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Part 2 of #23619 In **Bevy 0.19** we are landing a subset of Bevy's Next Generation Scene system (often known as BSN), which now lives in the `bevy_scene` / `bevy::scene` crate. However the old `bevy_scene` system still needs to stick around for a bit longer, as it provides some features that Bevy's Next Generation Scene system doesn't (yet!): 1. It is not _yet_ possible to write a World _to_ BSN, so the old system is still necessary for "round trip World serialization". 2. The GLTF scene loader has not yet been ported to BSN, so the old system is still necessary to spawn GLTF scenes in Bevy. For this reason, we have renamed the old `bevy_scene` crate to `bevy_world_serialization`. If you were referencing `bevy_scene::*` or `bevy::scene::*` types, rename those paths to `bevy_world_serialization::*` and `bevy::world_serialization::*` respectively. Additionally, to avoid confusion / conflicts with the new scene system, all "scene" terminology / types have been reframed as "world serialization": - `Scene` -> `WorldAsset` (as this was always just a World wrapper) - `SceneRoot` -> `WorldAssetRoot` - `DynamicScene` -> `DynamicWorld` - `DynamicScene::from_scene` -> `DynamicWorld::from_world_asset` - `DynamicSceneBuilder` -> `DynamicWorldBuilder` - `DynamicSceneRoot` -> `DynamicWorldRoot` - `SceneInstanceReady` -> `WorldInstanceReady` - `SceneLoader` -> `WorldAssetLoader` - `ScenePlugin` -> `WorldSerializationPlugin` - `SceneRootTemplate` -> `WorldAssetRootTemplate` - `SceneSpawner` -> `WorldInstanceSpawner` - `SceneFilter` -> `WorldFilter` - `SceneLoaderError` -> `WorldAssetLoaderError` - `SceneSpawnError` -> `WorldInstanceSpawnError` Note that I went with `bevy_world_serialization` over `bevy_ecs_serialization`, as that is what all of the internal features described themselves as. I think it is both more specific and does a better job of making itself decoupled from `bevy_ecs` proper.
205 lines
6.2 KiB
Rust
205 lines
6.2 KiB
Rust
//! Renders four cameras to the same window to accomplish "split screen".
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use std::f32::consts::PI;
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use bevy::{
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camera::Viewport, light::CascadeShadowConfigBuilder, prelude::*, window::WindowResized,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, (set_camera_viewports, button_system))
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.run();
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}
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// plane
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))),
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MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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));
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commands.spawn(WorldAssetRoot(
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asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
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));
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// Light
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commands.spawn((
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Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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DirectionalLight {
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shadow_maps_enabled: true,
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..default()
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},
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CascadeShadowConfigBuilder {
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num_cascades: if cfg!(all(
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feature = "webgl2",
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target_arch = "wasm32",
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not(feature = "webgpu")
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)) {
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// Limited to 1 cascade in WebGL
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1
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} else {
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2
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},
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first_cascade_far_bound: 200.0,
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maximum_distance: 280.0,
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..default()
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}
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.build(),
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));
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// Cameras and their dedicated UI
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for (index, (camera_name, camera_pos)) in [
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("Player 1", Vec3::new(0.0, 200.0, -150.0)),
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("Player 2", Vec3::new(150.0, 150., 50.0)),
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("Player 3", Vec3::new(100.0, 150., -150.0)),
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("Player 4", Vec3::new(-100.0, 80., 150.0)),
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]
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.iter()
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.enumerate()
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{
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let camera = commands
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.spawn((
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Camera3d::default(),
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Transform::from_translation(*camera_pos).looking_at(Vec3::ZERO, Vec3::Y),
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Camera {
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// Renders cameras with different priorities to prevent ambiguities
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order: index as isize,
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..default()
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},
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CameraPosition {
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pos: UVec2::new((index % 2) as u32, (index / 2) as u32),
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},
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))
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.id();
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// Set up UI
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commands.spawn((
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UiTargetCamera(camera),
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Node {
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width: percent(100),
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height: percent(100),
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..default()
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},
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children![
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(
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Text::new(*camera_name),
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Node {
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position_type: PositionType::Absolute,
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top: px(12),
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left: px(12),
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..default()
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},
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),
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buttons_panel(),
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],
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));
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}
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fn buttons_panel() -> impl Bundle {
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(
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Node {
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position_type: PositionType::Absolute,
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width: percent(100),
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height: percent(100),
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display: Display::Flex,
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flex_direction: FlexDirection::Row,
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justify_content: JustifyContent::SpaceBetween,
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align_items: AlignItems::Center,
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padding: UiRect::all(px(20)),
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..default()
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},
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children![
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rotate_button("<", Direction::Left),
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rotate_button(">", Direction::Right),
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],
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)
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}
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fn rotate_button(caption: &str, direction: Direction) -> impl Bundle {
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(
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RotateCamera(direction),
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Button,
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Node {
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width: px(40),
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height: px(40),
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border: UiRect::all(px(2)),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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..default()
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},
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BorderColor::all(Color::WHITE),
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BackgroundColor(Color::srgb(0.25, 0.25, 0.25)),
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children![Text::new(caption)],
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)
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}
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}
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#[derive(Component)]
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struct CameraPosition {
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pos: UVec2,
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}
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#[derive(Component)]
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struct RotateCamera(Direction);
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enum Direction {
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Left,
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Right,
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}
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fn set_camera_viewports(
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windows: Query<&Window>,
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mut window_resized_reader: MessageReader<WindowResized>,
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mut query: Query<(&CameraPosition, &mut Camera)>,
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) {
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// We need to dynamically resize the camera's viewports whenever the window size changes
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// so then each camera always takes up half the screen.
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// A resize_event is sent when the window is first created, allowing us to reuse this system for initial setup.
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for window_resized in window_resized_reader.read() {
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let window = windows.get(window_resized.window).unwrap();
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let size = window.physical_size() / 2;
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for (camera_position, mut camera) in &mut query {
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camera.viewport = Some(Viewport {
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physical_position: camera_position.pos * size,
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physical_size: size,
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..default()
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});
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}
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}
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}
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fn button_system(
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interaction_query: Query<
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(&Interaction, &ComputedUiTargetCamera, &RotateCamera),
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(Changed<Interaction>, With<Button>),
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>,
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mut camera_query: Query<&mut Transform, With<Camera>>,
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) {
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for (interaction, computed_target, RotateCamera(direction)) in &interaction_query {
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if let Interaction::Pressed = *interaction {
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// Since TargetCamera propagates to the children, we can use it to find
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// which side of the screen the button is on.
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if let Some(mut camera_transform) = computed_target
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.get()
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.and_then(|camera| camera_query.get_mut(camera).ok())
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{
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let angle = match direction {
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Direction::Left => -0.1,
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Direction::Right => 0.1,
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};
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camera_transform.rotate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, angle));
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}
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}
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}
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}
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