bevy/examples/math/render_primitives.rs

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//! This example demonstrates how each of Bevy's math primitives look like in 2D and 3D with meshes
//! and with gizmos
#![allow(clippy::match_same_arms)]
use bevy::{
input::common_conditions::input_just_pressed, prelude::*, sprite::MaterialMesh2dBundle,
};
const LEFT_RIGHT_OFFSET_2D: f32 = 200.0;
const LEFT_RIGHT_OFFSET_3D: f32 = 2.0;
fn main() {
let mut app = App::new();
app.add_plugins(DefaultPlugins)
.init_state::<PrimitiveSelected>()
.init_state::<CameraActive>();
// cameras
app.add_systems(Startup, (setup_cameras, setup_lights, setup_ambient_light))
.add_systems(
Update,
(
update_active_cameras.run_if(state_changed::<CameraActive>),
switch_cameras.run_if(input_just_pressed(KeyCode::KeyC)),
),
);
// text
// PostStartup since we need the cameras to exist
app.add_systems(PostStartup, setup_text);
app.add_systems(
Update,
(update_text.run_if(state_changed::<PrimitiveSelected>),),
);
// primitives
app.add_systems(Startup, (spawn_primitive_2d, spawn_primitive_3d))
.add_systems(
Update,
(
switch_to_next_primitive.run_if(input_just_pressed(KeyCode::ArrowUp)),
switch_to_previous_primitive.run_if(input_just_pressed(KeyCode::ArrowDown)),
draw_gizmos_2d.run_if(in_mode(CameraActive::Dim2)),
draw_gizmos_3d.run_if(in_mode(CameraActive::Dim3)),
update_primitive_meshes.run_if(
state_changed::<PrimitiveSelected>.or_else(state_changed::<CameraActive>),
),
rotate_primitive_2d_meshes,
rotate_primitive_3d_meshes,
),
);
app.run();
}
/// State for tracking which of the two cameras (2D & 3D) is currently active
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, States, Default, Reflect)]
enum CameraActive {
#[default]
/// 2D Camera is active
Dim2,
/// 3D Camera is active
Dim3,
}
/// State for tracking which primitives are currently displayed
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, States, Default, Reflect)]
enum PrimitiveSelected {
#[default]
RectangleAndCuboid,
CircleAndSphere,
Ellipse,
Triangle,
Plane,
Line,
Segment,
Polyline,
Polygon,
RegularPolygon,
Capsule,
Cylinder,
Cone,
ConicalFrustum,
Torus,
}
impl std::fmt::Display for PrimitiveSelected {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let name = match self {
PrimitiveSelected::RectangleAndCuboid => String::from("Rectangle/Cuboid"),
PrimitiveSelected::CircleAndSphere => String::from("Circle/Sphere"),
other => format!("{other:?}"),
};
write!(f, "{name}")
}
}
impl PrimitiveSelected {
const ALL: [Self; 15] = [
Self::RectangleAndCuboid,
Self::CircleAndSphere,
Self::Ellipse,
Self::Triangle,
Self::Plane,
Self::Line,
Self::Segment,
Self::Polyline,
Self::Polygon,
Self::RegularPolygon,
Self::Capsule,
Self::Cylinder,
Self::Cone,
Self::ConicalFrustum,
Self::Torus,
];
fn next(self) -> Self {
Self::ALL
.into_iter()
.cycle()
.skip_while(|&x| x != self)
.nth(1)
.unwrap()
}
fn previous(self) -> Self {
Self::ALL
.into_iter()
.rev()
.cycle()
.skip_while(|&x| x != self)
.nth(1)
.unwrap()
}
}
const SMALL_2D: f32 = 50.0;
const BIG_2D: f32 = 100.0;
const SMALL_3D: f32 = 0.5;
const BIG_3D: f32 = 1.0;
// primitives
const RECTANGLE: Rectangle = Rectangle {
half_size: Vec2::new(SMALL_2D, BIG_2D),
};
const CUBOID: Cuboid = Cuboid {
half_size: Vec3::new(BIG_3D, SMALL_3D, BIG_3D),
};
const CIRCLE: Circle = Circle { radius: BIG_2D };
const SPHERE: Sphere = Sphere { radius: BIG_3D };
const ELLIPSE: Ellipse = Ellipse {
half_size: Vec2::new(BIG_2D, SMALL_2D),
};
const TRIANGLE: Triangle2d = Triangle2d {
vertices: [
Vec2::new(SMALL_2D, 0.0),
Vec2::new(0.0, SMALL_2D),
Vec2::new(-SMALL_2D, 0.0),
],
};
Rename `Direction2d/3d` to `Dir2/3` (#12189) # Objective Split up from #12017, rename Bevy's direction types. Currently, Bevy has the `Direction2d`, `Direction3d`, and `Direction3dA` types, which provide a type-level guarantee that their contained vectors remain normalized. They can be very useful for a lot of APIs for safety, explicitness, and in some cases performance, as they can sometimes avoid unnecessary normalizations. However, many consider them to be inconvenient to use, and opt for standard vector types like `Vec3` because of this. One reason is that the direction type names are a bit long and can be annoying to write (of course you can use autocomplete, but just typing `Vec3` is still nicer), and in some intances, the extra characters can make formatting worse. The naming is also inconsistent with Glam's shorter type names, and results in names like `Direction3dA`, which (in my opinion) are difficult to read and even a bit ugly. This PR proposes renaming the types to `Dir2`, `Dir3`, and `Dir3A`. These names are nice and easy to write, consistent with Glam, and work well for variants like the SIMD aligned `Dir3A`. As a bonus, it can also result in nicer formatting in a lot of cases, which can be seen from the diff of this PR. Some examples of what it looks like: (copied from #12017) ```rust // Before let ray_cast = RayCast2d::new(Vec2::ZERO, Direction2d::X, 5.0); // After let ray_cast = RayCast2d::new(Vec2::ZERO, Dir2::X, 5.0); ``` ```rust // Before (an example using Bevy XPBD) let hit = spatial_query.cast_ray( Vec3::ZERO, Direction3d::X, f32::MAX, true, SpatialQueryFilter::default(), ); // After let hit = spatial_query.cast_ray( Vec3::ZERO, Dir3::X, f32::MAX, true, SpatialQueryFilter::default(), ); ``` ```rust // Before self.circle( Vec3::new(0.0, -2.0, 0.0), Direction3d::Y, 5.0, Color::TURQUOISE, ); // After (formatting is collapsed in this case) self.circle(Vec3::new(0.0, -2.0, 0.0), Dir3::Y, 5.0, Color::TURQUOISE); ``` ## Solution Rename `Direction2d`, `Direction3d`, and `Direction3dA` to `Dir2`, `Dir3`, and `Dir3A`. --- ## Migration Guide The `Direction2d` and `Direction3d` types have been renamed to `Dir2` and `Dir3`. ## Additional Context This has been brought up on the Discord a few times, and we had a small [poll](https://discord.com/channels/691052431525675048/1203087353850364004/1212465038711984158) on this. `Dir2`/`Dir3`/`Dir3A` was quite unanimously chosen as the best option, but of course it was a very small poll and inconclusive, so other opinions are certainly welcome too. --------- Co-authored-by: IceSentry <c.giguere42@gmail.com>
2024-02-28 22:48:43 +00:00
const PLANE_2D: Plane2d = Plane2d { normal: Dir2::Y };
const PLANE_3D: Plane3d = Plane3d {
normal: Dir3::Y,
half_size: Vec2::new(BIG_3D, BIG_3D),
};
Rename `Direction2d/3d` to `Dir2/3` (#12189) # Objective Split up from #12017, rename Bevy's direction types. Currently, Bevy has the `Direction2d`, `Direction3d`, and `Direction3dA` types, which provide a type-level guarantee that their contained vectors remain normalized. They can be very useful for a lot of APIs for safety, explicitness, and in some cases performance, as they can sometimes avoid unnecessary normalizations. However, many consider them to be inconvenient to use, and opt for standard vector types like `Vec3` because of this. One reason is that the direction type names are a bit long and can be annoying to write (of course you can use autocomplete, but just typing `Vec3` is still nicer), and in some intances, the extra characters can make formatting worse. The naming is also inconsistent with Glam's shorter type names, and results in names like `Direction3dA`, which (in my opinion) are difficult to read and even a bit ugly. This PR proposes renaming the types to `Dir2`, `Dir3`, and `Dir3A`. These names are nice and easy to write, consistent with Glam, and work well for variants like the SIMD aligned `Dir3A`. As a bonus, it can also result in nicer formatting in a lot of cases, which can be seen from the diff of this PR. Some examples of what it looks like: (copied from #12017) ```rust // Before let ray_cast = RayCast2d::new(Vec2::ZERO, Direction2d::X, 5.0); // After let ray_cast = RayCast2d::new(Vec2::ZERO, Dir2::X, 5.0); ``` ```rust // Before (an example using Bevy XPBD) let hit = spatial_query.cast_ray( Vec3::ZERO, Direction3d::X, f32::MAX, true, SpatialQueryFilter::default(), ); // After let hit = spatial_query.cast_ray( Vec3::ZERO, Dir3::X, f32::MAX, true, SpatialQueryFilter::default(), ); ``` ```rust // Before self.circle( Vec3::new(0.0, -2.0, 0.0), Direction3d::Y, 5.0, Color::TURQUOISE, ); // After (formatting is collapsed in this case) self.circle(Vec3::new(0.0, -2.0, 0.0), Dir3::Y, 5.0, Color::TURQUOISE); ``` ## Solution Rename `Direction2d`, `Direction3d`, and `Direction3dA` to `Dir2`, `Dir3`, and `Dir3A`. --- ## Migration Guide The `Direction2d` and `Direction3d` types have been renamed to `Dir2` and `Dir3`. ## Additional Context This has been brought up on the Discord a few times, and we had a small [poll](https://discord.com/channels/691052431525675048/1203087353850364004/1212465038711984158) on this. `Dir2`/`Dir3`/`Dir3A` was quite unanimously chosen as the best option, but of course it was a very small poll and inconclusive, so other opinions are certainly welcome too. --------- Co-authored-by: IceSentry <c.giguere42@gmail.com>
2024-02-28 22:48:43 +00:00
const LINE2D: Line2d = Line2d { direction: Dir2::X };
const LINE3D: Line3d = Line3d { direction: Dir3::X };
const SEGMENT_2D: Segment2d = Segment2d {
Rename `Direction2d/3d` to `Dir2/3` (#12189) # Objective Split up from #12017, rename Bevy's direction types. Currently, Bevy has the `Direction2d`, `Direction3d`, and `Direction3dA` types, which provide a type-level guarantee that their contained vectors remain normalized. They can be very useful for a lot of APIs for safety, explicitness, and in some cases performance, as they can sometimes avoid unnecessary normalizations. However, many consider them to be inconvenient to use, and opt for standard vector types like `Vec3` because of this. One reason is that the direction type names are a bit long and can be annoying to write (of course you can use autocomplete, but just typing `Vec3` is still nicer), and in some intances, the extra characters can make formatting worse. The naming is also inconsistent with Glam's shorter type names, and results in names like `Direction3dA`, which (in my opinion) are difficult to read and even a bit ugly. This PR proposes renaming the types to `Dir2`, `Dir3`, and `Dir3A`. These names are nice and easy to write, consistent with Glam, and work well for variants like the SIMD aligned `Dir3A`. As a bonus, it can also result in nicer formatting in a lot of cases, which can be seen from the diff of this PR. Some examples of what it looks like: (copied from #12017) ```rust // Before let ray_cast = RayCast2d::new(Vec2::ZERO, Direction2d::X, 5.0); // After let ray_cast = RayCast2d::new(Vec2::ZERO, Dir2::X, 5.0); ``` ```rust // Before (an example using Bevy XPBD) let hit = spatial_query.cast_ray( Vec3::ZERO, Direction3d::X, f32::MAX, true, SpatialQueryFilter::default(), ); // After let hit = spatial_query.cast_ray( Vec3::ZERO, Dir3::X, f32::MAX, true, SpatialQueryFilter::default(), ); ``` ```rust // Before self.circle( Vec3::new(0.0, -2.0, 0.0), Direction3d::Y, 5.0, Color::TURQUOISE, ); // After (formatting is collapsed in this case) self.circle(Vec3::new(0.0, -2.0, 0.0), Dir3::Y, 5.0, Color::TURQUOISE); ``` ## Solution Rename `Direction2d`, `Direction3d`, and `Direction3dA` to `Dir2`, `Dir3`, and `Dir3A`. --- ## Migration Guide The `Direction2d` and `Direction3d` types have been renamed to `Dir2` and `Dir3`. ## Additional Context This has been brought up on the Discord a few times, and we had a small [poll](https://discord.com/channels/691052431525675048/1203087353850364004/1212465038711984158) on this. `Dir2`/`Dir3`/`Dir3A` was quite unanimously chosen as the best option, but of course it was a very small poll and inconclusive, so other opinions are certainly welcome too. --------- Co-authored-by: IceSentry <c.giguere42@gmail.com>
2024-02-28 22:48:43 +00:00
direction: Dir2::X,
half_length: BIG_2D,
};
const SEGMENT_3D: Segment3d = Segment3d {
Rename `Direction2d/3d` to `Dir2/3` (#12189) # Objective Split up from #12017, rename Bevy's direction types. Currently, Bevy has the `Direction2d`, `Direction3d`, and `Direction3dA` types, which provide a type-level guarantee that their contained vectors remain normalized. They can be very useful for a lot of APIs for safety, explicitness, and in some cases performance, as they can sometimes avoid unnecessary normalizations. However, many consider them to be inconvenient to use, and opt for standard vector types like `Vec3` because of this. One reason is that the direction type names are a bit long and can be annoying to write (of course you can use autocomplete, but just typing `Vec3` is still nicer), and in some intances, the extra characters can make formatting worse. The naming is also inconsistent with Glam's shorter type names, and results in names like `Direction3dA`, which (in my opinion) are difficult to read and even a bit ugly. This PR proposes renaming the types to `Dir2`, `Dir3`, and `Dir3A`. These names are nice and easy to write, consistent with Glam, and work well for variants like the SIMD aligned `Dir3A`. As a bonus, it can also result in nicer formatting in a lot of cases, which can be seen from the diff of this PR. Some examples of what it looks like: (copied from #12017) ```rust // Before let ray_cast = RayCast2d::new(Vec2::ZERO, Direction2d::X, 5.0); // After let ray_cast = RayCast2d::new(Vec2::ZERO, Dir2::X, 5.0); ``` ```rust // Before (an example using Bevy XPBD) let hit = spatial_query.cast_ray( Vec3::ZERO, Direction3d::X, f32::MAX, true, SpatialQueryFilter::default(), ); // After let hit = spatial_query.cast_ray( Vec3::ZERO, Dir3::X, f32::MAX, true, SpatialQueryFilter::default(), ); ``` ```rust // Before self.circle( Vec3::new(0.0, -2.0, 0.0), Direction3d::Y, 5.0, Color::TURQUOISE, ); // After (formatting is collapsed in this case) self.circle(Vec3::new(0.0, -2.0, 0.0), Dir3::Y, 5.0, Color::TURQUOISE); ``` ## Solution Rename `Direction2d`, `Direction3d`, and `Direction3dA` to `Dir2`, `Dir3`, and `Dir3A`. --- ## Migration Guide The `Direction2d` and `Direction3d` types have been renamed to `Dir2` and `Dir3`. ## Additional Context This has been brought up on the Discord a few times, and we had a small [poll](https://discord.com/channels/691052431525675048/1203087353850364004/1212465038711984158) on this. `Dir2`/`Dir3`/`Dir3A` was quite unanimously chosen as the best option, but of course it was a very small poll and inconclusive, so other opinions are certainly welcome too. --------- Co-authored-by: IceSentry <c.giguere42@gmail.com>
2024-02-28 22:48:43 +00:00
direction: Dir3::X,
half_length: BIG_3D,
};
const POLYLINE_2D: Polyline2d<4> = Polyline2d {
vertices: [
Vec2::new(-BIG_2D, -SMALL_2D),
Vec2::new(-SMALL_2D, SMALL_2D),
Vec2::new(SMALL_2D, -SMALL_2D),
Vec2::new(BIG_2D, SMALL_2D),
],
};
const POLYLINE_3D: Polyline3d<4> = Polyline3d {
vertices: [
Vec3::new(-BIG_3D, -SMALL_3D, -SMALL_3D),
Vec3::new(SMALL_3D, SMALL_3D, 0.0),
Vec3::new(-SMALL_3D, -SMALL_3D, 0.0),
Vec3::new(BIG_3D, SMALL_3D, SMALL_3D),
],
};
const POLYGON_2D: Polygon<5> = Polygon {
vertices: [
Vec2::new(-BIG_2D, -SMALL_2D),
Vec2::new(BIG_2D, -SMALL_2D),
Vec2::new(BIG_2D, SMALL_2D),
Vec2::new(0.0, 0.0),
Vec2::new(-BIG_2D, SMALL_2D),
],
};
const REGULAR_POLYGON: RegularPolygon = RegularPolygon {
circumcircle: Circle { radius: BIG_2D },
sides: 5,
};
const CAPSULE_2D: Capsule2d = Capsule2d {
radius: SMALL_2D,
half_length: SMALL_2D,
};
const CAPSULE_3D: Capsule3d = Capsule3d {
radius: SMALL_3D,
half_length: SMALL_3D,
};
const CYLINDER: Cylinder = Cylinder {
radius: SMALL_3D,
half_height: SMALL_3D,
};
const CONE: Cone = Cone {
radius: BIG_3D,
height: BIG_3D,
};
const CONICAL_FRUSTUM: ConicalFrustum = ConicalFrustum {
radius_top: BIG_3D,
radius_bottom: SMALL_3D,
height: BIG_3D,
};
const ANNULUS: Annulus = Annulus {
inner_circle: Circle { radius: SMALL_2D },
outer_circle: Circle { radius: BIG_2D },
};
const TORUS: Torus = Torus {
minor_radius: SMALL_3D / 2.0,
major_radius: SMALL_3D * 1.5,
};
fn setup_cameras(mut commands: Commands) {
let start_in_2d = true;
let make_camera = |is_active| Camera {
is_active,
..Default::default()
};
commands.spawn(Camera2dBundle {
camera: make_camera(start_in_2d),
..Default::default()
});
commands.spawn(Camera3dBundle {
camera: make_camera(!start_in_2d),
transform: Transform::from_xyz(0.0, 10.0, 0.0).looking_at(Vec3::ZERO, Vec3::Z),
..Default::default()
});
}
fn setup_ambient_light(mut ambient_light: ResMut<AmbientLight>) {
ambient_light.brightness = 50.0;
}
fn setup_lights(mut commands: Commands) {
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 5000.0,
..default()
},
transform: Transform::from_translation(Vec3::new(-LEFT_RIGHT_OFFSET_3D, 2.0, 0.0))
.looking_at(Vec3::new(-LEFT_RIGHT_OFFSET_3D, 0.0, 0.0), Vec3::Y),
..default()
});
}
/// Marker component for header text
#[derive(Debug, Clone, Component, Default, Reflect)]
pub struct HeaderText;
/// Marker component for header node
#[derive(Debug, Clone, Component, Default, Reflect)]
pub struct HeaderNode;
fn update_active_cameras(
state: Res<State<CameraActive>>,
mut camera_2d: Query<(Entity, &mut Camera), With<Camera2d>>,
mut camera_3d: Query<(Entity, &mut Camera), (With<Camera3d>, Without<Camera2d>)>,
mut text: Query<&mut TargetCamera, With<HeaderNode>>,
) {
let (entity_2d, mut cam_2d) = camera_2d.single_mut();
let (entity_3d, mut cam_3d) = camera_3d.single_mut();
let is_camera_2d_active = matches!(*state.get(), CameraActive::Dim2);
cam_2d.is_active = is_camera_2d_active;
cam_3d.is_active = !is_camera_2d_active;
let active_camera = if is_camera_2d_active {
entity_2d
} else {
entity_3d
};
text.iter_mut().for_each(|mut target_camera| {
*target_camera = TargetCamera(active_camera);
});
}
fn switch_cameras(current: Res<State<CameraActive>>, mut next: ResMut<NextState<CameraActive>>) {
let next_state = match current.get() {
CameraActive::Dim2 => CameraActive::Dim3,
CameraActive::Dim3 => CameraActive::Dim2,
};
next.set(next_state);
}
fn setup_text(
mut commands: Commands,
asset_server: Res<AssetServer>,
cameras: Query<(Entity, &Camera)>,
) {
let active_camera = cameras
.iter()
.find_map(|(entity, camera)| camera.is_active.then_some(entity))
.expect("run condition ensures existence");
let text = format!("{text}", text = PrimitiveSelected::default());
let font_size = 24.0;
let font: Handle<Font> = asset_server.load("fonts/FiraMono-Medium.ttf");
let style = TextStyle {
font,
font_size,
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
color: Color::WHITE,
};
let instructions = "Press 'C' to switch between 2D and 3D mode\n\
Press 'Up' or 'Down' to switch to the next/previous primitive";
let text = [
TextSection::new("Primitive: ", style.clone()),
TextSection::new(text, style.clone()),
TextSection::new("\n\n", style.clone()),
TextSection::new(instructions, style.clone()),
TextSection::new("\n\n", style.clone()),
TextSection::new(
"(If nothing is displayed, there's no rendering support yet)",
style.clone(),
),
];
commands
.spawn((
HeaderNode,
NodeBundle {
style: Style {
justify_self: JustifySelf::Center,
top: Val::Px(5.0),
..Default::default()
},
..Default::default()
},
TargetCamera(active_camera),
))
.with_children(|parent| {
parent.spawn((
HeaderText,
TextBundle::from_sections(text).with_text_justify(JustifyText::Center),
));
});
}
fn update_text(
primitive_state: Res<State<PrimitiveSelected>>,
mut header: Query<&mut Text, With<HeaderText>>,
) {
let new_text = format!("{text}", text = primitive_state.get());
header.iter_mut().for_each(|mut header_text| {
if let Some(kind) = header_text.sections.get_mut(1) {
kind.value.clone_from(&new_text);
};
});
}
fn switch_to_next_primitive(
current: Res<State<PrimitiveSelected>>,
mut next: ResMut<NextState<PrimitiveSelected>>,
) {
let next_state = current.get().next();
next.set(next_state);
}
fn switch_to_previous_primitive(
current: Res<State<PrimitiveSelected>>,
mut next: ResMut<NextState<PrimitiveSelected>>,
) {
let next_state = current.get().previous();
next.set(next_state);
}
fn in_mode(active: CameraActive) -> impl Fn(Res<State<CameraActive>>) -> bool {
move |state| *state.get() == active
}
fn draw_gizmos_2d(mut gizmos: Gizmos, state: Res<State<PrimitiveSelected>>, time: Res<Time>) {
const POSITION: Vec2 = Vec2::new(-LEFT_RIGHT_OFFSET_2D, 0.0);
let angle = time.elapsed_seconds();
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
let color = Color::WHITE;
match state.get() {
PrimitiveSelected::RectangleAndCuboid => {
gizmos.primitive_2d(RECTANGLE, POSITION, angle, color);
}
PrimitiveSelected::CircleAndSphere => gizmos.primitive_2d(CIRCLE, POSITION, angle, color),
PrimitiveSelected::Ellipse => gizmos.primitive_2d(ELLIPSE, POSITION, angle, color),
PrimitiveSelected::Triangle => gizmos.primitive_2d(TRIANGLE, POSITION, angle, color),
PrimitiveSelected::Plane => gizmos.primitive_2d(PLANE_2D, POSITION, angle, color),
PrimitiveSelected::Line => drop(gizmos.primitive_2d(LINE2D, POSITION, angle, color)),
PrimitiveSelected::Segment => drop(gizmos.primitive_2d(SEGMENT_2D, POSITION, angle, color)),
PrimitiveSelected::Polyline => gizmos.primitive_2d(POLYLINE_2D, POSITION, angle, color),
PrimitiveSelected::Polygon => gizmos.primitive_2d(POLYGON_2D, POSITION, angle, color),
PrimitiveSelected::RegularPolygon => {
gizmos.primitive_2d(REGULAR_POLYGON, POSITION, angle, color);
}
PrimitiveSelected::Capsule => gizmos.primitive_2d(CAPSULE_2D, POSITION, angle, color),
PrimitiveSelected::Cylinder => {}
PrimitiveSelected::Cone => {}
PrimitiveSelected::ConicalFrustum => {}
PrimitiveSelected::Torus => gizmos.primitive_2d(ANNULUS, POSITION, angle, color),
}
}
/// Marker for primitive meshes to record in which state they should be visible in
#[derive(Debug, Clone, Component, Default, Reflect)]
pub struct PrimitiveData {
camera_mode: CameraActive,
primitive_state: PrimitiveSelected,
}
/// Marker for meshes of 2D primitives
#[derive(Debug, Clone, Component, Default)]
pub struct MeshDim2;
/// Marker for meshes of 3D primitives
#[derive(Debug, Clone, Component, Default)]
pub struct MeshDim3;
fn spawn_primitive_2d(
mut commands: Commands,
mut materials: ResMut<Assets<ColorMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
) {
const POSITION: Vec3 = Vec3::new(LEFT_RIGHT_OFFSET_2D, 0.0, 0.0);
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
let material: Handle<ColorMaterial> = materials.add(Color::WHITE);
let camera_mode = CameraActive::Dim2;
[
Some(RECTANGLE.mesh()),
Some(CIRCLE.mesh().build()),
Some(ELLIPSE.mesh().build()),
Some(TRIANGLE.mesh()),
None, // plane
None, // line
None, // segment
None, // polyline
None, // polygon
Some(REGULAR_POLYGON.mesh()),
Some(CAPSULE_2D.mesh().build()),
None, // cylinder
None, // cone
None, // conical frustum
Some(ANNULUS.mesh().build()),
]
.into_iter()
.zip(PrimitiveSelected::ALL)
.for_each(|(maybe_mesh, state)| {
if let Some(mesh) = maybe_mesh {
commands.spawn((
MeshDim2,
PrimitiveData {
camera_mode,
primitive_state: state,
},
MaterialMesh2dBundle {
mesh: meshes.add(mesh).into(),
material: material.clone(),
transform: Transform::from_translation(POSITION),
..Default::default()
},
));
}
});
}
fn spawn_primitive_3d(
mut commands: Commands,
mut materials: ResMut<Assets<StandardMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
) {
const POSITION: Vec3 = Vec3::new(-LEFT_RIGHT_OFFSET_3D, 0.0, 0.0);
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
let material: Handle<StandardMaterial> = materials.add(Color::WHITE);
let camera_mode = CameraActive::Dim3;
[
Some(CUBOID.mesh()),
Some(SPHERE.mesh().build()),
None, // ellipse
None, // triangle
Some(PLANE_3D.mesh().build()),
None, // line
None, // segment
None, // polyline
None, // polygon
None, // regular polygon
Some(CAPSULE_3D.mesh().build()),
Some(CYLINDER.mesh().build()),
None, // cone
None, // conical frustum
Some(TORUS.mesh().build()),
]
.into_iter()
.zip(PrimitiveSelected::ALL)
.for_each(|(maybe_mesh, state)| {
if let Some(mesh) = maybe_mesh {
commands.spawn((
MeshDim3,
PrimitiveData {
camera_mode,
primitive_state: state,
},
PbrBundle {
mesh: meshes.add(mesh),
material: material.clone(),
transform: Transform::from_translation(POSITION),
..Default::default()
},
));
}
});
}
fn update_primitive_meshes(
camera_state: Res<State<CameraActive>>,
primitive_state: Res<State<PrimitiveSelected>>,
mut primitives: Query<(&mut Visibility, &PrimitiveData)>,
) {
primitives.iter_mut().for_each(|(mut vis, primitive)| {
let visible = primitive.camera_mode == *camera_state.get()
&& primitive.primitive_state == *primitive_state.get();
*vis = if visible {
Visibility::Inherited
} else {
Visibility::Hidden
};
});
}
fn rotate_primitive_2d_meshes(
mut primitives_2d: Query<
(&mut Transform, &ViewVisibility),
(With<PrimitiveData>, With<MeshDim2>),
>,
time: Res<Time>,
) {
let rotation_2d = Quat::from_mat3(&Mat3::from_angle(time.elapsed_seconds()));
primitives_2d
.iter_mut()
.filter(|(_, vis)| vis.get())
.for_each(|(mut transform, _)| {
transform.rotation = rotation_2d;
});
}
fn rotate_primitive_3d_meshes(
mut primitives_3d: Query<
(&mut Transform, &ViewVisibility),
(With<PrimitiveData>, With<MeshDim3>),
>,
time: Res<Time>,
) {
let rotation_3d = Quat::from_rotation_arc(
Vec3::Z,
Vec3::new(
time.elapsed_seconds().sin(),
time.elapsed_seconds().cos(),
time.elapsed_seconds().sin() * 0.5,
)
.try_normalize()
.unwrap_or(Vec3::Z),
);
primitives_3d
.iter_mut()
.filter(|(_, vis)| vis.get())
.for_each(|(mut transform, _)| {
transform.rotation = rotation_3d;
});
}
fn draw_gizmos_3d(mut gizmos: Gizmos, state: Res<State<PrimitiveSelected>>, time: Res<Time>) {
const POSITION: Vec3 = Vec3::new(LEFT_RIGHT_OFFSET_3D, 0.0, 0.0);
let rotation = Quat::from_rotation_arc(
Vec3::Z,
Vec3::new(
time.elapsed_seconds().sin(),
time.elapsed_seconds().cos(),
time.elapsed_seconds().sin() * 0.5,
)
.try_normalize()
.unwrap_or(Vec3::Z),
);
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
let color = Color::WHITE;
let resolution = 10;
match state.get() {
PrimitiveSelected::RectangleAndCuboid => {
gizmos.primitive_3d(CUBOID, POSITION, rotation, color);
}
PrimitiveSelected::CircleAndSphere => drop(
gizmos
.primitive_3d(SPHERE, POSITION, rotation, color)
.resolution(resolution),
),
PrimitiveSelected::Ellipse => {}
PrimitiveSelected::Triangle => {}
PrimitiveSelected::Plane => drop(gizmos.primitive_3d(PLANE_3D, POSITION, rotation, color)),
PrimitiveSelected::Line => gizmos.primitive_3d(LINE3D, POSITION, rotation, color),
PrimitiveSelected::Segment => gizmos.primitive_3d(SEGMENT_3D, POSITION, rotation, color),
PrimitiveSelected::Polyline => gizmos.primitive_3d(POLYLINE_3D, POSITION, rotation, color),
PrimitiveSelected::Polygon => {}
PrimitiveSelected::RegularPolygon => {}
PrimitiveSelected::Capsule => drop(
gizmos
.primitive_3d(CAPSULE_3D, POSITION, rotation, color)
.resolution(resolution),
),
PrimitiveSelected::Cylinder => drop(
gizmos
.primitive_3d(CYLINDER, POSITION, rotation, color)
.resolution(resolution),
),
PrimitiveSelected::Cone => drop(
gizmos
.primitive_3d(CONE, POSITION, rotation, color)
.resolution(resolution),
),
PrimitiveSelected::ConicalFrustum => {
gizmos.primitive_3d(CONICAL_FRUSTUM, POSITION, rotation, color);
}
PrimitiveSelected::Torus => drop(
gizmos
.primitive_3d(TORUS, POSITION, rotation, color)
.minor_resolution(resolution)
.major_resolution(resolution),
),
}
}