forked from bevyengine/bevy
-
Notifications
You must be signed in to change notification settings - Fork 0
/
desk_toy.rs
397 lines (357 loc) · 15 KB
/
desk_toy.rs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
//! Bevy logo as a desk toy using transparent windows! Now with Googly Eyes!
//!
//! This example demonstrates:
//! - Transparent windows that can be clicked through.
//! - Drag-and-drop operations in 2D.
//! - Using entity hierarchy and [`SpatialBundle`]s to create simple animations.
//! - Creating simple 2D meshes based on shape primitives.
use bevy::{
app::AppExit,
input::common_conditions::{input_just_pressed, input_just_released},
prelude::*,
sprite::{MaterialMesh2dBundle, Mesh2dHandle},
window::{PrimaryWindow, WindowLevel},
};
#[cfg(target_os = "macos")]
use bevy::window::CompositeAlphaMode;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Bevy Desk Toy".into(),
transparent: true,
#[cfg(target_os = "macos")]
composite_alpha_mode: CompositeAlphaMode::PostMultiplied,
..default()
}),
..default()
}))
.insert_resource(ClearColor(WINDOW_CLEAR_COLOR))
.insert_resource(WindowTransparency(false))
.insert_resource(CursorWorldPos(None))
.add_systems(Startup, setup)
.add_systems(
Update,
(
get_cursor_world_pos,
update_cursor_hit_test,
(
start_drag.run_if(input_just_pressed(MouseButton::Left)),
end_drag.run_if(input_just_released(MouseButton::Left)),
drag.run_if(resource_exists::<DragOperation>),
quit.run_if(input_just_pressed(MouseButton::Right)),
toggle_transparency.run_if(input_just_pressed(KeyCode::Space)),
move_pupils.after(drag),
),
)
.chain(),
)
.run();
}
/// Whether the window is transparent
#[derive(Resource)]
struct WindowTransparency(bool);
/// The projected 2D world coordinates of the cursor (if it's within primary window bounds).
#[derive(Resource)]
struct CursorWorldPos(Option<Vec2>);
/// The current drag operation including the offset with which we grabbed the Bevy logo.
#[derive(Resource)]
struct DragOperation(Vec2);
/// Marker component for the instructions text entity.
#[derive(Component)]
struct InstructionsText;
/// Marker component for the Bevy logo entity.
#[derive(Component)]
struct BevyLogo;
/// Component for the moving pupil entity (the moving part of the googly eye).
#[derive(Component)]
struct Pupil {
/// Radius of the eye containing the pupil.
eye_radius: f32,
/// Radius of the pupil.
pupil_radius: f32,
/// Current velocity of the pupil.
velocity: Vec2,
}
// Dimensions are based on: assets/branding/icon.png
// Bevy logo radius
const BEVY_LOGO_RADIUS: f32 = 128.0;
// Birds' eyes x y (offset from the origin) and radius
// These values are manually determined from the logo image
const BIRDS_EYES: [(f32, f32, f32); 3] = [
(145.0 - 128.0, -(56.0 - 128.0), 12.0),
(198.0 - 128.0, -(87.0 - 128.0), 10.0),
(222.0 - 128.0, -(140.0 - 128.0), 8.0),
];
const WINDOW_CLEAR_COLOR: Color = Color::srgb(0.2, 0.2, 0.2);
/// Spawn the scene
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
// Spawn a 2D camera
commands.spawn(Camera2dBundle::default());
// Spawn the text instructions
let font = asset_server.load("fonts/FiraSans-Bold.ttf");
let text_style = TextStyle {
font: font.clone(),
font_size: 30.0,
color: Color::WHITE,
};
commands.spawn((
Text2dBundle {
text: Text::from_section(
"Press Space to play on your desktop! Press it again to return.\nRight click Bevy logo to exit.",
text_style.clone(),
),
transform: Transform::from_xyz(0.0, -300.0, 100.0),
..default()
},
InstructionsText,
));
// Create a circle mesh. We will reuse this mesh for all our circles.
let circle = Mesh2dHandle(meshes.add(Circle { radius: 1.0 }));
// Create the different materials we will use for each part of the eyes. For this demo they are basic [`ColorMaterial`]s.
let outline_material = materials.add(Color::BLACK);
let sclera_material = materials.add(Color::WHITE);
let pupil_material = materials.add(Color::srgb(0.2, 0.2, 0.2));
let pupil_highlight_material = materials.add(Color::srgba(1.0, 1.0, 1.0, 0.2));
// Spawn the Bevy logo sprite
commands
.spawn((
SpriteBundle {
texture: asset_server.load("branding/icon.png"),
..default()
},
BevyLogo,
))
.with_children(|commands| {
// For each bird eye
for (x, y, radius) in BIRDS_EYES {
// eye outline
commands.spawn(MaterialMesh2dBundle {
mesh: circle.clone(),
material: outline_material.clone(),
transform: Transform::from_xyz(x, y - 1.0, 1.0)
.with_scale(Vec2::splat(radius + 2.0).extend(1.0)),
..default()
});
// sclera
commands
.spawn(SpatialBundle::from_transform(Transform::from_xyz(
x, y, 2.0,
)))
.with_children(|commands| {
// sclera
commands.spawn(MaterialMesh2dBundle {
mesh: circle.clone(),
material: sclera_material.clone(),
transform: Transform::from_scale(Vec3::new(radius, radius, 0.0)),
..default()
});
let pupil_radius = radius * 0.6;
let pupil_highlight_radius = radius * 0.3;
let pupil_highlight_offset = radius * 0.3;
// pupil
commands
.spawn((
SpatialBundle::from_transform(Transform::from_xyz(0.0, 0.0, 1.0)),
Pupil {
eye_radius: radius,
pupil_radius,
velocity: Vec2::ZERO,
},
))
.with_children(|commands| {
// pupil main
commands.spawn(MaterialMesh2dBundle {
mesh: circle.clone(),
material: pupil_material.clone(),
transform: Transform::from_xyz(0.0, 0.0, 0.0)
.with_scale(Vec3::new(pupil_radius, pupil_radius, 1.0)),
..default()
});
// pupil highlight
commands.spawn(MaterialMesh2dBundle {
mesh: circle.clone(),
material: pupil_highlight_material.clone(),
transform: Transform::from_xyz(
-pupil_highlight_offset,
pupil_highlight_offset,
1.0,
)
.with_scale(Vec3::new(
pupil_highlight_radius,
pupil_highlight_radius,
1.0,
)),
..default()
});
});
});
}
});
}
/// Project the cursor into the world coordinates and store it in a resource for easy use
fn get_cursor_world_pos(
mut cursor_world_pos: ResMut<CursorWorldPos>,
q_primary_window: Query<&Window, With<PrimaryWindow>>,
q_camera: Query<(&Camera, &GlobalTransform)>,
) {
let primary_window = q_primary_window.single();
let (main_camera, main_camera_transform) = q_camera.single();
// Get the cursor position in the world
cursor_world_pos.0 = primary_window
.cursor_position()
.and_then(|cursor_pos| main_camera.viewport_to_world_2d(main_camera_transform, cursor_pos));
}
/// Update whether the window is clickable or not
fn update_cursor_hit_test(
cursor_world_pos: Res<CursorWorldPos>,
mut q_primary_window: Query<&mut Window, With<PrimaryWindow>>,
q_bevy_logo: Query<&Transform, With<BevyLogo>>,
) {
let mut primary_window = q_primary_window.single_mut();
// If the window has decorations (e.g. a border) then it should be clickable
if primary_window.decorations {
primary_window.cursor.hit_test = true;
return;
}
// If the cursor is not within the window we don't need to update whether the window is clickable or not
let Some(cursor_world_pos) = cursor_world_pos.0 else {
return;
};
// If the cursor is within the radius of the Bevy logo make the window clickable otherwise the window is not clickable
let bevy_logo_transform = q_bevy_logo.single();
primary_window.cursor.hit_test = bevy_logo_transform
.translation
.truncate()
.distance(cursor_world_pos)
< BEVY_LOGO_RADIUS;
}
/// Start the drag operation and record the offset we started dragging from
fn start_drag(
mut commands: Commands,
cursor_world_pos: Res<CursorWorldPos>,
q_bevy_logo: Query<&Transform, With<BevyLogo>>,
) {
// If the cursor is not within the primary window skip this system
let Some(cursor_world_pos) = cursor_world_pos.0 else {
return;
};
// Get the offset from the cursor to the Bevy logo sprite
let bevy_logo_transform = q_bevy_logo.single();
let drag_offset = bevy_logo_transform.translation.truncate() - cursor_world_pos;
// If the cursor is within the Bevy logo radius start the drag operation and remember the offset of the cursor from the origin
if drag_offset.length() < BEVY_LOGO_RADIUS {
commands.insert_resource(DragOperation(drag_offset));
}
}
/// Stop the current drag operation
fn end_drag(mut commands: Commands) {
commands.remove_resource::<DragOperation>();
}
/// Drag the Bevy logo
fn drag(
drag_offset: Res<DragOperation>,
cursor_world_pos: Res<CursorWorldPos>,
time: Res<Time>,
mut q_bevy_logo: Query<&mut Transform, With<BevyLogo>>,
mut q_pupils: Query<&mut Pupil>,
) {
// If the cursor is not within the primary window skip this system
let Some(cursor_world_pos) = cursor_world_pos.0 else {
return;
};
// Get the current Bevy logo transform
let mut bevy_transform = q_bevy_logo.single_mut();
// Calculate the new translation of the Bevy logo based on cursor and drag offset
let new_translation = cursor_world_pos + drag_offset.0;
// Calculate how fast we are dragging the Bevy logo (unit/second)
let drag_velocity =
(new_translation - bevy_transform.translation.truncate()) / time.delta_seconds();
// Update the translation of Bevy logo transform to new translation
bevy_transform.translation = new_translation.extend(bevy_transform.translation.z);
// Add the cursor drag velocity in the opposite direction to each pupil.
// Remember pupils are using local coordinates to move. So when the Bevy logo moves right they need to move left to
// simulate inertia, otherwise they will move fixed to the parent.
for mut pupil in &mut q_pupils {
pupil.velocity -= drag_velocity;
}
}
/// Quit when the user right clicks the Bevy logo
fn quit(
cursor_world_pos: Res<CursorWorldPos>,
mut app_exit: EventWriter<AppExit>,
q_bevy_logo: Query<&Transform, With<BevyLogo>>,
) {
// If the cursor is not within the primary window skip this system
let Some(cursor_world_pos) = cursor_world_pos.0 else {
return;
};
// If the cursor is within the Bevy logo radius send the [`AppExit`] event to quit the app
let bevy_logo_transform = q_bevy_logo.single();
if bevy_logo_transform
.translation
.truncate()
.distance(cursor_world_pos)
< BEVY_LOGO_RADIUS
{
app_exit.send(AppExit);
}
}
/// Enable transparency for the window and make it on top
fn toggle_transparency(
mut commands: Commands,
mut window_transparency: ResMut<WindowTransparency>,
mut q_instructions_text: Query<&mut Visibility, With<InstructionsText>>,
mut q_primary_window: Query<&mut Window, With<PrimaryWindow>>,
) {
// Toggle the window transparency resource
window_transparency.0 = !window_transparency.0;
// Show or hide the instructions text
for mut visibility in &mut q_instructions_text {
*visibility = if window_transparency.0 {
Visibility::Hidden
} else {
Visibility::Visible
};
}
// Remove the primary window's decorations (e.g. borders), make it always on top of other desktop windows, and set the clear color to transparent
// only if window transparency is enabled
let mut window = q_primary_window.single_mut();
let clear_color;
(window.decorations, window.window_level, clear_color) = if window_transparency.0 {
(false, WindowLevel::AlwaysOnTop, Color::NONE)
} else {
(true, WindowLevel::Normal, WINDOW_CLEAR_COLOR)
};
// Set the clear color
commands.insert_resource(ClearColor(clear_color));
}
/// Move the pupils and bounce them around
fn move_pupils(time: Res<Time>, mut q_pupils: Query<(&mut Pupil, &mut Transform)>) {
for (mut pupil, mut transform) in &mut q_pupils {
// The wiggle radius is how much the pupil can move within the eye
let wiggle_radius = pupil.eye_radius - pupil.pupil_radius;
// Store the Z component
let z = transform.translation.z;
// Truncate the Z component to make the calculations be on [`Vec2`]
let mut translation = transform.translation.truncate();
// Decay the pupil velocity
pupil.velocity *= (0.04f32).powf(time.delta_seconds());
// Move the pupil
translation += pupil.velocity * time.delta_seconds();
// If the pupil hit the outside border of the eye, limit the translation to be within the wiggle radius and invert the velocity.
// This is not physically accurate but it's good enough for the googly eyes effect.
if translation.length() > wiggle_radius {
translation = translation.normalize() * wiggle_radius;
// Invert and decrease the velocity of the pupil when it bounces
pupil.velocity *= -0.75;
}
// Update the entity transform with the new translation after reading the Z component
transform.translation = translation.extend(z);
}
}