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https://github.com/bevyengine/bevy
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015f2c69ca
# 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(); } } ```
177 lines
5.8 KiB
Rust
177 lines
5.8 KiB
Rust
//! 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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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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// 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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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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}
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}
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// Lights.
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{
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commands.spawn((
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PointLight {
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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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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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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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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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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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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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}
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// Camera.
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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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// Example instructions and gizmo config.
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{
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commands.spawn((
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Text::new(
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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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),
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Node {
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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()
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},
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));
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let (_, light_config) = config_store.config_mut::<LightGizmoConfigGroup>();
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light_config.draw_all = true;
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light_config.color = LightGizmoColor::MatchLightColor;
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commands
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.spawn((
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Text::new("Gizmo color mode: "),
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GizmoColorText,
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Node {
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position_type: PositionType::Absolute,
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bottom: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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},
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))
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.with_child(TextSpan(gizmo_color_text(light_config)));
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}
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}
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fn rotate_camera(mut transform: Single<&mut Transform, With<Camera>>, time: Res<Time>) {
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transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(time.delta_secs() / 2.));
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}
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fn update_config(
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mut config_store: ResMut<GizmoConfigStore>,
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keyboard: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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color_text_query: Single<Entity, With<GizmoColorText>>,
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mut writer: TextUiWriter,
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) {
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if keyboard.just_pressed(KeyCode::KeyD) {
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for (_, config, _) in config_store.iter_mut() {
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config.depth_bias = if config.depth_bias == 0. { -1. } else { 0. };
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}
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}
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let (config, light_config) = config_store.config_mut::<LightGizmoConfigGroup>();
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if keyboard.pressed(KeyCode::ArrowRight) {
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config.line_width += 5. * time.delta_secs();
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config.line_width = config.line_width.clamp(0., 50.);
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}
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if keyboard.pressed(KeyCode::ArrowLeft) {
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config.line_width -= 5. * time.delta_secs();
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config.line_width = config.line_width.clamp(0., 50.);
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}
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if keyboard.just_pressed(KeyCode::KeyA) {
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config.enabled ^= true;
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}
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if keyboard.just_pressed(KeyCode::KeyC) {
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light_config.color = match light_config.color {
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LightGizmoColor::Manual(_) => LightGizmoColor::Varied,
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LightGizmoColor::Varied => LightGizmoColor::MatchLightColor,
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LightGizmoColor::MatchLightColor => LightGizmoColor::ByLightType,
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LightGizmoColor::ByLightType => LightGizmoColor::Manual(GRAY.into()),
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};
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*writer.text(*color_text_query, 1) = gizmo_color_text(light_config);
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}
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}
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