mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
Reflect derived traits on all components and resources: bevy_pbr (#15224)
Solves https://github.com/bevyengine/bevy/issues/15187 for bevy_pbr
This commit is contained in:
parent
d878e2f8bd
commit
b6b28a621f
15 changed files with 37 additions and 27 deletions
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@ -6,6 +6,7 @@ use bevy_asset::Handle;
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use bevy_derive::{Deref, DerefMut};
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use bevy_derive::{Deref, DerefMut};
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use bevy_ecs::entity::{Entity, EntityHashMap};
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use bevy_ecs::entity::{Entity, EntityHashMap};
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use bevy_ecs::{bundle::Bundle, component::Component, reflect::ReflectComponent};
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use bevy_ecs::{bundle::Bundle, component::Component, reflect::ReflectComponent};
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use bevy_reflect::std_traits::ReflectDefault;
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use bevy_reflect::Reflect;
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use bevy_reflect::Reflect;
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use bevy_render::{
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use bevy_render::{
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mesh::Mesh,
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mesh::Mesh,
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@ -50,14 +51,14 @@ impl<M: Material> Default for MaterialMeshBundle<M> {
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/// This component contains all mesh entities visible from the current light view.
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/// This component contains all mesh entities visible from the current light view.
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/// The collection is updated automatically by [`crate::SimulationLightSystems`].
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/// The collection is updated automatically by [`crate::SimulationLightSystems`].
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#[derive(Component, Clone, Debug, Default, Reflect, Deref, DerefMut)]
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#[derive(Component, Clone, Debug, Default, Reflect, Deref, DerefMut)]
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#[reflect(Component)]
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#[reflect(Component, Debug, Default)]
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pub struct VisibleMeshEntities {
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pub struct VisibleMeshEntities {
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#[reflect(ignore)]
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#[reflect(ignore)]
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pub entities: Vec<Entity>,
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pub entities: Vec<Entity>,
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}
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}
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#[derive(Component, Clone, Debug, Default, Reflect)]
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#[derive(Component, Clone, Debug, Default, Reflect)]
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#[reflect(Component)]
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#[reflect(Component, Debug, Default)]
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pub struct CubemapVisibleEntities {
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pub struct CubemapVisibleEntities {
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#[reflect(ignore)]
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#[reflect(ignore)]
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data: [VisibleMeshEntities; 6],
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data: [VisibleMeshEntities; 6],
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@ -80,7 +80,7 @@ pub struct ClusterZConfig {
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/// Configuration of the clustering strategy for clustered forward rendering
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/// Configuration of the clustering strategy for clustered forward rendering
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#[derive(Debug, Copy, Clone, Component, Reflect)]
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#[derive(Debug, Copy, Clone, Component, Reflect)]
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#[reflect(Component)]
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#[reflect(Component, Debug, Default)]
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pub enum ClusterConfig {
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pub enum ClusterConfig {
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/// Disable cluster calculations for this view
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/// Disable cluster calculations for this view
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None,
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None,
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@ -50,7 +50,7 @@ use bevy_render::{extract_component::ExtractComponent, prelude::Camera};
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/// [`StandardMaterial`](crate::StandardMaterial) instances via the `fog_enabled` flag.
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/// [`StandardMaterial`](crate::StandardMaterial) instances via the `fog_enabled` flag.
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#[derive(Debug, Clone, Component, Reflect, ExtractComponent)]
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#[derive(Debug, Clone, Component, Reflect, ExtractComponent)]
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#[extract_component_filter(With<Camera>)]
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#[extract_component_filter(With<Camera>)]
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#[reflect(Component, Default)]
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#[reflect(Component, Default, Debug)]
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pub struct DistanceFog {
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pub struct DistanceFog {
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/// The color of the fog effect.
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/// The color of the fog effect.
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///
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///
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@ -16,7 +16,7 @@ use super::*;
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/// }
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/// }
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/// ```
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/// ```
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#[derive(Resource, Clone, Debug, ExtractResource, Reflect)]
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#[derive(Resource, Clone, Debug, ExtractResource, Reflect)]
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#[reflect(Resource)]
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#[reflect(Resource, Debug, Default)]
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pub struct AmbientLight {
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pub struct AmbientLight {
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pub color: Color,
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pub color: Color,
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/// A direct scale factor multiplied with `color` before being passed to the shader.
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/// A direct scale factor multiplied with `color` before being passed to the shader.
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@ -48,7 +48,7 @@ use super::*;
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/// .insert_resource(DirectionalLightShadowMap { size: 2048 });
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/// .insert_resource(DirectionalLightShadowMap { size: 2048 });
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/// ```
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/// ```
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#[derive(Component, Debug, Clone, Reflect)]
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#[derive(Component, Debug, Clone, Reflect)]
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#[reflect(Component, Default)]
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#[reflect(Component, Default, Debug)]
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pub struct DirectionalLight {
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pub struct DirectionalLight {
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pub color: Color,
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pub color: Color,
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/// Illuminance in lux (lumens per square meter), representing the amount of
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/// Illuminance in lux (lumens per square meter), representing the amount of
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@ -88,7 +88,7 @@ pub mod light_consts {
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}
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}
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#[derive(Resource, Clone, Debug, Reflect)]
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#[derive(Resource, Clone, Debug, Reflect)]
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#[reflect(Resource)]
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#[reflect(Resource, Debug, Default)]
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pub struct PointLightShadowMap {
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pub struct PointLightShadowMap {
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pub size: usize,
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pub size: usize,
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}
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}
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@ -105,7 +105,7 @@ pub type WithLight = Or<(With<PointLight>, With<SpotLight>, With<DirectionalLigh
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/// Controls the resolution of [`DirectionalLight`] shadow maps.
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/// Controls the resolution of [`DirectionalLight`] shadow maps.
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#[derive(Resource, Clone, Debug, Reflect)]
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#[derive(Resource, Clone, Debug, Reflect)]
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#[reflect(Resource)]
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#[reflect(Resource, Debug, Default)]
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pub struct DirectionalLightShadowMap {
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pub struct DirectionalLightShadowMap {
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pub size: usize,
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pub size: usize,
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}
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}
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@ -130,7 +130,7 @@ impl Default for DirectionalLightShadowMap {
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/// }.into();
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/// }.into();
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/// ```
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/// ```
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#[derive(Component, Clone, Debug, Reflect)]
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#[derive(Component, Clone, Debug, Reflect)]
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#[reflect(Component, Default)]
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#[reflect(Component, Default, Debug)]
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pub struct CascadeShadowConfig {
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pub struct CascadeShadowConfig {
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/// The (positive) distance to the far boundary of each cascade.
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/// The (positive) distance to the far boundary of each cascade.
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pub bounds: Vec<f32>,
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pub bounds: Vec<f32>,
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@ -271,7 +271,7 @@ impl From<CascadeShadowConfigBuilder> for CascadeShadowConfig {
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}
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}
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#[derive(Component, Clone, Debug, Default, Reflect)]
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#[derive(Component, Clone, Debug, Default, Reflect)]
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#[reflect(Component)]
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#[reflect(Component, Debug, Default)]
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pub struct Cascades {
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pub struct Cascades {
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/// Map from a view to the configuration of each of its [`Cascade`]s.
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/// Map from a view to the configuration of each of its [`Cascade`]s.
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pub(crate) cascades: EntityHashMap<Vec<Cascade>>,
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pub(crate) cascades: EntityHashMap<Vec<Cascade>>,
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@ -439,7 +439,7 @@ fn calculate_cascade(
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}
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}
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/// Add this component to make a [`Mesh`] not cast shadows.
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/// Add this component to make a [`Mesh`] not cast shadows.
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#[derive(Debug, Component, Reflect, Default)]
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#[derive(Debug, Component, Reflect, Default)]
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#[reflect(Component, Default)]
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#[reflect(Component, Default, Debug)]
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pub struct NotShadowCaster;
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pub struct NotShadowCaster;
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/// Add this component to make a [`Mesh`] not receive shadows.
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/// Add this component to make a [`Mesh`] not receive shadows.
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///
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///
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@ -447,7 +447,7 @@ pub struct NotShadowCaster;
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/// cause both “regular” shadows as well as diffusely transmitted shadows to be disabled,
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/// cause both “regular” shadows as well as diffusely transmitted shadows to be disabled,
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/// even when [`TransmittedShadowReceiver`] is being used.
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/// even when [`TransmittedShadowReceiver`] is being used.
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#[derive(Debug, Component, Reflect, Default)]
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#[derive(Debug, Component, Reflect, Default)]
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#[reflect(Component, Default)]
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#[reflect(Component, Default, Debug)]
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pub struct NotShadowReceiver;
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pub struct NotShadowReceiver;
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/// Add this component to make a [`Mesh`] using a PBR material with [`diffuse_transmission`](crate::pbr_material::StandardMaterial::diffuse_transmission)`> 0.0`
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/// Add this component to make a [`Mesh`] using a PBR material with [`diffuse_transmission`](crate::pbr_material::StandardMaterial::diffuse_transmission)`> 0.0`
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/// receive shadows on its diffuse transmission lobe. (i.e. its “backside”)
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/// receive shadows on its diffuse transmission lobe. (i.e. its “backside”)
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@ -457,7 +457,7 @@ pub struct NotShadowReceiver;
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///
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///
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/// **Note:** Using [`NotShadowReceiver`] overrides this component.
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/// **Note:** Using [`NotShadowReceiver`] overrides this component.
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#[derive(Debug, Component, Reflect, Default)]
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#[derive(Debug, Component, Reflect, Default)]
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#[reflect(Component, Default)]
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#[reflect(Component, Default, Debug)]
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pub struct TransmittedShadowReceiver;
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pub struct TransmittedShadowReceiver;
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/// Add this component to a [`Camera3d`](bevy_core_pipeline::core_3d::Camera3d)
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/// Add this component to a [`Camera3d`](bevy_core_pipeline::core_3d::Camera3d)
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@ -466,7 +466,7 @@ pub struct TransmittedShadowReceiver;
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/// The different modes use different approaches to
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/// The different modes use different approaches to
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/// [Percentage Closer Filtering](https://developer.nvidia.com/gpugems/gpugems/part-ii-lighting-and-shadows/chapter-11-shadow-map-antialiasing).
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/// [Percentage Closer Filtering](https://developer.nvidia.com/gpugems/gpugems/part-ii-lighting-and-shadows/chapter-11-shadow-map-antialiasing).
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#[derive(Debug, Component, ExtractComponent, Reflect, Clone, Copy, PartialEq, Eq, Default)]
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#[derive(Debug, Component, ExtractComponent, Reflect, Clone, Copy, PartialEq, Eq, Default)]
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#[reflect(Component, Default)]
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#[reflect(Component, Default, Debug, PartialEq)]
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pub enum ShadowFilteringMethod {
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pub enum ShadowFilteringMethod {
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/// Hardware 2x2.
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/// Hardware 2x2.
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///
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///
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///
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///
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/// Source: [Wikipedia](https://en.wikipedia.org/wiki/Lumen_(unit)#Lighting)
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/// Source: [Wikipedia](https://en.wikipedia.org/wiki/Lumen_(unit)#Lighting)
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#[derive(Component, Debug, Clone, Copy, Reflect)]
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#[derive(Component, Debug, Clone, Copy, Reflect)]
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#[reflect(Component, Default)]
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#[reflect(Component, Default, Debug)]
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pub struct PointLight {
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pub struct PointLight {
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/// The color of this light source.
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/// The color of this light source.
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pub color: Color,
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pub color: Color,
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/// shines light only in a given direction. The direction is taken from
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/// shines light only in a given direction. The direction is taken from
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/// the transform, and can be specified with [`Transform::looking_at`](Transform::looking_at).
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/// the transform, and can be specified with [`Transform::looking_at`](Transform::looking_at).
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#[derive(Component, Debug, Clone, Copy, Reflect)]
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#[derive(Component, Debug, Clone, Copy, Reflect)]
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#[reflect(Component, Default)]
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#[reflect(Component, Default, Debug)]
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pub struct SpotLight {
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pub struct SpotLight {
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pub color: Color,
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pub color: Color,
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/// Luminous power in lumens, representing the amount of light emitted by this source in all directions.
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/// Luminous power in lumens, representing the amount of light emitted by this source in all directions.
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use bevy_asset::{AssetId, Handle};
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use bevy_asset::{AssetId, Handle};
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use bevy_ecs::{
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use bevy_ecs::{
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bundle::Bundle, component::Component, query::QueryItem, system::lifetimeless::Read,
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bundle::Bundle, component::Component, query::QueryItem, reflect::ReflectComponent,
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system::lifetimeless::Read,
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};
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};
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use bevy_math::Quat;
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use bevy_math::Quat;
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use bevy_reflect::std_traits::ReflectDefault;
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use bevy_reflect::Reflect;
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use bevy_reflect::Reflect;
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use bevy_render::{
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use bevy_render::{
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extract_instances::ExtractInstance,
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extract_instances::ExtractInstance,
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@ -84,6 +86,7 @@ pub const ENVIRONMENT_MAP_SHADER_HANDLE: Handle<Shader> =
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///
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///
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/// See [`crate::environment_map`] for detailed information.
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/// See [`crate::environment_map`] for detailed information.
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#[derive(Clone, Component, Reflect)]
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#[derive(Clone, Component, Reflect)]
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#[reflect(Component, Default)]
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pub struct EnvironmentMapLight {
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pub struct EnvironmentMapLight {
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/// The blurry image that represents diffuse radiance surrounding a region.
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/// The blurry image that represents diffuse radiance surrounding a region.
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pub diffuse_map: Handle<Image>,
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pub diffuse_map: Handle<Image>,
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//!
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//!
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//! [Why ambient cubes?]: #why-ambient-cubes
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//! [Why ambient cubes?]: #why-ambient-cubes
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use bevy_ecs::component::Component;
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use bevy_ecs::{component::Component, reflect::ReflectComponent};
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use bevy_render::{
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use bevy_render::{
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render_asset::RenderAssets,
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render_asset::RenderAssets,
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render_resource::{
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render_resource::{
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use std::{num::NonZero, ops::Deref};
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use std::{num::NonZero, ops::Deref};
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use bevy_asset::{AssetId, Handle};
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use bevy_asset::{AssetId, Handle};
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use bevy_reflect::std_traits::ReflectDefault;
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use bevy_reflect::Reflect;
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use bevy_reflect::Reflect;
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use crate::{
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use crate::{
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@ -166,6 +167,7 @@ pub(crate) const IRRADIANCE_VOLUMES_ARE_USABLE: bool = cfg!(not(target_arch = "w
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///
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///
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/// See [`crate::irradiance_volume`] for detailed information.
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/// See [`crate::irradiance_volume`] for detailed information.
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#[derive(Clone, Default, Reflect, Component, Debug)]
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#[derive(Clone, Default, Reflect, Component, Debug)]
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#[reflect(Component, Default, Debug)]
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pub struct IrradianceVolume {
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pub struct IrradianceVolume {
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/// The 3D texture that represents the ambient cubes, encoded in the format
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/// The 3D texture that represents the ambient cubes, encoded in the format
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/// described in [`crate::irradiance_volume`].
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/// described in [`crate::irradiance_volume`].
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@ -103,7 +103,7 @@ pub struct LightProbePlugin;
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/// specific technique but rather to a class of techniques. Developers familiar
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/// specific technique but rather to a class of techniques. Developers familiar
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/// with other engines should be aware of this terminology difference.
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/// with other engines should be aware of this terminology difference.
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#[derive(Component, Debug, Clone, Copy, Default, Reflect)]
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#[derive(Component, Debug, Clone, Copy, Default, Reflect)]
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#[reflect(Component, Default)]
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#[reflect(Component, Default, Debug)]
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pub struct LightProbe;
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pub struct LightProbe;
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/// A GPU type that stores information about a light probe.
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/// A GPU type that stores information about a light probe.
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prelude::*,
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prelude::*,
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system::{lifetimeless::SRes, SystemParamItem},
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system::{lifetimeless::SRes, SystemParamItem},
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};
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};
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use bevy_reflect::std_traits::ReflectDefault;
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use bevy_reflect::Reflect;
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use bevy_reflect::Reflect;
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use bevy_render::{
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use bevy_render::{
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camera::TemporalJitter,
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camera::TemporalJitter,
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@ -825,6 +826,7 @@ pub fn queue_material_meshes<M: Material>(
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/// Default render method used for opaque materials.
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/// Default render method used for opaque materials.
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#[derive(Default, Resource, Clone, Debug, ExtractResource, Reflect)]
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#[derive(Default, Resource, Clone, Debug, ExtractResource, Reflect)]
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#[reflect(Resource, Default, Debug)]
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pub struct DefaultOpaqueRendererMethod(OpaqueRendererMethod);
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pub struct DefaultOpaqueRendererMethod(OpaqueRendererMethod);
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impl DefaultOpaqueRendererMethod {
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impl DefaultOpaqueRendererMethod {
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system::{Commands, Query, Res, ResMut, Resource},
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system::{Commands, Query, Res, ResMut, Resource},
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world::{FromWorld, World},
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world::{FromWorld, World},
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};
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};
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use bevy_reflect::std_traits::ReflectDefault;
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use bevy_reflect::Reflect;
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use bevy_reflect::Reflect;
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use bevy_render::{
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use bevy_render::{
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camera::{ExtractedCamera, TemporalJitter},
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camera::{ExtractedCamera, TemporalJitter},
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@ -154,7 +155,7 @@ pub struct ScreenSpaceAmbientOcclusionBundle {
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///
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///
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/// SSAO is not supported on `WebGL2`, and is not currently supported on `WebGPU` or `DirectX12`.
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/// SSAO is not supported on `WebGL2`, and is not currently supported on `WebGPU` or `DirectX12`.
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#[derive(Component, ExtractComponent, Reflect, PartialEq, Eq, Hash, Clone, Default, Debug)]
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#[derive(Component, ExtractComponent, Reflect, PartialEq, Eq, Hash, Clone, Default, Debug)]
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#[reflect(Component)]
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#[reflect(Component, Debug, Default, Hash, PartialEq)]
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#[doc(alias = "Ssao")]
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#[doc(alias = "Ssao")]
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pub struct ScreenSpaceAmbientOcclusion {
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pub struct ScreenSpaceAmbientOcclusion {
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pub quality_level: ScreenSpaceAmbientOcclusionQualityLevel,
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pub quality_level: ScreenSpaceAmbientOcclusionQualityLevel,
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primitives::{Cuboid, Plane3d},
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primitives::{Cuboid, Plane3d},
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Vec2, Vec3,
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Vec2, Vec3,
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};
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};
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use bevy_reflect::std_traits::ReflectDefault;
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use bevy_reflect::Reflect;
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use bevy_reflect::Reflect;
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use bevy_render::{
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use bevy_render::{
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mesh::{Mesh, Meshable},
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mesh::{Mesh, Meshable},
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@ -71,14 +72,14 @@ pub struct VolumetricFogPlugin;
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///
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///
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/// This allows the light to generate light shafts/god rays.
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/// This allows the light to generate light shafts/god rays.
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#[derive(Clone, Copy, Component, Default, Debug, Reflect)]
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#[derive(Clone, Copy, Component, Default, Debug, Reflect)]
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#[reflect(Component)]
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#[reflect(Component, Default, Debug)]
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pub struct VolumetricLight;
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pub struct VolumetricLight;
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/// When placed on a [`bevy_core_pipeline::core_3d::Camera3d`], enables
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/// When placed on a [`bevy_core_pipeline::core_3d::Camera3d`], enables
|
||||||
/// volumetric fog and volumetric lighting, also known as light shafts or god
|
/// volumetric fog and volumetric lighting, also known as light shafts or god
|
||||||
/// rays.
|
/// rays.
|
||||||
#[derive(Clone, Copy, Component, Debug, Reflect)]
|
#[derive(Clone, Copy, Component, Debug, Reflect)]
|
||||||
#[reflect(Component)]
|
#[reflect(Component, Default, Debug)]
|
||||||
pub struct VolumetricFog {
|
pub struct VolumetricFog {
|
||||||
/// Color of the ambient light.
|
/// Color of the ambient light.
|
||||||
///
|
///
|
||||||
|
@ -138,7 +139,7 @@ pub struct FogVolumeBundle {
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Clone, Component, Debug, Reflect)]
|
#[derive(Clone, Component, Debug, Reflect)]
|
||||||
#[reflect(Component)]
|
#[reflect(Component, Default, Debug)]
|
||||||
pub struct FogVolume {
|
pub struct FogVolume {
|
||||||
/// The color of the fog.
|
/// The color of the fog.
|
||||||
///
|
///
|
||||||
|
|
|
@ -56,7 +56,7 @@ impl Plugin for WireframePlugin {
|
||||||
///
|
///
|
||||||
/// This requires the [`WireframePlugin`] to be enabled.
|
/// This requires the [`WireframePlugin`] to be enabled.
|
||||||
#[derive(Component, Debug, Clone, Default, Reflect, Eq, PartialEq)]
|
#[derive(Component, Debug, Clone, Default, Reflect, Eq, PartialEq)]
|
||||||
#[reflect(Component, Default)]
|
#[reflect(Component, Default, Debug, PartialEq)]
|
||||||
pub struct Wireframe;
|
pub struct Wireframe;
|
||||||
|
|
||||||
/// Sets the color of the [`Wireframe`] of the entity it is attached to.
|
/// Sets the color of the [`Wireframe`] of the entity it is attached to.
|
||||||
|
@ -69,7 +69,7 @@ pub struct Wireframe;
|
||||||
// This could blow up in size if people use random colored wireframes for each mesh.
|
// This could blow up in size if people use random colored wireframes for each mesh.
|
||||||
// It will also be important to remove unused materials from the cache.
|
// It will also be important to remove unused materials from the cache.
|
||||||
#[derive(Component, Debug, Clone, Default, Reflect)]
|
#[derive(Component, Debug, Clone, Default, Reflect)]
|
||||||
#[reflect(Component, Default)]
|
#[reflect(Component, Default, Debug)]
|
||||||
pub struct WireframeColor {
|
pub struct WireframeColor {
|
||||||
pub color: Color,
|
pub color: Color,
|
||||||
}
|
}
|
||||||
|
@ -79,11 +79,11 @@ pub struct WireframeColor {
|
||||||
///
|
///
|
||||||
/// This requires the [`WireframePlugin`] to be enabled.
|
/// This requires the [`WireframePlugin`] to be enabled.
|
||||||
#[derive(Component, Debug, Clone, Default, Reflect, Eq, PartialEq)]
|
#[derive(Component, Debug, Clone, Default, Reflect, Eq, PartialEq)]
|
||||||
#[reflect(Component, Default)]
|
#[reflect(Component, Default, Debug, PartialEq)]
|
||||||
pub struct NoWireframe;
|
pub struct NoWireframe;
|
||||||
|
|
||||||
#[derive(Resource, Debug, Clone, Default, ExtractResource, Reflect)]
|
#[derive(Resource, Debug, Clone, Default, ExtractResource, Reflect)]
|
||||||
#[reflect(Resource)]
|
#[reflect(Resource, Debug, Default)]
|
||||||
pub struct WireframeConfig {
|
pub struct WireframeConfig {
|
||||||
/// Whether to show wireframes for all meshes.
|
/// Whether to show wireframes for all meshes.
|
||||||
/// Can be overridden for individual meshes by adding a [`Wireframe`] or [`NoWireframe`] component.
|
/// Can be overridden for individual meshes by adding a [`Wireframe`] or [`NoWireframe`] component.
|
||||||
|
|
Loading…
Reference in a new issue