bevy/examples/transforms/scale.rs

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//! Illustrates how to scale an object in each direction.
use std::f32::consts::PI;
use bevy::prelude::*;
// Define a component to keep information for the scaled object.
#[derive(Component)]
struct Scaling {
scale_direction: Vec3,
scale_speed: f32,
max_element_size: f32,
min_element_size: f32,
}
// Implement a simple initialization.
impl Scaling {
fn new() -> Self {
Scaling {
scale_direction: Vec3::X,
scale_speed: 2.0,
max_element_size: 5.0,
min_element_size: 1.0,
}
}
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, (change_scale_direction, scale_cube))
.run();
}
// Startup system to setup the scene and spawn all relevant entities.
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Spawn a cube to scale.
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
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commands.spawn((
PbrBundle {
Deprecate shapes in `bevy_render::mesh::shape` (#11773) # Objective #11431 and #11688 implemented meshing support for Bevy's new geometric primitives. The next step is to deprecate the shapes in `bevy_render::mesh::shape` and to later remove them completely for 0.14. ## Solution Deprecate the shapes and reduce code duplication by utilizing the primitive meshing API for the old shapes where possible. Note that some shapes have behavior that can't be exactly reproduced with the new primitives yet: - `Box` is more of an AABB with min/max extents - `Plane` supports a subdivision count - `Quad` has a `flipped` property These types have not been changed to utilize the new primitives yet. --- ## Changelog - Deprecated all shapes in `bevy_render::mesh::shape` - Changed all examples to use new primitives for meshing ## Migration Guide Bevy has previously used rendering-specific types like `UVSphere` and `Quad` for primitive mesh shapes. These have now been deprecated to use the geometric primitives newly introduced in version 0.13. Some examples: ```rust let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0)); let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0)); let before = meshes.add(shape::Quad::default()); let after = meshes.add(Rectangle::default()); let before = meshes.add(shape::Plane::from_size(5.0)); // The surface normal can now also be specified when using `new` let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0)); let before = meshes.add( Mesh::try_from(shape::Icosphere { radius: 0.5, subdivisions: 5, }) .unwrap(), ); let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap()); ```
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mesh: meshes.add(Cuboid::default()),
material: materials.add(LegacyColor::WHITE),
transform: Transform::from_rotation(Quat::from_rotation_y(PI / 4.0)),
..default()
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
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},
Scaling::new(),
));
// Spawn a camera looking at the entities to show what's happening in this example.
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
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commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// Add a light source for better 3d visibility.
commands.spawn(DirectionalLightBundle {
transform: Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
// This system will check if a scaled entity went above or below the entities scaling bounds
// and change the direction of the scaling vector.
fn change_scale_direction(mut cubes: Query<(&mut Transform, &mut Scaling)>) {
for (mut transform, mut cube) in &mut cubes {
// If an entity scaled beyond the maximum of its size in any dimension
// the scaling vector is flipped so the scaling is gradually reverted.
// Additionally, to ensure the condition does not trigger again we floor the elements to
// their next full value, which should be max_element_size at max.
if transform.scale.max_element() > cube.max_element_size {
cube.scale_direction *= -1.0;
transform.scale = transform.scale.floor();
}
// If an entity scaled beyond the minimum of its size in any dimension
// the scaling vector is also flipped.
// Additionally the Values are ceiled to be min_element_size at least
// and the scale direction is flipped.
// This way the entity will change the dimension in which it is scaled any time it
// reaches its min_element_size.
if transform.scale.min_element() < cube.min_element_size {
cube.scale_direction *= -1.0;
transform.scale = transform.scale.ceil();
cube.scale_direction = cube.scale_direction.zxy();
}
}
}
// This system will scale any entity with assigned Scaling in each direction
// by cycling through the directions to scale.
fn scale_cube(mut cubes: Query<(&mut Transform, &Scaling)>, timer: Res<Time>) {
for (mut transform, cube) in &mut cubes {
transform.scale += cube.scale_direction * cube.scale_speed * timer.delta_seconds();
}
}