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testbed2.rs
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#![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_egui::{egui, EguiContexts, EguiPlugin};
use bevy_inspector_egui::quick::WorldInspectorPlugin;
use bevy_rapier2d::prelude::*;
#[derive(Debug, Reflect, Clone, Copy, Eq, PartialEq, Default, Hash, States)]
pub enum Examples {
#[default]
None,
Boxes2,
RopeJoint2,
DebugDespawn2,
Despawn2,
Events2,
Joints2,
JointsDespawn2,
LockedRotations2,
MultipleColliders2,
PlayerMovement2,
}
#[derive(Resource, Default, Reflect)]
struct ExamplesRes {
entities_before: Vec<Entity>,
}
#[derive(Resource, Debug, Default, Reflect)]
struct ExampleSelected(pub usize);
#[derive(Debug, Reflect)]
struct ExampleDefinition {
pub state: Examples,
pub name: &'static str,
}
impl From<(Examples, &'static str)> for ExampleDefinition {
fn from((state, name): (Examples, &'static str)) -> Self {
Self { state, name }
}
}
#[derive(Resource, Debug, Reflect)]
struct ExampleSet(pub Vec<ExampleDefinition>);
fn main() {
let mut app = App::new();
app.init_resource::<ExamplesRes>()
.add_plugins((
DefaultPlugins,
EguiPlugin,
RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(10.0),
RapierDebugRenderPlugin::default(),
WorldInspectorPlugin::new(),
))
.register_type::<Examples>()
.register_type::<ExamplesRes>()
.register_type::<ExampleSelected>()
.init_state::<Examples>()
.insert_resource(ExampleSet(vec![
(Examples::Boxes2, "Boxes3").into(),
(Examples::RopeJoint2, "RopeJoint2").into(),
(Examples::DebugDespawn2, "DebugDespawn2").into(),
(Examples::Despawn2, "Despawn3").into(),
(Examples::Events2, "Events3").into(),
(Examples::Joints2, "Joints3").into(),
(Examples::JointsDespawn2, "JointsDespawn3").into(),
(Examples::LockedRotations2, "LockedRotations3").into(),
(Examples::MultipleColliders2, "MultipleColliders3").into(),
(Examples::PlayerMovement2, "PlayerMovement2").into(),
]))
.init_resource::<ExampleSelected>()
//
//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::LockedRotations2),
(
locked_rotations2::setup_graphics,
locked_rotations2::setup_physics,
),
)
.add_systems(OnExit(Examples::LockedRotations2), 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,
(
ui_example_system,
change_example.run_if(resource_changed::<ExampleSelected>),
)
.chain(),
);
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 change_example(
example_selected: Res<ExampleSelected>,
examples_available: Res<ExampleSet>,
mut next_state: ResMut<NextState<Examples>>,
) {
next_state.set(examples_available.0[example_selected.0].state);
}
fn ui_example_system(
mut contexts: EguiContexts,
mut current_example: ResMut<ExampleSelected>,
examples_available: Res<ExampleSet>,
) {
egui::Window::new("Testbed").show(contexts.ctx_mut(), |ui| {
let mut changed = false;
egui::ComboBox::from_label("example")
.width(150.0)
.selected_text(examples_available.0[current_example.0].name)
.show_ui(ui, |ui| {
for (id, value) in examples_available.0.iter().enumerate() {
changed = ui
.selectable_value(&mut current_example.0, id, value.name)
.changed()
|| changed;
}
});
if ui.button("Next").clicked() {
current_example.0 = (current_example.0 + 1) % examples_available.0.len();
}
});
}