::Shadows, ] { add_buttons_for_section(parent, section, color_grading, font); } }); }
Adds all the buttons on the bottom of the scene.
add_buttons
rust
bevyengine/bevy
examples/3d/color_grading.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/color_grading.rs
Apache-2.0
fn add_buttons_for_global_controls( parent: &mut ChildSpawnerCommands, color_grading: &ColorGrading, font: &Handle<Font>, ) { // Add the parent node for the row. parent.spawn(Node::default()).with_children(|parent| { // Add some placeholder text to fill this column. parent.spawn(Node { width: Val::Px(125.0), ..default() }); // Add each global color grading option button. for option in [ SelectedGlobalColorGradingOption::Exposure, SelectedGlobalColorGradingOption::Temperature, SelectedGlobalColorGradingOption::Tint, SelectedGlobalColorGradingOption::Hue, ] { add_button_for_value( parent, SelectedColorGradingOption::Global(option), color_grading, font, ); } }); }
Adds the buttons for the global controls (those that control the scene as a whole as opposed to shadows, midtones, or highlights).
add_buttons_for_global_controls
rust
bevyengine/bevy
examples/3d/color_grading.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/color_grading.rs
Apache-2.0
fn add_buttons_for_section( parent: &mut ChildSpawnerCommands, section: SelectedColorGradingSection, color_grading: &ColorGrading, font: &Handle<Font>, ) { // Spawn the row container. parent .spawn(Node { align_items: AlignItems::Center, ..default() }) .with_children(|parent| { // Spawn the label ("Highlights", etc.) add_text(parent, &section.to_string(), font, Color::WHITE).insert(Node { width: Val::Px(125.0), ..default() }); // Spawn the buttons. for option in [ SelectedSectionColorGradingOption::Saturation, SelectedSectionColorGradingOption::Contrast, SelectedSectionColorGradingOption::Gamma, SelectedSectionColorGradingOption::Gain, SelectedSectionColorGradingOption::Lift, ] { add_button_for_value( parent, SelectedColorGradingOption::Section(section, option), color_grading, font, ); } }); }
Adds the buttons that control color grading for individual sections (highlights, midtones, shadows).
add_buttons_for_section
rust
bevyengine/bevy
examples/3d/color_grading.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/color_grading.rs
Apache-2.0
fn add_button_for_value( parent: &mut ChildSpawnerCommands, option: SelectedColorGradingOption, color_grading: &ColorGrading, font: &Handle<Font>, ) { // Add the button node. parent .spawn(( Button, Node { border: UiRect::all(Val::Px(1.0)), width: Val::Px(200.0), justify_content: JustifyContent::Center, align_items: AlignItems::Center, padding: UiRect::axes(Val::Px(12.0), Val::Px(6.0)), margin: UiRect::right(Val::Px(12.0)), ..default() }, BorderColor::all(Color::WHITE), BorderRadius::MAX, BackgroundColor(Color::BLACK), )) .insert(ColorGradingOptionWidget { widget_type: ColorGradingOptionWidgetType::Button, option, }) .with_children(|parent| { // Add the button label. let label = match option { SelectedColorGradingOption::Global(option) => option.to_string(), SelectedColorGradingOption::Section(_, option) => option.to_string(), }; add_text(parent, &label, font, Color::WHITE).insert(ColorGradingOptionWidget { widget_type: ColorGradingOptionWidgetType::Label, option, }); // Add a spacer. parent.spawn(Node { flex_grow: 1.0, ..default() }); // Add the value text. add_text( parent, &format!("{:.3}", option.get(color_grading)), font, Color::WHITE, ) .insert(ColorGradingOptionWidget { widget_type: ColorGradingOptionWidgetType::Value, option, }); }); }
Adds a button that controls one of the color grading values.
add_button_for_value
rust
bevyengine/bevy
examples/3d/color_grading.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/color_grading.rs
Apache-2.0
fn add_help_text( commands: &mut Commands, font: &Handle<Font>, currently_selected_option: &SelectedColorGradingOption, ) { commands.spawn(( Text::new(create_help_text(currently_selected_option)), TextFont { font: font.clone(), ..default() }, Node { position_type: PositionType::Absolute, left: Val::Px(12.0), top: Val::Px(12.0), ..default() }, HelpText, )); }
Creates the help text at the top of the screen.
add_help_text
rust
bevyengine/bevy
examples/3d/color_grading.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/color_grading.rs
Apache-2.0
fn add_text<'a>( parent: &'a mut ChildSpawnerCommands, label: &str, font: &Handle<Font>, color: Color, ) -> EntityCommands<'a> { parent.spawn(( Text::new(label), TextFont { font: font.clone(), font_size: 15.0, ..default() }, TextColor(color), )) }
Adds some text to the scene.
add_text
rust
bevyengine/bevy
examples/3d/color_grading.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/color_grading.rs
Apache-2.0
fn get(&self, section: &ColorGradingSection) -> f32 { match *self { SelectedSectionColorGradingOption::Saturation => section.saturation, SelectedSectionColorGradingOption::Contrast => section.contrast, SelectedSectionColorGradingOption::Gamma => section.gamma, SelectedSectionColorGradingOption::Gain => section.gain, SelectedSectionColorGradingOption::Lift => section.lift, } }
Returns the appropriate value in the given color grading section.
get
rust
bevyengine/bevy
examples/3d/color_grading.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/color_grading.rs
Apache-2.0
fn get(&self, global: &ColorGradingGlobal) -> f32 { match *self { SelectedGlobalColorGradingOption::Exposure => global.exposure, SelectedGlobalColorGradingOption::Temperature => global.temperature, SelectedGlobalColorGradingOption::Tint => global.tint, SelectedGlobalColorGradingOption::Hue => global.hue, } }
Returns the appropriate value in the given set of global color grading values.
get
rust
bevyengine/bevy
examples/3d/color_grading.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/color_grading.rs
Apache-2.0
fn set(&self, global: &mut ColorGradingGlobal, value: f32) { match *self { SelectedGlobalColorGradingOption::Exposure => global.exposure = value, SelectedGlobalColorGradingOption::Temperature => global.temperature = value, SelectedGlobalColorGradingOption::Tint => global.tint = value, SelectedGlobalColorGradingOption::Hue => global.hue = value, } }
Sets the appropriate value in the given set of global color grading values.
set
rust
bevyengine/bevy
examples/3d/color_grading.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/color_grading.rs
Apache-2.0
fn get(&self, color_grading: &ColorGrading) -> f32 { match self { SelectedColorGradingOption::Global(option) => option.get(&color_grading.global), SelectedColorGradingOption::Section( SelectedColorGradingSection::Highlights, option, ) => option.get(&color_grading.highlights), SelectedColorGradingOption::Section(SelectedColorGradingSection::Midtones, option) => { option.get(&color_grading.midtones) } SelectedColorGradingOption::Section(SelectedColorGradingSection::Shadows, option) => { option.get(&color_grading.shadows) } } }
Returns the appropriate value in the given set of color grading values.
get
rust
bevyengine/bevy
examples/3d/color_grading.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/color_grading.rs
Apache-2.0
fn set(&self, color_grading: &mut ColorGrading, value: f32) { match self { SelectedColorGradingOption::Global(option) => { option.set(&mut color_grading.global, value); } SelectedColorGradingOption::Section( SelectedColorGradingSection::Highlights, option, ) => option.set(&mut color_grading.highlights, value), SelectedColorGradingOption::Section(SelectedColorGradingSection::Midtones, option) => { option.set(&mut color_grading.midtones, value); } SelectedColorGradingOption::Section(SelectedColorGradingSection::Shadows, option) => { option.set(&mut color_grading.shadows, value); } } }
Sets the appropriate value in the given set of color grading values.
set
rust
bevyengine/bevy
examples/3d/color_grading.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/color_grading.rs
Apache-2.0
fn handle_button_presses( mut interactions: Query<(&Interaction, &ColorGradingOptionWidget), Changed<Interaction>>, mut currently_selected_option: ResMut<SelectedColorGradingOption>, ) { for (interaction, widget) in interactions.iter_mut() { if widget.widget_type == ColorGradingOptionWidgetType::Button && *interaction == Interaction::Pressed { *currently_selected_option = widget.option; } } }
Handles mouse clicks on the buttons when the user clicks on a new one.
handle_button_presses
rust
bevyengine/bevy
examples/3d/color_grading.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/color_grading.rs
Apache-2.0
fn update_ui_state( mut buttons: Query<( &mut BackgroundColor, &mut BorderColor, &ColorGradingOptionWidget, )>, button_text: Query<(Entity, &ColorGradingOptionWidget), (With<Text>, Without<HelpText>)>, help_text: Single<Entity, With<HelpText>>, mut writer: TextUiWriter, cameras: Single<Ref<ColorGrading>>, currently_selected_option: Res<SelectedColorGradingOption>, ) { // Exit early if the UI didn't change if !currently_selected_option.is_changed() && !cameras.is_changed() { return; } // The currently-selected option is drawn with inverted colors. for (mut background, mut border_color, widget) in buttons.iter_mut() { if *currently_selected_option == widget.option { *background = Color::WHITE.into(); *border_color = Color::BLACK.into(); } else { *background = Color::BLACK.into(); *border_color = Color::WHITE.into(); } } let value_label = format!("{:.3}", currently_selected_option.get(cameras.as_ref())); // Update the buttons. for (entity, widget) in button_text.iter() { // Set the text color. let color = if *currently_selected_option == widget.option { Color::BLACK } else { Color::WHITE }; writer.for_each_color(entity, |mut text_color| { text_color.0 = color; }); // Update the displayed value, if this is the currently-selected option. if widget.widget_type == ColorGradingOptionWidgetType::Value && *currently_selected_option == widget.option { writer.for_each_text(entity, |mut text| { text.clone_from(&value_label); }); } } // Update the help text. *writer.text(*help_text, 0) = create_help_text(&currently_selected_option); }
Updates the state of the UI based on the current state.
update_ui_state
rust
bevyengine/bevy
examples/3d/color_grading.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/color_grading.rs
Apache-2.0
fn create_help_text(currently_selected_option: &SelectedColorGradingOption) -> String { format!("Press Left/Right to adjust {currently_selected_option}") }
Creates the help text at the top left of the window.
create_help_text
rust
bevyengine/bevy
examples/3d/color_grading.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/color_grading.rs
Apache-2.0
fn adjust_color_grading_option( mut color_grading: Single<&mut ColorGrading>, input: Res<ButtonInput<KeyCode>>, currently_selected_option: Res<SelectedColorGradingOption>, ) { let mut delta = 0.0; if input.pressed(KeyCode::ArrowLeft) { delta -= OPTION_ADJUSTMENT_SPEED; } if input.pressed(KeyCode::ArrowRight) { delta += OPTION_ADJUSTMENT_SPEED; } if delta != 0.0 { let new_value = currently_selected_option.get(color_grading.as_ref()) + delta; currently_selected_option.set(&mut color_grading, new_value); } }
Processes keyboard input to change the value of the currently-selected color grading option.
adjust_color_grading_option
rust
bevyengine/bevy
examples/3d/color_grading.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/color_grading.rs
Apache-2.0
fn adjust_focus(input: Res<ButtonInput<KeyCode>>, mut app_settings: ResMut<AppSettings>) { // Change the focal distance if the user requested. let distance_delta = if input.pressed(KeyCode::ArrowDown) { -FOCAL_DISTANCE_SPEED } else if input.pressed(KeyCode::ArrowUp) { FOCAL_DISTANCE_SPEED } else { 0.0 }; // Change the f-number if the user requested. let f_stop_delta = if input.pressed(KeyCode::ArrowLeft) { -APERTURE_F_STOP_SPEED } else if input.pressed(KeyCode::ArrowRight) { APERTURE_F_STOP_SPEED } else { 0.0 }; app_settings.focal_distance = (app_settings.focal_distance + distance_delta).max(MIN_FOCAL_DISTANCE); app_settings.aperture_f_stops = (app_settings.aperture_f_stops + f_stop_delta).max(MIN_APERTURE_F_STOPS); }
Adjusts the focal distance and f-number per user inputs.
adjust_focus
rust
bevyengine/bevy
examples/3d/depth_of_field.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/depth_of_field.rs
Apache-2.0
fn change_mode(input: Res<ButtonInput<KeyCode>>, mut app_settings: ResMut<AppSettings>) { if !input.just_pressed(KeyCode::Space) { return; } app_settings.mode = match app_settings.mode { Some(DepthOfFieldMode::Bokeh) => Some(DepthOfFieldMode::Gaussian), Some(DepthOfFieldMode::Gaussian) => None, None => Some(DepthOfFieldMode::Bokeh), } }
Changes the depth of field mode (Gaussian, bokeh, off) per user inputs.
change_mode
rust
bevyengine/bevy
examples/3d/depth_of_field.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/depth_of_field.rs
Apache-2.0
fn update_dof_settings( mut commands: Commands, view_targets: Query<Entity, With<Camera>>, app_settings: Res<AppSettings>, ) { let depth_of_field: Option<DepthOfField> = (*app_settings).into(); for view in view_targets.iter() { match depth_of_field { None => { commands.entity(view).remove::<DepthOfField>(); } Some(depth_of_field) => { commands.entity(view).insert(depth_of_field); } } } }
Writes the depth of field settings into the camera.
update_dof_settings
rust
bevyengine/bevy
examples/3d/depth_of_field.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/depth_of_field.rs
Apache-2.0
fn tweak_scene( mut commands: Commands, asset_server: Res<AssetServer>, mut materials: ResMut<Assets<StandardMaterial>>, mut lights: Query<&mut DirectionalLight, Changed<DirectionalLight>>, mut named_entities: Query< (Entity, &GltfMeshName, &MeshMaterial3d<StandardMaterial>), (With<Mesh3d>, Without<Lightmap>), >, ) { // Turn on shadows. for mut light in lights.iter_mut() { light.shadows_enabled = true; } // Add a nice lightmap to the circuit board. for (entity, name, material) in named_entities.iter_mut() { if &**name == "CircuitBoard" { materials.get_mut(material).unwrap().lightmap_exposure = 10000.0; commands.entity(entity).insert(Lightmap { image: asset_server.load("models/DepthOfFieldExample/CircuitBoardLightmap.hdr"), ..default() }); } } }
Makes one-time adjustments to the scene that can't be encoded in glTF.
tweak_scene
rust
bevyengine/bevy
examples/3d/depth_of_field.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/depth_of_field.rs
Apache-2.0
fn update_text(mut texts: Query<&mut Text>, app_settings: Res<AppSettings>) { for mut text in texts.iter_mut() { *text = create_text(&app_settings); } }
Update the help text entity per the current app settings.
update_text
rust
bevyengine/bevy
examples/3d/depth_of_field.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/depth_of_field.rs
Apache-2.0
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { // Spawn a fog volume with a voxelized version of the Stanford bunny. commands.spawn(( Transform::from_xyz(0.0, 0.5, 0.0), FogVolume { density_texture: Some(asset_server.load("volumes/bunny.ktx2")), density_factor: 1.0, // Scatter as much of the light as possible, to brighten the bunny // up. scattering: 1.0, ..default() }, )); // Spawn a bright directional light that illuminates the fog well. commands.spawn(( Transform::from_xyz(1.0, 1.0, -0.3).looking_at(vec3(0.0, 0.5, 0.0), Vec3::Y), DirectionalLight { shadows_enabled: true, illuminance: 32000.0, ..default() }, // Make sure to add this for the light to interact with the fog. VolumetricLight, )); // Spawn a camera. commands.spawn(( Camera3d::default(), Transform::from_xyz(-0.75, 1.0, 2.0).looking_at(vec3(0.0, 0.0, 0.0), Vec3::Y), Hdr, VolumetricFog { // Make this relatively high in order to increase the fog quality. step_count: 64, // Disable ambient light. ambient_intensity: 0.0, ..default() }, )); }
Spawns all the objects in the scene.
setup
rust
bevyengine/bevy
examples/3d/fog_volumes.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/fog_volumes.rs
Apache-2.0
fn rotate_camera(mut cameras: Query<&mut Transform, With<Camera3d>>) { for mut camera_transform in cameras.iter_mut() { *camera_transform = Transform::from_translation(Quat::from_rotation_y(0.01) * camera_transform.translation) .looking_at(vec3(0.0, 0.5, 0.0), Vec3::Y); } }
Rotates the camera a bit every frame.
rotate_camera
rust
bevyengine/bevy
examples/3d/fog_volumes.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/fog_volumes.rs
Apache-2.0
fn spawn_scene(commands: &mut Commands, asset_server: &AssetServer) { commands .spawn(SceneRoot( asset_server.load( GltfAssetLabel::Scene(0) .from_asset("models/MixedLightingExample/MixedLightingExample.gltf"), ), )) .observe( |_: On<SceneInstanceReady>, mut lighting_mode_change_event_writer: EventWriter<LightingModeChanged>| { // When the scene loads, send a `LightingModeChanged` event so // that we set up the lightmaps. lighting_mode_change_event_writer.write(LightingModeChanged); }, ); }
Spawns the scene. The scene is loaded from a glTF file.
spawn_scene
rust
bevyengine/bevy
examples/3d/mixed_lighting.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/mixed_lighting.rs
Apache-2.0
fn spawn_buttons(commands: &mut Commands) { commands .spawn(widgets::main_ui_node()) .with_children(|parent| { widgets::spawn_option_buttons( parent, "Lighting", &[ (LightingMode::Baked, "Baked"), (LightingMode::MixedDirect, "Mixed (Direct)"), (LightingMode::MixedIndirect, "Mixed (Indirect)"), (LightingMode::RealTime, "Real-Time"), ], ); }); }
Spawns the buttons that allow the user to change the lighting mode.
spawn_buttons
rust
bevyengine/bevy
examples/3d/mixed_lighting.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/mixed_lighting.rs
Apache-2.0
fn spawn_help_text(commands: &mut Commands, app_status: &AppStatus) { commands.spawn(( create_help_text(app_status), Node { position_type: PositionType::Absolute, top: Val::Px(12.0), left: Val::Px(12.0), ..default() }, HelpText, )); }
Spawns the help text at the top of the window.
spawn_help_text
rust
bevyengine/bevy
examples/3d/mixed_lighting.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/mixed_lighting.rs
Apache-2.0
fn update_lightmaps( mut commands: Commands, asset_server: Res<AssetServer>, mut materials: ResMut<Assets<StandardMaterial>>, meshes: Query<(Entity, &GltfMeshName, &MeshMaterial3d<StandardMaterial>), With<Mesh3d>>, mut lighting_mode_change_event_reader: EventReader<LightingModeChanged>, app_status: Res<AppStatus>, ) { // Only run if the lighting mode changed. (Note that a change event is fired // when the scene first loads.) if lighting_mode_change_event_reader.read().next().is_none() { return; } // Select the lightmap to use, based on the lighting mode. let lightmap: Option<Handle<Image>> = match app_status.lighting_mode { LightingMode::Baked => { Some(asset_server.load("lightmaps/MixedLightingExample-Baked.zstd.ktx2")) } LightingMode::MixedDirect => { Some(asset_server.load("lightmaps/MixedLightingExample-MixedDirect.zstd.ktx2")) } LightingMode::MixedIndirect => { Some(asset_server.load("lightmaps/MixedLightingExample-MixedIndirect.zstd.ktx2")) } LightingMode::RealTime => None, }; 'outer: for (entity, name, material) in &meshes { // Add lightmaps to or remove lightmaps from the scenery objects in the // scene (all objects but the sphere). // // Note that doing a linear search through the `LIGHTMAPS` array is // inefficient, but we do it anyway in this example to improve clarity. for (lightmap_name, uv_rect) in LIGHTMAPS { if &**name != lightmap_name { continue; } // Lightmap exposure defaults to zero, so we need to set it. if let Some(ref mut material) = materials.get_mut(material) { material.lightmap_exposure = LIGHTMAP_EXPOSURE; } // Add or remove the lightmap. match lightmap { Some(ref lightmap) => { commands.entity(entity).insert(Lightmap { image: (*lightmap).clone(), uv_rect, bicubic_sampling: false, }); } None => { commands.entity(entity).remove::<Lightmap>(); } } continue 'outer; } // Add lightmaps to or remove lightmaps from the sphere. if &**name == "Sphere" { // Lightmap exposure defaults to zero, so we need to set it. if let Some(ref mut material) = materials.get_mut(material) { material.lightmap_exposure = LIGHTMAP_EXPOSURE; } // Add or remove the lightmap from the sphere. We only apply the // lightmap in fully-baked mode. match (&lightmap, app_status.lighting_mode) { (Some(lightmap), LightingMode::Baked) => { commands.entity(entity).insert(Lightmap { image: (*lightmap).clone(), uv_rect: SPHERE_UV_RECT, bicubic_sampling: false, }); } _ => { commands.entity(entity).remove::<Lightmap>(); } } } } }
Adds lightmaps to and/or removes lightmaps from objects in the scene when the lighting mode changes. This is also called right after the scene loads in order to set up the lightmaps.
update_lightmaps
rust
bevyengine/bevy
examples/3d/mixed_lighting.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/mixed_lighting.rs
Apache-2.0
const fn uv_rect_opengl(gl_min: Vec2, size: Vec2) -> Rect { let min = vec2(gl_min.x, 1.0 - gl_min.y - size.y); Rect { min, max: vec2(min.x + size.x, min.y + size.y), } }
Converts a uv rectangle from the OpenGL coordinate system (origin in the lower left) to the Vulkan coordinate system (origin in the upper left) that Bevy uses. For this particular example, the baking tool happened to use the OpenGL coordinate system, so it was more convenient to do the conversion at compile time than to pre-calculate and hard-code the values.
uv_rect_opengl
rust
bevyengine/bevy
examples/3d/mixed_lighting.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/mixed_lighting.rs
Apache-2.0
fn make_sphere_nonpickable( mut commands: Commands, mut query: Query<(Entity, &Name), (With<Mesh3d>, Without<Pickable>)>, ) { for (sphere, name) in &mut query { if &**name == "Sphere" { commands.entity(sphere).insert(Pickable::IGNORE); } } }
Ensures that clicking on the scene to move the sphere doesn't result in a hit on the sphere itself.
make_sphere_nonpickable
rust
bevyengine/bevy
examples/3d/mixed_lighting.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/mixed_lighting.rs
Apache-2.0
fn update_directional_light( mut lights: Query<&mut DirectionalLight>, mut lighting_mode_change_event_reader: EventReader<LightingModeChanged>, app_status: Res<AppStatus>, ) { // Only run if the lighting mode changed. (Note that a change event is fired // when the scene first loads.) if lighting_mode_change_event_reader.read().next().is_none() { return; } // Real-time direct light is used on the scenery if we're using mixed // indirect or real-time mode. let scenery_is_lit_in_real_time = matches!( app_status.lighting_mode, LightingMode::MixedIndirect | LightingMode::RealTime ); for mut light in &mut lights { light.affects_lightmapped_mesh_diffuse = scenery_is_lit_in_real_time; // Don't bother enabling shadows if they won't show up on the scenery. light.shadows_enabled = scenery_is_lit_in_real_time; } }
Updates the directional light settings as necessary when the lighting mode changes.
update_directional_light
rust
bevyengine/bevy
examples/3d/mixed_lighting.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/mixed_lighting.rs
Apache-2.0
fn update_radio_buttons( mut widgets: Query< ( Entity, Option<&mut BackgroundColor>, Has<Text>, &WidgetClickSender<LightingMode>, ), Or<(With<RadioButton>, With<RadioButtonText>)>, >, app_status: Res<AppStatus>, mut writer: TextUiWriter, ) { for (entity, image, has_text, sender) in &mut widgets { let selected = **sender == app_status.lighting_mode; if let Some(mut bg_color) = image { widgets::update_ui_radio_button(&mut bg_color, selected); } if has_text { widgets::update_ui_radio_button_text(entity, &mut writer, selected); } } }
Updates the state of the selection widgets at the bottom of the window when the lighting mode changes.
update_radio_buttons
rust
bevyengine/bevy
examples/3d/mixed_lighting.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/mixed_lighting.rs
Apache-2.0
fn handle_lighting_mode_change( mut widget_click_event_reader: EventReader<WidgetClickEvent<LightingMode>>, mut lighting_mode_change_event_writer: EventWriter<LightingModeChanged>, mut app_status: ResMut<AppStatus>, ) { for event in widget_click_event_reader.read() { app_status.lighting_mode = **event; lighting_mode_change_event_writer.write(LightingModeChanged); } }
Handles clicks on the widgets at the bottom of the screen and fires [`LightingModeChanged`] events.
handle_lighting_mode_change
rust
bevyengine/bevy
examples/3d/mixed_lighting.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/mixed_lighting.rs
Apache-2.0
fn reset_sphere_position( mut objects: Query<(&Name, &mut Transform)>, mut lighting_mode_change_event_reader: EventReader<LightingModeChanged>, app_status: Res<AppStatus>, ) { // Only run if the lighting mode changed and if the lighting mode is // `LightingMode::Baked`. (Note that a change event is fired when the scene // first loads.) if lighting_mode_change_event_reader.read().next().is_none() || app_status.lighting_mode != LightingMode::Baked { return; } for (name, mut transform) in &mut objects { if &**name == "Sphere" { transform.translation = INITIAL_SPHERE_POSITION; break; } } }
Moves the sphere to its original position when the user selects the baked lighting mode. As the light from the sphere is precomputed and depends on the sphere's original position, the sphere must be placed there in order for the lighting to be correct.
reset_sphere_position
rust
bevyengine/bevy
examples/3d/mixed_lighting.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/mixed_lighting.rs
Apache-2.0
fn move_sphere( mouse_button_input: Res<ButtonInput<MouseButton>>, pointers: Query<&PointerInteraction>, mut meshes: Query<(&GltfMeshName, &ChildOf), With<Mesh3d>>, mut transforms: Query<&mut Transform>, app_status: Res<AppStatus>, ) { // Only run when the left button is clicked and we're not in baked lighting // mode. if app_status.lighting_mode == LightingMode::Baked || !mouse_button_input.pressed(MouseButton::Left) { return; } // Find the sphere. let Some(child_of) = meshes .iter_mut() .filter_map(|(name, child_of)| { if &**name == "Sphere" { Some(child_of) } else { None } }) .next() else { return; }; // Grab its transform. let Ok(mut transform) = transforms.get_mut(child_of.parent()) else { return; }; // Set its transform to the appropriate position, as determined by the // picking subsystem. for interaction in pointers.iter() { if let Some(&( _, HitData { position: Some(position), .. }, )) = interaction.get_nearest_hit() { transform.translation = position + vec3(0.0, SPHERE_OFFSET, 0.0); } } }
Updates the position of the sphere when the user clicks on a spot in the scene. Note that the position of the sphere is locked in baked lighting mode.
move_sphere
rust
bevyengine/bevy
examples/3d/mixed_lighting.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/mixed_lighting.rs
Apache-2.0
fn adjust_help_text( mut commands: Commands, help_texts: Query<Entity, With<HelpText>>, app_status: Res<AppStatus>, mut lighting_mode_change_event_reader: EventReader<LightingModeChanged>, ) { if lighting_mode_change_event_reader.read().next().is_none() { return; } for help_text in &help_texts { commands .entity(help_text) .insert(create_help_text(&app_status)); } }
Changes the help text at the top of the screen when the lighting mode changes.
adjust_help_text
rust
bevyengine/bevy
examples/3d/mixed_lighting.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/mixed_lighting.rs
Apache-2.0
fn create_help_text(app_status: &AppStatus) -> Text { match app_status.lighting_mode { LightingMode::Baked => Text::new( "Scenery: Static, baked direct light, baked indirect light Sphere: Static, baked direct light, baked indirect light", ), LightingMode::MixedDirect => Text::new( "Scenery: Static, baked direct light, baked indirect light Sphere: Dynamic, real-time direct light, no indirect light Click in the scene to move the sphere", ), LightingMode::MixedIndirect => Text::new( "Scenery: Static, real-time direct light, baked indirect light Sphere: Dynamic, real-time direct light, no indirect light Click in the scene to move the sphere", ), LightingMode::RealTime => Text::new( "Scenery: Dynamic, real-time direct light, no indirect light Sphere: Dynamic, real-time direct light, no indirect light Click in the scene to move the sphere", ), } }
Returns appropriate text to display at the top of the screen.
create_help_text
rust
bevyengine/bevy
examples/3d/mixed_lighting.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/mixed_lighting.rs
Apache-2.0
fn race_track_pos(offset: f32, t: f32) -> Vec2 { let x_tweak = 2.0; let y_tweak = 3.0; let scale = 8.0; let x0 = ops::sin(x_tweak * t); let y0 = ops::cos(y_tweak * t); let dx = x_tweak * ops::cos(x_tweak * t); let dy = y_tweak * -ops::sin(y_tweak * t); let dl = ops::hypot(dx, dy); let x = x0 + offset * dy / dl; let y = y0 - offset * dx / dl; Vec2::new(x, y) * scale }
Parametric function for a looping race track. `offset` will return the point offset perpendicular to the track at the given point.
race_track_pos
rust
bevyengine/bevy
examples/3d/motion_blur.rs
https://github.com/bevyengine/bevy/blob/master/examples/3d/motion_blur.rs
Apache-2.0