2024-03-03 18:50:46 +00:00
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//! This example demonstrates how to visualize lights properties through the gizmo API.
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use std::f32::consts::{FRAC_PI_2, PI};
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use bevy::{
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color::palettes::css::{DARK_CYAN, GOLD, GRAY, PURPLE},
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prelude::*,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, rotate_camera)
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.add_systems(Update, update_config)
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.run();
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}
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#[derive(Component)]
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struct GizmoColorText;
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fn gizmo_color_text(config: &LightGizmoConfigGroup) -> String {
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match config.color {
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LightGizmoColor::Manual(color) => format!("Manual {}", Srgba::from(color).to_hex()),
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LightGizmoColor::Varied => "Random from entity".to_owned(),
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LightGizmoColor::MatchLightColor => "Match light color".to_owned(),
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LightGizmoColor::ByLightType => {
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format!(
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"Point {}, Spot {}, Directional {}",
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Srgba::from(config.point_light_color).to_hex(),
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Srgba::from(config.spot_light_color).to_hex(),
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Srgba::from(config.directional_light_color).to_hex()
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)
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}
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}
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut config_store: ResMut<GizmoConfigStore>,
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) {
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// Circular base.
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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
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commands.spawn((
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Mesh3d(meshes.add(Circle::new(4.0))),
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MeshMaterial3d(materials.add(Color::WHITE)),
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Transform::from_rotation(Quat::from_rotation_x(-FRAC_PI_2)),
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));
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2024-03-03 18:50:46 +00:00
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// Cubes.
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{
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let mesh = meshes.add(Cuboid::new(1.0, 1.0, 1.0));
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let material = materials.add(Color::srgb_u8(124, 144, 255));
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for x in [-2.0, 0.0, 2.0] {
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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
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commands.spawn((
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Mesh3d(mesh.clone()),
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MeshMaterial3d(material.clone()),
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Transform::from_xyz(x, 0.5, 0.0),
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));
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2024-03-03 18:50:46 +00:00
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}
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}
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// Lights.
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{
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2024-10-01 03:20:43 +00:00
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commands.spawn((
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PointLight {
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2024-03-03 18:50:46 +00:00
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shadows_enabled: true,
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range: 2.0,
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color: DARK_CYAN.into(),
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..default()
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},
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2024-10-01 03:20:43 +00:00
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Transform::from_xyz(0.0, 1.5, 0.0),
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));
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commands.spawn((
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SpotLight {
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2024-03-03 18:50:46 +00:00
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shadows_enabled: true,
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range: 3.5,
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color: PURPLE.into(),
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outer_angle: PI / 4.0,
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inner_angle: PI / 4.0 * 0.8,
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..default()
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},
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2024-10-01 03:20:43 +00:00
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Transform::from_xyz(4.0, 2.0, 0.0).looking_at(Vec3::X * 1.5, Vec3::Y),
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));
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commands.spawn((
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DirectionalLight {
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2024-03-03 18:50:46 +00:00
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color: GOLD.into(),
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illuminance: DirectionalLight::default().illuminance * 0.05,
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shadows_enabled: true,
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..default()
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},
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2024-10-01 03:20:43 +00:00
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Transform::from_xyz(-4.0, 2.0, 0.0).looking_at(Vec3::NEG_X * 1.5, Vec3::Y),
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));
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2024-03-03 18:50:46 +00:00
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}
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// Camera.
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2024-10-05 01:59:52 +00:00
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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2024-03-03 18:50:46 +00:00
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// Example instructions and gizmo config.
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{
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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
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commands.spawn((
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Text::new(
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2024-03-03 18:50:46 +00:00
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"Press 'D' to toggle drawing gizmos on top of everything else in the scene\n\
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Hold 'Left' or 'Right' to change the line width of the gizmos\n\
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Press 'A' to toggle drawing of the light gizmos\n\
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Press 'C' to cycle between the light gizmos coloring modes",
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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
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),
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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
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Node {
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2024-03-03 18:50:46 +00:00
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..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
|
|
|
},
|
|
|
|
));
|
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)));
|
2024-03-03 18:50:46 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2024-10-13 20:32:06 +00:00
|
|
|
fn rotate_camera(mut transform: Single<&mut Transform, With<Camera>>, time: Res<Time>) {
|
2024-10-16 21:09:32 +00:00
|
|
|
transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(time.delta_secs() / 2.));
|
2024-03-03 18:50:46 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
fn update_config(
|
|
|
|
mut config_store: ResMut<GizmoConfigStore>,
|
|
|
|
keyboard: Res<ButtonInput<KeyCode>>,
|
|
|
|
time: Res<Time>,
|
2024-10-13 20:32:06 +00:00
|
|
|
color_text_query: Single<Entity, With<GizmoColorText>>,
|
2024-10-15 02:32:34 +00:00
|
|
|
mut writer: TextUiWriter,
|
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.);
|
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.);
|
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()),
|
|
|
|
};
|
2024-10-13 20:32:06 +00:00
|
|
|
*writer.text(*color_text_query, 1) = gizmo_color_text(light_config);
|
2024-03-03 18:50:46 +00:00
|
|
|
}
|
|
|
|
}
|