forked from dimforge/bevy_rapier
-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathtestbed2.rs
213 lines (202 loc) · 6.52 KB
/
testbed2.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
#![allow(dead_code)]
mod boxes2;
mod debug_despawn2;
mod despawn2;
mod events2;
mod joints2;
mod joints_despawn2;
mod locked_rotations2;
mod multiple_colliders2;
mod player_movement2;
mod rope_joint2;
use bevy::prelude::*;
use bevy_rapier2d::prelude::*;
#[derive(Debug, Clone, Eq, PartialEq, Default, Hash, States)]
pub enum Examples {
#[default]
None,
Boxes2,
RopeJoint2,
DebugDespawn2,
Despawn2,
Events2,
Joints2,
JointsDespawn2,
LockedRotation2,
MultipleColliders2,
PlayerMovement2,
}
#[derive(Resource, Default)]
struct ExamplesRes {
entities_before: Vec<Entity>,
}
fn main() {
let mut app = App::new();
app.init_state::<Examples>()
.init_resource::<ExamplesRes>()
.add_plugins((
DefaultPlugins,
RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(10.0),
RapierDebugRenderPlugin::default(),
))
//
//boxes2
.add_systems(
OnEnter(Examples::Boxes2),
(boxes2::setup_graphics, boxes2::setup_physics),
)
.add_systems(OnExit(Examples::Boxes2), cleanup)
//
// rope joint
.add_systems(
OnEnter(Examples::RopeJoint2),
(rope_joint2::setup_graphics, rope_joint2::setup_physics),
)
.add_systems(OnExit(Examples::RopeJoint2), cleanup)
//
//debug despawn
.init_resource::<debug_despawn2::Game>()
.add_systems(OnEnter(Examples::DebugDespawn2), debug_despawn2::setup_game)
.add_systems(
Update,
debug_despawn2::cube_sleep_detection.run_if(in_state(Examples::DebugDespawn2)),
)
.add_systems(OnExit(Examples::DebugDespawn2), cleanup)
//
//despawn2
.insert_resource(despawn2::DespawnResource::default())
.insert_resource(despawn2::ResizeResource::default())
.add_systems(
OnEnter(Examples::Despawn2),
(despawn2::setup_graphics, despawn2::setup_physics),
)
.add_systems(
Update,
(despawn2::despawn, despawn2::resize).run_if(in_state(Examples::Despawn2)),
)
.add_systems(OnExit(Examples::Despawn2), cleanup)
//
//events
.add_systems(
OnEnter(Examples::Events2),
(events2::setup_graphics, events2::setup_physics),
)
.add_systems(
Update,
events2::display_events.run_if(in_state(Examples::Events2)),
)
.add_systems(OnExit(Examples::Events2), cleanup)
//
//events
.add_systems(
OnEnter(Examples::Joints2),
(joints2::setup_graphics, joints2::setup_physics),
)
.add_systems(OnExit(Examples::Joints2), cleanup)
//
//despawn2
.insert_resource(joints_despawn2::DespawnResource::default())
.add_systems(
OnEnter(Examples::JointsDespawn2),
(
joints_despawn2::setup_graphics,
joints_despawn2::setup_physics,
),
)
.add_systems(
Update,
(joints_despawn2::despawn).run_if(in_state(Examples::JointsDespawn2)),
)
.add_systems(OnExit(Examples::JointsDespawn2), cleanup)
//
//locked rotations
.add_systems(
OnEnter(Examples::LockedRotation2),
(
locked_rotations2::setup_graphics,
locked_rotations2::setup_physics,
),
)
.add_systems(OnExit(Examples::LockedRotation2), cleanup)
//
//multiple colliders
.add_systems(
OnEnter(Examples::MultipleColliders2),
(
multiple_colliders2::setup_graphics,
multiple_colliders2::setup_physics,
),
)
.add_systems(OnExit(Examples::MultipleColliders2), cleanup)
//
//player movement
.add_systems(
OnEnter(Examples::PlayerMovement2),
player_movement2::spawn_player,
)
.add_systems(
Update,
(player_movement2::player_movement).run_if(in_state(Examples::PlayerMovement2)),
)
.add_systems(
OnExit(Examples::PlayerMovement2),
(
cleanup,
|mut rapier_config: Query<&mut RapierConfiguration>,
ctxt: DefaultRapierContextAccess| {
let mut rapier_config = rapier_config.single_mut();
rapier_config.gravity =
RapierConfiguration::new(ctxt.integration_parameters.length_unit).gravity;
},
),
)
//
//testbed
.add_systems(
OnEnter(Examples::None),
|mut next_state: ResMut<NextState<Examples>>| {
next_state.set(Examples::Boxes2);
},
)
.add_systems(OnExit(Examples::None), init)
.add_systems(Update, check_toggle);
app.run();
}
fn init(world: &mut World) {
//save all entities that are in the world before setting up any example
// to be able to always return to this state when switching from one example to the other
world.resource_mut::<ExamplesRes>().entities_before =
world.iter_entities().map(|e| e.id()).collect::<Vec<_>>();
}
fn cleanup(world: &mut World) {
let keep_alive = world.resource::<ExamplesRes>().entities_before.clone();
let remove = world
.iter_entities()
.filter_map(|e| (!keep_alive.contains(&e.id())).then_some(e.id()))
.collect::<Vec<_>>();
for r in remove {
world.despawn(r);
}
}
fn check_toggle(
state: Res<State<Examples>>,
mut next_state: ResMut<NextState<Examples>>,
mouse_input: Res<ButtonInput<MouseButton>>,
) {
if mouse_input.just_pressed(MouseButton::Left) {
let next = match *state.get() {
Examples::None => Examples::Boxes2,
Examples::Boxes2 => Examples::RopeJoint2,
Examples::RopeJoint2 => Examples::DebugDespawn2,
Examples::DebugDespawn2 => Examples::Despawn2,
Examples::Despawn2 => Examples::Events2,
Examples::Events2 => Examples::Joints2,
Examples::Joints2 => Examples::JointsDespawn2,
Examples::JointsDespawn2 => Examples::LockedRotation2,
Examples::LockedRotation2 => Examples::MultipleColliders2,
Examples::MultipleColliders2 => Examples::PlayerMovement2,
Examples::PlayerMovement2 => Examples::Boxes2,
};
next_state.set(next);
}
}