bevy/examples/gizmos/light_gizmos.rs

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Add basic light gizmos (#12228) # Objective - Part of #9400. - Add light gizmos for `SpotLight`, `PointLight` and `DirectionalLight`. ## Solution - Add a `ShowLightGizmo` and its related gizmo group and plugin, that shows a gizmo for all lights of an entities when inserted on it. Light display can also be toggled globally through the gizmo config in the same way it can already be done for `Aabb`s. - Add distinct segment setters for height and base one `Cone3dBuilder`. This allow having a properly rounded base without too much edges along the height. The doc comments explain how to ensure height and base connect when setting different values. Gizmo for the three light types without radius with the depth bias set to -1: ![without-radius](https://github.com/bevyengine/bevy/assets/18357657/699d0154-f367-4727-9b09-8b458d96a0e2) With Radius: ![with-radius](https://github.com/bevyengine/bevy/assets/18357657/f3af003e-dbba-427a-a305-c5cc1676e340) Possible future improvements: - Add a billboarded sprite with a distinct sprite for each light type. - Display the intensity of the light somehow (no idea how to represent that apart from some text). --- ## Changelog ### Added - The new `ShowLightGizmo`, part of the `LightGizmoPlugin` and configurable globally with `LightGizmoConfigGroup`, allows drawing gizmo for `PointLight`, `SpotLight` and `DirectionalLight`. The gizmos color behavior can be controlled with the `LightGizmoColor` member of `ShowLightGizmo` and `LightGizmoConfigGroup`. - The cone gizmo builder (`Cone3dBuilder`) now allows setting a differing number of segments for the base and height. --------- Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-03-03 18:50:46 +00:00
//! This example demonstrates how to visualize lights properties through the gizmo API.
use std::f32::consts::{FRAC_PI_2, PI};
use bevy::{
color::palettes::css::{DARK_CYAN, GOLD, GRAY, PURPLE},
prelude::*,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, rotate_camera)
.add_systems(Update, update_config)
.run();
}
#[derive(Component)]
struct GizmoColorText;
fn gizmo_color_text(config: &LightGizmoConfigGroup) -> String {
match config.color {
LightGizmoColor::Manual(color) => format!("Manual {}", Srgba::from(color).to_hex()),
LightGizmoColor::Varied => "Random from entity".to_owned(),
LightGizmoColor::MatchLightColor => "Match light color".to_owned(),
LightGizmoColor::ByLightType => {
format!(
"Point {}, Spot {}, Directional {}",
Srgba::from(config.point_light_color).to_hex(),
Srgba::from(config.spot_light_color).to_hex(),
Srgba::from(config.directional_light_color).to_hex()
)
}
}
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut config_store: ResMut<GizmoConfigStore>,
) {
// Circular base.
Migrate meshes and materials to required components (#15524) # Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material: ![Näyttökuva 2024-09-29 181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a) ![Näyttökuva 2024-09-29 181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909) Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
commands.spawn((
Mesh3d(meshes.add(Circle::new(4.0))),
MeshMaterial3d(materials.add(Color::WHITE)),
Transform::from_rotation(Quat::from_rotation_x(-FRAC_PI_2)),
));
Add basic light gizmos (#12228) # Objective - Part of #9400. - Add light gizmos for `SpotLight`, `PointLight` and `DirectionalLight`. ## Solution - Add a `ShowLightGizmo` and its related gizmo group and plugin, that shows a gizmo for all lights of an entities when inserted on it. Light display can also be toggled globally through the gizmo config in the same way it can already be done for `Aabb`s. - Add distinct segment setters for height and base one `Cone3dBuilder`. This allow having a properly rounded base without too much edges along the height. The doc comments explain how to ensure height and base connect when setting different values. Gizmo for the three light types without radius with the depth bias set to -1: ![without-radius](https://github.com/bevyengine/bevy/assets/18357657/699d0154-f367-4727-9b09-8b458d96a0e2) With Radius: ![with-radius](https://github.com/bevyengine/bevy/assets/18357657/f3af003e-dbba-427a-a305-c5cc1676e340) Possible future improvements: - Add a billboarded sprite with a distinct sprite for each light type. - Display the intensity of the light somehow (no idea how to represent that apart from some text). --- ## Changelog ### Added - The new `ShowLightGizmo`, part of the `LightGizmoPlugin` and configurable globally with `LightGizmoConfigGroup`, allows drawing gizmo for `PointLight`, `SpotLight` and `DirectionalLight`. The gizmos color behavior can be controlled with the `LightGizmoColor` member of `ShowLightGizmo` and `LightGizmoConfigGroup`. - The cone gizmo builder (`Cone3dBuilder`) now allows setting a differing number of segments for the base and height. --------- Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-03-03 18:50:46 +00:00
// Cubes.
{
let mesh = meshes.add(Cuboid::new(1.0, 1.0, 1.0));
let material = materials.add(Color::srgb_u8(124, 144, 255));
for x in [-2.0, 0.0, 2.0] {
Migrate meshes and materials to required components (#15524) # Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material: ![Näyttökuva 2024-09-29 181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a) ![Näyttökuva 2024-09-29 181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909) Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
commands.spawn((
Mesh3d(mesh.clone()),
MeshMaterial3d(material.clone()),
Transform::from_xyz(x, 0.5, 0.0),
));
Add basic light gizmos (#12228) # Objective - Part of #9400. - Add light gizmos for `SpotLight`, `PointLight` and `DirectionalLight`. ## Solution - Add a `ShowLightGizmo` and its related gizmo group and plugin, that shows a gizmo for all lights of an entities when inserted on it. Light display can also be toggled globally through the gizmo config in the same way it can already be done for `Aabb`s. - Add distinct segment setters for height and base one `Cone3dBuilder`. This allow having a properly rounded base without too much edges along the height. The doc comments explain how to ensure height and base connect when setting different values. Gizmo for the three light types without radius with the depth bias set to -1: ![without-radius](https://github.com/bevyengine/bevy/assets/18357657/699d0154-f367-4727-9b09-8b458d96a0e2) With Radius: ![with-radius](https://github.com/bevyengine/bevy/assets/18357657/f3af003e-dbba-427a-a305-c5cc1676e340) Possible future improvements: - Add a billboarded sprite with a distinct sprite for each light type. - Display the intensity of the light somehow (no idea how to represent that apart from some text). --- ## Changelog ### Added - The new `ShowLightGizmo`, part of the `LightGizmoPlugin` and configurable globally with `LightGizmoConfigGroup`, allows drawing gizmo for `PointLight`, `SpotLight` and `DirectionalLight`. The gizmos color behavior can be controlled with the `LightGizmoColor` member of `ShowLightGizmo` and `LightGizmoConfigGroup`. - The cone gizmo builder (`Cone3dBuilder`) now allows setting a differing number of segments for the base and height. --------- Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-03-03 18:50:46 +00:00
}
}
// Lights.
{
commands.spawn((
PointLight {
Add basic light gizmos (#12228) # Objective - Part of #9400. - Add light gizmos for `SpotLight`, `PointLight` and `DirectionalLight`. ## Solution - Add a `ShowLightGizmo` and its related gizmo group and plugin, that shows a gizmo for all lights of an entities when inserted on it. Light display can also be toggled globally through the gizmo config in the same way it can already be done for `Aabb`s. - Add distinct segment setters for height and base one `Cone3dBuilder`. This allow having a properly rounded base without too much edges along the height. The doc comments explain how to ensure height and base connect when setting different values. Gizmo for the three light types without radius with the depth bias set to -1: ![without-radius](https://github.com/bevyengine/bevy/assets/18357657/699d0154-f367-4727-9b09-8b458d96a0e2) With Radius: ![with-radius](https://github.com/bevyengine/bevy/assets/18357657/f3af003e-dbba-427a-a305-c5cc1676e340) Possible future improvements: - Add a billboarded sprite with a distinct sprite for each light type. - Display the intensity of the light somehow (no idea how to represent that apart from some text). --- ## Changelog ### Added - The new `ShowLightGizmo`, part of the `LightGizmoPlugin` and configurable globally with `LightGizmoConfigGroup`, allows drawing gizmo for `PointLight`, `SpotLight` and `DirectionalLight`. The gizmos color behavior can be controlled with the `LightGizmoColor` member of `ShowLightGizmo` and `LightGizmoConfigGroup`. - The cone gizmo builder (`Cone3dBuilder`) now allows setting a differing number of segments for the base and height. --------- Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-03-03 18:50:46 +00:00
shadows_enabled: true,
range: 2.0,
color: DARK_CYAN.into(),
..default()
},
Transform::from_xyz(0.0, 1.5, 0.0),
));
commands.spawn((
SpotLight {
Add basic light gizmos (#12228) # Objective - Part of #9400. - Add light gizmos for `SpotLight`, `PointLight` and `DirectionalLight`. ## Solution - Add a `ShowLightGizmo` and its related gizmo group and plugin, that shows a gizmo for all lights of an entities when inserted on it. Light display can also be toggled globally through the gizmo config in the same way it can already be done for `Aabb`s. - Add distinct segment setters for height and base one `Cone3dBuilder`. This allow having a properly rounded base without too much edges along the height. The doc comments explain how to ensure height and base connect when setting different values. Gizmo for the three light types without radius with the depth bias set to -1: ![without-radius](https://github.com/bevyengine/bevy/assets/18357657/699d0154-f367-4727-9b09-8b458d96a0e2) With Radius: ![with-radius](https://github.com/bevyengine/bevy/assets/18357657/f3af003e-dbba-427a-a305-c5cc1676e340) Possible future improvements: - Add a billboarded sprite with a distinct sprite for each light type. - Display the intensity of the light somehow (no idea how to represent that apart from some text). --- ## Changelog ### Added - The new `ShowLightGizmo`, part of the `LightGizmoPlugin` and configurable globally with `LightGizmoConfigGroup`, allows drawing gizmo for `PointLight`, `SpotLight` and `DirectionalLight`. The gizmos color behavior can be controlled with the `LightGizmoColor` member of `ShowLightGizmo` and `LightGizmoConfigGroup`. - The cone gizmo builder (`Cone3dBuilder`) now allows setting a differing number of segments for the base and height. --------- Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-03-03 18:50:46 +00:00
shadows_enabled: true,
range: 3.5,
color: PURPLE.into(),
outer_angle: PI / 4.0,
inner_angle: PI / 4.0 * 0.8,
..default()
},
Transform::from_xyz(4.0, 2.0, 0.0).looking_at(Vec3::X * 1.5, Vec3::Y),
));
commands.spawn((
DirectionalLight {
Add basic light gizmos (#12228) # Objective - Part of #9400. - Add light gizmos for `SpotLight`, `PointLight` and `DirectionalLight`. ## Solution - Add a `ShowLightGizmo` and its related gizmo group and plugin, that shows a gizmo for all lights of an entities when inserted on it. Light display can also be toggled globally through the gizmo config in the same way it can already be done for `Aabb`s. - Add distinct segment setters for height and base one `Cone3dBuilder`. This allow having a properly rounded base without too much edges along the height. The doc comments explain how to ensure height and base connect when setting different values. Gizmo for the three light types without radius with the depth bias set to -1: ![without-radius](https://github.com/bevyengine/bevy/assets/18357657/699d0154-f367-4727-9b09-8b458d96a0e2) With Radius: ![with-radius](https://github.com/bevyengine/bevy/assets/18357657/f3af003e-dbba-427a-a305-c5cc1676e340) Possible future improvements: - Add a billboarded sprite with a distinct sprite for each light type. - Display the intensity of the light somehow (no idea how to represent that apart from some text). --- ## Changelog ### Added - The new `ShowLightGizmo`, part of the `LightGizmoPlugin` and configurable globally with `LightGizmoConfigGroup`, allows drawing gizmo for `PointLight`, `SpotLight` and `DirectionalLight`. The gizmos color behavior can be controlled with the `LightGizmoColor` member of `ShowLightGizmo` and `LightGizmoConfigGroup`. - The cone gizmo builder (`Cone3dBuilder`) now allows setting a differing number of segments for the base and height. --------- Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-03-03 18:50:46 +00:00
color: GOLD.into(),
illuminance: DirectionalLight::default().illuminance * 0.05,
shadows_enabled: true,
..default()
},
Transform::from_xyz(-4.0, 2.0, 0.0).looking_at(Vec3::NEG_X * 1.5, Vec3::Y),
));
Add basic light gizmos (#12228) # Objective - Part of #9400. - Add light gizmos for `SpotLight`, `PointLight` and `DirectionalLight`. ## Solution - Add a `ShowLightGizmo` and its related gizmo group and plugin, that shows a gizmo for all lights of an entities when inserted on it. Light display can also be toggled globally through the gizmo config in the same way it can already be done for `Aabb`s. - Add distinct segment setters for height and base one `Cone3dBuilder`. This allow having a properly rounded base without too much edges along the height. The doc comments explain how to ensure height and base connect when setting different values. Gizmo for the three light types without radius with the depth bias set to -1: ![without-radius](https://github.com/bevyengine/bevy/assets/18357657/699d0154-f367-4727-9b09-8b458d96a0e2) With Radius: ![with-radius](https://github.com/bevyengine/bevy/assets/18357657/f3af003e-dbba-427a-a305-c5cc1676e340) Possible future improvements: - Add a billboarded sprite with a distinct sprite for each light type. - Display the intensity of the light somehow (no idea how to represent that apart from some text). --- ## Changelog ### Added - The new `ShowLightGizmo`, part of the `LightGizmoPlugin` and configurable globally with `LightGizmoConfigGroup`, allows drawing gizmo for `PointLight`, `SpotLight` and `DirectionalLight`. The gizmos color behavior can be controlled with the `LightGizmoColor` member of `ShowLightGizmo` and `LightGizmoConfigGroup`. - The cone gizmo builder (`Cone3dBuilder`) now allows setting a differing number of segments for the base and height. --------- Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-03-03 18:50:46 +00:00
}
// Camera.
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
));
Add basic light gizmos (#12228) # Objective - Part of #9400. - Add light gizmos for `SpotLight`, `PointLight` and `DirectionalLight`. ## Solution - Add a `ShowLightGizmo` and its related gizmo group and plugin, that shows a gizmo for all lights of an entities when inserted on it. Light display can also be toggled globally through the gizmo config in the same way it can already be done for `Aabb`s. - Add distinct segment setters for height and base one `Cone3dBuilder`. This allow having a properly rounded base without too much edges along the height. The doc comments explain how to ensure height and base connect when setting different values. Gizmo for the three light types without radius with the depth bias set to -1: ![without-radius](https://github.com/bevyengine/bevy/assets/18357657/699d0154-f367-4727-9b09-8b458d96a0e2) With Radius: ![with-radius](https://github.com/bevyengine/bevy/assets/18357657/f3af003e-dbba-427a-a305-c5cc1676e340) Possible future improvements: - Add a billboarded sprite with a distinct sprite for each light type. - Display the intensity of the light somehow (no idea how to represent that apart from some text). --- ## Changelog ### Added - The new `ShowLightGizmo`, part of the `LightGizmoPlugin` and configurable globally with `LightGizmoConfigGroup`, allows drawing gizmo for `PointLight`, `SpotLight` and `DirectionalLight`. The gizmos color behavior can be controlled with the `LightGizmoColor` member of `ShowLightGizmo` and `LightGizmoConfigGroup`. - The cone gizmo builder (`Cone3dBuilder`) now allows setting a differing number of segments for the base and height. --------- Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-03-03 18:50:46 +00:00
// Example instructions and gizmo config.
{
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
commands.spawn((
Text::new(
Add basic light gizmos (#12228) # Objective - Part of #9400. - Add light gizmos for `SpotLight`, `PointLight` and `DirectionalLight`. ## Solution - Add a `ShowLightGizmo` and its related gizmo group and plugin, that shows a gizmo for all lights of an entities when inserted on it. Light display can also be toggled globally through the gizmo config in the same way it can already be done for `Aabb`s. - Add distinct segment setters for height and base one `Cone3dBuilder`. This allow having a properly rounded base without too much edges along the height. The doc comments explain how to ensure height and base connect when setting different values. Gizmo for the three light types without radius with the depth bias set to -1: ![without-radius](https://github.com/bevyengine/bevy/assets/18357657/699d0154-f367-4727-9b09-8b458d96a0e2) With Radius: ![with-radius](https://github.com/bevyengine/bevy/assets/18357657/f3af003e-dbba-427a-a305-c5cc1676e340) Possible future improvements: - Add a billboarded sprite with a distinct sprite for each light type. - Display the intensity of the light somehow (no idea how to represent that apart from some text). --- ## Changelog ### Added - The new `ShowLightGizmo`, part of the `LightGizmoPlugin` and configurable globally with `LightGizmoConfigGroup`, allows drawing gizmo for `PointLight`, `SpotLight` and `DirectionalLight`. The gizmos color behavior can be controlled with the `LightGizmoColor` member of `ShowLightGizmo` and `LightGizmoConfigGroup`. - The cone gizmo builder (`Cone3dBuilder`) now allows setting a differing number of segments for the base and height. --------- Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-03-03 18:50:46 +00:00
"Press 'D' to toggle drawing gizmos on top of everything else in the scene\n\
Hold 'Left' or 'Right' to change the line width of the gizmos\n\
Press 'A' to toggle drawing of the light gizmos\n\
Press 'C' to cycle between the light gizmos coloring modes",
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
),
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975) # Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
2024-10-18 22:25:33 +00:00
Node {
Add basic light gizmos (#12228) # Objective - Part of #9400. - Add light gizmos for `SpotLight`, `PointLight` and `DirectionalLight`. ## Solution - Add a `ShowLightGizmo` and its related gizmo group and plugin, that shows a gizmo for all lights of an entities when inserted on it. Light display can also be toggled globally through the gizmo config in the same way it can already be done for `Aabb`s. - Add distinct segment setters for height and base one `Cone3dBuilder`. This allow having a properly rounded base without too much edges along the height. The doc comments explain how to ensure height and base connect when setting different values. Gizmo for the three light types without radius with the depth bias set to -1: ![without-radius](https://github.com/bevyengine/bevy/assets/18357657/699d0154-f367-4727-9b09-8b458d96a0e2) With Radius: ![with-radius](https://github.com/bevyengine/bevy/assets/18357657/f3af003e-dbba-427a-a305-c5cc1676e340) Possible future improvements: - Add a billboarded sprite with a distinct sprite for each light type. - Display the intensity of the light somehow (no idea how to represent that apart from some text). --- ## Changelog ### Added - The new `ShowLightGizmo`, part of the `LightGizmoPlugin` and configurable globally with `LightGizmoConfigGroup`, allows drawing gizmo for `PointLight`, `SpotLight` and `DirectionalLight`. The gizmos color behavior can be controlled with the `LightGizmoColor` member of `ShowLightGizmo` and `LightGizmoConfigGroup`. - The cone gizmo builder (`Cone3dBuilder`) now allows setting a differing number of segments for the base and height. --------- Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-03-03 18:50:46 +00:00
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
},
));
Add basic light gizmos (#12228) # Objective - Part of #9400. - Add light gizmos for `SpotLight`, `PointLight` and `DirectionalLight`. ## Solution - Add a `ShowLightGizmo` and its related gizmo group and plugin, that shows a gizmo for all lights of an entities when inserted on it. Light display can also be toggled globally through the gizmo config in the same way it can already be done for `Aabb`s. - Add distinct segment setters for height and base one `Cone3dBuilder`. This allow having a properly rounded base without too much edges along the height. The doc comments explain how to ensure height and base connect when setting different values. Gizmo for the three light types without radius with the depth bias set to -1: ![without-radius](https://github.com/bevyengine/bevy/assets/18357657/699d0154-f367-4727-9b09-8b458d96a0e2) With Radius: ![with-radius](https://github.com/bevyengine/bevy/assets/18357657/f3af003e-dbba-427a-a305-c5cc1676e340) Possible future improvements: - Add a billboarded sprite with a distinct sprite for each light type. - Display the intensity of the light somehow (no idea how to represent that apart from some text). --- ## Changelog ### Added - The new `ShowLightGizmo`, part of the `LightGizmoPlugin` and configurable globally with `LightGizmoConfigGroup`, allows drawing gizmo for `PointLight`, `SpotLight` and `DirectionalLight`. The gizmos color behavior can be controlled with the `LightGizmoColor` member of `ShowLightGizmo` and `LightGizmoConfigGroup`. - The cone gizmo builder (`Cone3dBuilder`) now allows setting a differing number of segments for the base and height. --------- Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-03-03 18:50:46 +00:00
let (_, light_config) = config_store.config_mut::<LightGizmoConfigGroup>();
light_config.draw_all = true;
light_config.color = LightGizmoColor::MatchLightColor;
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
commands
.spawn((
Text::new("Gizmo color mode: "),
GizmoColorText,
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975) # Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
2024-10-18 22:25:33 +00:00
Node {
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
))
.with_child(TextSpan(gizmo_color_text(light_config)));
Add basic light gizmos (#12228) # Objective - Part of #9400. - Add light gizmos for `SpotLight`, `PointLight` and `DirectionalLight`. ## Solution - Add a `ShowLightGizmo` and its related gizmo group and plugin, that shows a gizmo for all lights of an entities when inserted on it. Light display can also be toggled globally through the gizmo config in the same way it can already be done for `Aabb`s. - Add distinct segment setters for height and base one `Cone3dBuilder`. This allow having a properly rounded base without too much edges along the height. The doc comments explain how to ensure height and base connect when setting different values. Gizmo for the three light types without radius with the depth bias set to -1: ![without-radius](https://github.com/bevyengine/bevy/assets/18357657/699d0154-f367-4727-9b09-8b458d96a0e2) With Radius: ![with-radius](https://github.com/bevyengine/bevy/assets/18357657/f3af003e-dbba-427a-a305-c5cc1676e340) Possible future improvements: - Add a billboarded sprite with a distinct sprite for each light type. - Display the intensity of the light somehow (no idea how to represent that apart from some text). --- ## Changelog ### Added - The new `ShowLightGizmo`, part of the `LightGizmoPlugin` and configurable globally with `LightGizmoConfigGroup`, allows drawing gizmo for `PointLight`, `SpotLight` and `DirectionalLight`. The gizmos color behavior can be controlled with the `LightGizmoColor` member of `ShowLightGizmo` and `LightGizmoConfigGroup`. - The cone gizmo builder (`Cone3dBuilder`) now allows setting a differing number of segments for the base and height. --------- Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-03-03 18:50:46 +00:00
}
}
fn rotate_camera(mut transform: Single<&mut Transform, With<Camera>>, time: Res<Time>) {
transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(time.delta_secs() / 2.));
Add basic light gizmos (#12228) # Objective - Part of #9400. - Add light gizmos for `SpotLight`, `PointLight` and `DirectionalLight`. ## Solution - Add a `ShowLightGizmo` and its related gizmo group and plugin, that shows a gizmo for all lights of an entities when inserted on it. Light display can also be toggled globally through the gizmo config in the same way it can already be done for `Aabb`s. - Add distinct segment setters for height and base one `Cone3dBuilder`. This allow having a properly rounded base without too much edges along the height. The doc comments explain how to ensure height and base connect when setting different values. Gizmo for the three light types without radius with the depth bias set to -1: ![without-radius](https://github.com/bevyengine/bevy/assets/18357657/699d0154-f367-4727-9b09-8b458d96a0e2) With Radius: ![with-radius](https://github.com/bevyengine/bevy/assets/18357657/f3af003e-dbba-427a-a305-c5cc1676e340) Possible future improvements: - Add a billboarded sprite with a distinct sprite for each light type. - Display the intensity of the light somehow (no idea how to represent that apart from some text). --- ## Changelog ### Added - The new `ShowLightGizmo`, part of the `LightGizmoPlugin` and configurable globally with `LightGizmoConfigGroup`, allows drawing gizmo for `PointLight`, `SpotLight` and `DirectionalLight`. The gizmos color behavior can be controlled with the `LightGizmoColor` member of `ShowLightGizmo` and `LightGizmoConfigGroup`. - The cone gizmo builder (`Cone3dBuilder`) now allows setting a differing number of segments for the base and height. --------- Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-03-03 18:50:46 +00:00
}
fn update_config(
mut config_store: ResMut<GizmoConfigStore>,
keyboard: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
color_text_query: Single<Entity, With<GizmoColorText>>,
mut writer: TextUiWriter,
Add basic light gizmos (#12228) # Objective - Part of #9400. - Add light gizmos for `SpotLight`, `PointLight` and `DirectionalLight`. ## Solution - Add a `ShowLightGizmo` and its related gizmo group and plugin, that shows a gizmo for all lights of an entities when inserted on it. Light display can also be toggled globally through the gizmo config in the same way it can already be done for `Aabb`s. - Add distinct segment setters for height and base one `Cone3dBuilder`. This allow having a properly rounded base without too much edges along the height. The doc comments explain how to ensure height and base connect when setting different values. Gizmo for the three light types without radius with the depth bias set to -1: ![without-radius](https://github.com/bevyengine/bevy/assets/18357657/699d0154-f367-4727-9b09-8b458d96a0e2) With Radius: ![with-radius](https://github.com/bevyengine/bevy/assets/18357657/f3af003e-dbba-427a-a305-c5cc1676e340) Possible future improvements: - Add a billboarded sprite with a distinct sprite for each light type. - Display the intensity of the light somehow (no idea how to represent that apart from some text). --- ## Changelog ### Added - The new `ShowLightGizmo`, part of the `LightGizmoPlugin` and configurable globally with `LightGizmoConfigGroup`, allows drawing gizmo for `PointLight`, `SpotLight` and `DirectionalLight`. The gizmos color behavior can be controlled with the `LightGizmoColor` member of `ShowLightGizmo` and `LightGizmoConfigGroup`. - The cone gizmo builder (`Cone3dBuilder`) now allows setting a differing number of segments for the base and height. --------- Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-03-03 18:50:46 +00:00
) {
if keyboard.just_pressed(KeyCode::KeyD) {
for (_, config, _) in config_store.iter_mut() {
config.depth_bias = if config.depth_bias == 0. { -1. } else { 0. };
}
}
let (config, light_config) = config_store.config_mut::<LightGizmoConfigGroup>();
if keyboard.pressed(KeyCode::ArrowRight) {
Retained `Gizmo`s (#15473) # Objective Add a way to use the gizmo API in a retained manner, for increased performance. ## Solution - Move gizmo API from `Gizmos` to `GizmoBuffer`, ~ab~using `Deref` to keep usage the same as before. - Merge non-strip and strip variant of `LineGizmo` into one, storing the data in a `GizmoBuffer` to have the same API for retained `LineGizmo`s. ### Review guide - The meat of the changes are in `lib.rs`, `retained.rs`, `gizmos.rs`, `pipeline_3d.rs` and `pipeline_2d.rs` - The other files contain almost exclusively the churn from moving the gizmo API from `Gizmos` to `GizmoBuffer` ## Testing ### Performance Performance compared to the immediate mode API is from 65 to 80 times better for static lines. ``` 7900 XTX, 3700X 1707.9k lines/ms: gizmos_retained (21.3ms) 3488.5k lines/ms: gizmos_retained_continuous_polyline (31.3ms) 0.5k lines/ms: gizmos_retained_separate (97.7ms) 3054.9k lines/ms: bevy_polyline_retained_nan (16.8ms) 3596.3k lines/ms: bevy_polyline_retained_continuous_polyline (14.2ms) 0.6k lines/ms: bevy_polyline_retained_separate (78.9ms) 26.9k lines/ms: gizmos_immediate (14.9ms) 43.8k lines/ms: gizmos_immediate_continuous_polyline (18.3ms) ``` Looks like performance is good enough, being close to par with `bevy_polyline`. Benchmarks can be found here: This branch: https://github.com/tim-blackbird/line_racing/tree/retained-gizmos Bevy 0.14: https://github.com/DGriffin91/line_racing ## Showcase ```rust fn setup( mut commands: Commands, mut gizmo_assets: ResMut<Assets<GizmoAsset>> ) { let mut gizmo = GizmoAsset::default(); // A sphere made out of one million lines! gizmo .sphere(default(), 1., CRIMSON) .resolution(1_000_000 / 3); commands.spawn(Gizmo { handle: gizmo_assets.add(gizmo), ..default() }); } ``` ## Follow-up work - Port over to the retained rendering world proper - Calculate visibility and cull `Gizmo`s
2024-12-04 21:21:06 +00:00
config.line.width += 5. * time.delta_secs();
config.line.width = config.line.width.clamp(0., 50.);
Add basic light gizmos (#12228) # Objective - Part of #9400. - Add light gizmos for `SpotLight`, `PointLight` and `DirectionalLight`. ## Solution - Add a `ShowLightGizmo` and its related gizmo group and plugin, that shows a gizmo for all lights of an entities when inserted on it. Light display can also be toggled globally through the gizmo config in the same way it can already be done for `Aabb`s. - Add distinct segment setters for height and base one `Cone3dBuilder`. This allow having a properly rounded base without too much edges along the height. The doc comments explain how to ensure height and base connect when setting different values. Gizmo for the three light types without radius with the depth bias set to -1: ![without-radius](https://github.com/bevyengine/bevy/assets/18357657/699d0154-f367-4727-9b09-8b458d96a0e2) With Radius: ![with-radius](https://github.com/bevyengine/bevy/assets/18357657/f3af003e-dbba-427a-a305-c5cc1676e340) Possible future improvements: - Add a billboarded sprite with a distinct sprite for each light type. - Display the intensity of the light somehow (no idea how to represent that apart from some text). --- ## Changelog ### Added - The new `ShowLightGizmo`, part of the `LightGizmoPlugin` and configurable globally with `LightGizmoConfigGroup`, allows drawing gizmo for `PointLight`, `SpotLight` and `DirectionalLight`. The gizmos color behavior can be controlled with the `LightGizmoColor` member of `ShowLightGizmo` and `LightGizmoConfigGroup`. - The cone gizmo builder (`Cone3dBuilder`) now allows setting a differing number of segments for the base and height. --------- Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-03-03 18:50:46 +00:00
}
if keyboard.pressed(KeyCode::ArrowLeft) {
Retained `Gizmo`s (#15473) # Objective Add a way to use the gizmo API in a retained manner, for increased performance. ## Solution - Move gizmo API from `Gizmos` to `GizmoBuffer`, ~ab~using `Deref` to keep usage the same as before. - Merge non-strip and strip variant of `LineGizmo` into one, storing the data in a `GizmoBuffer` to have the same API for retained `LineGizmo`s. ### Review guide - The meat of the changes are in `lib.rs`, `retained.rs`, `gizmos.rs`, `pipeline_3d.rs` and `pipeline_2d.rs` - The other files contain almost exclusively the churn from moving the gizmo API from `Gizmos` to `GizmoBuffer` ## Testing ### Performance Performance compared to the immediate mode API is from 65 to 80 times better for static lines. ``` 7900 XTX, 3700X 1707.9k lines/ms: gizmos_retained (21.3ms) 3488.5k lines/ms: gizmos_retained_continuous_polyline (31.3ms) 0.5k lines/ms: gizmos_retained_separate (97.7ms) 3054.9k lines/ms: bevy_polyline_retained_nan (16.8ms) 3596.3k lines/ms: bevy_polyline_retained_continuous_polyline (14.2ms) 0.6k lines/ms: bevy_polyline_retained_separate (78.9ms) 26.9k lines/ms: gizmos_immediate (14.9ms) 43.8k lines/ms: gizmos_immediate_continuous_polyline (18.3ms) ``` Looks like performance is good enough, being close to par with `bevy_polyline`. Benchmarks can be found here: This branch: https://github.com/tim-blackbird/line_racing/tree/retained-gizmos Bevy 0.14: https://github.com/DGriffin91/line_racing ## Showcase ```rust fn setup( mut commands: Commands, mut gizmo_assets: ResMut<Assets<GizmoAsset>> ) { let mut gizmo = GizmoAsset::default(); // A sphere made out of one million lines! gizmo .sphere(default(), 1., CRIMSON) .resolution(1_000_000 / 3); commands.spawn(Gizmo { handle: gizmo_assets.add(gizmo), ..default() }); } ``` ## Follow-up work - Port over to the retained rendering world proper - Calculate visibility and cull `Gizmo`s
2024-12-04 21:21:06 +00:00
config.line.width -= 5. * time.delta_secs();
config.line.width = config.line.width.clamp(0., 50.);
Add basic light gizmos (#12228) # Objective - Part of #9400. - Add light gizmos for `SpotLight`, `PointLight` and `DirectionalLight`. ## Solution - Add a `ShowLightGizmo` and its related gizmo group and plugin, that shows a gizmo for all lights of an entities when inserted on it. Light display can also be toggled globally through the gizmo config in the same way it can already be done for `Aabb`s. - Add distinct segment setters for height and base one `Cone3dBuilder`. This allow having a properly rounded base without too much edges along the height. The doc comments explain how to ensure height and base connect when setting different values. Gizmo for the three light types without radius with the depth bias set to -1: ![without-radius](https://github.com/bevyengine/bevy/assets/18357657/699d0154-f367-4727-9b09-8b458d96a0e2) With Radius: ![with-radius](https://github.com/bevyengine/bevy/assets/18357657/f3af003e-dbba-427a-a305-c5cc1676e340) Possible future improvements: - Add a billboarded sprite with a distinct sprite for each light type. - Display the intensity of the light somehow (no idea how to represent that apart from some text). --- ## Changelog ### Added - The new `ShowLightGizmo`, part of the `LightGizmoPlugin` and configurable globally with `LightGizmoConfigGroup`, allows drawing gizmo for `PointLight`, `SpotLight` and `DirectionalLight`. The gizmos color behavior can be controlled with the `LightGizmoColor` member of `ShowLightGizmo` and `LightGizmoConfigGroup`. - The cone gizmo builder (`Cone3dBuilder`) now allows setting a differing number of segments for the base and height. --------- Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-03-03 18:50:46 +00:00
}
if keyboard.just_pressed(KeyCode::KeyA) {
config.enabled ^= true;
}
if keyboard.just_pressed(KeyCode::KeyC) {
light_config.color = match light_config.color {
LightGizmoColor::Manual(_) => LightGizmoColor::Varied,
LightGizmoColor::Varied => LightGizmoColor::MatchLightColor,
LightGizmoColor::MatchLightColor => LightGizmoColor::ByLightType,
LightGizmoColor::ByLightType => LightGizmoColor::Manual(GRAY.into()),
};
*writer.text(*color_text_query, 1) = gizmo_color_text(light_config);
Add basic light gizmos (#12228) # Objective - Part of #9400. - Add light gizmos for `SpotLight`, `PointLight` and `DirectionalLight`. ## Solution - Add a `ShowLightGizmo` and its related gizmo group and plugin, that shows a gizmo for all lights of an entities when inserted on it. Light display can also be toggled globally through the gizmo config in the same way it can already be done for `Aabb`s. - Add distinct segment setters for height and base one `Cone3dBuilder`. This allow having a properly rounded base without too much edges along the height. The doc comments explain how to ensure height and base connect when setting different values. Gizmo for the three light types without radius with the depth bias set to -1: ![without-radius](https://github.com/bevyengine/bevy/assets/18357657/699d0154-f367-4727-9b09-8b458d96a0e2) With Radius: ![with-radius](https://github.com/bevyengine/bevy/assets/18357657/f3af003e-dbba-427a-a305-c5cc1676e340) Possible future improvements: - Add a billboarded sprite with a distinct sprite for each light type. - Display the intensity of the light somehow (no idea how to represent that apart from some text). --- ## Changelog ### Added - The new `ShowLightGizmo`, part of the `LightGizmoPlugin` and configurable globally with `LightGizmoConfigGroup`, allows drawing gizmo for `PointLight`, `SpotLight` and `DirectionalLight`. The gizmos color behavior can be controlled with the `LightGizmoColor` member of `ShowLightGizmo` and `LightGizmoConfigGroup`. - The cone gizmo builder (`Cone3dBuilder`) now allows setting a differing number of segments for the base and height. --------- Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-03-03 18:50:46 +00:00
}
}