bevy/examples/transforms/transform.rs
Alice Cecile 599e5e4e76
Migrate from LegacyColor to bevy_color::Color (#12163)
# Objective

- As part of the migration process we need to a) see the end effect of
the migration on user ergonomics b) check for serious perf regressions
c) actually migrate the code
- To accomplish this, I'm going to attempt to migrate all of the
remaining user-facing usages of `LegacyColor` in one PR, being careful
to keep a clean commit history.
- Fixes #12056.

## Solution

I've chosen to use the polymorphic `Color` type as our standard
user-facing API.

- [x] Migrate `bevy_gizmos`.
- [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs
- [x] Migrate sprites
- [x] Migrate UI
- [x] Migrate `ColorMaterial`
- [x] Migrate `MaterialMesh2D`
- [x] Migrate fog
- [x] Migrate lights
- [x] Migrate StandardMaterial
- [x] Migrate wireframes
- [x] Migrate clear color
- [x] Migrate text
- [x] Migrate gltf loader
- [x] Register color types for reflection
- [x] Remove `LegacyColor`
- [x] Make sure CI passes

Incidental improvements to ease migration:

- added `Color::srgba_u8`, `Color::srgba_from_array` and friends
- added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the
`Alpha` trait
- add and immediately deprecate (lol) `Color::rgb` and friends in favor
of more explicit and consistent `Color::srgb`
- standardized on white and black for most example text colors
- added vector field traits to `LinearRgba`: ~~`Add`, `Sub`,
`AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications
and divisions do not scale alpha. `Add` and `Sub` have been cut from
this PR.
- added `LinearRgba` and `Srgba` `RED/GREEN/BLUE`
- added `LinearRgba_to_f32_array` and `LinearRgba::to_u32`

## Migration Guide

Bevy's color types have changed! Wherever you used a
`bevy::render::Color`, a `bevy::color::Color` is used instead.

These are quite similar! Both are enums storing a color in a specific
color space (or to be more precise, using a specific color model).
However, each of the different color models now has its own type.

TODO...

- `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`,
`Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`,
`Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`.
- `Color::set_a` and `Color::a` is now `Color::set_alpha` and
`Color::alpha`. These are part of the `Alpha` trait in `bevy_color`.
- `Color::is_fully_transparent` is now part of the `Alpha` trait in
`bevy_color`
- `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for
`g`, `b` `h`, `s` and `l` have been removed due to causing silent
relatively expensive conversions. Convert your `Color` into the desired
color space, perform your operations there, and then convert it back
into a polymorphic `Color` enum.
- `Color::hex` is now `Srgba::hex`. Call `.into` or construct a
`Color::Srgba` variant manually to convert it.
- `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`,
`ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now
store a `LinearRgba`, rather than a polymorphic `Color`
- `Color::rgb_linear` and `Color::rgba_linear` are now
`Color::linear_rgb` and `Color::linear_rgba`
- The various CSS color constants are no longer stored directly on
`Color`. Instead, they're defined in the `Srgba` color space, and
accessed via `bevy::color::palettes::css`. Call `.into()` on them to
convert them into a `Color` for quick debugging use, and consider using
the much prettier `tailwind` palette for prototyping.
- The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with
the standard naming.
- Vector field arithmetic operations on `Color` (add, subtract, multiply
and divide by a f32) have been removed. Instead, convert your colors
into `LinearRgba` space, and perform your operations explicitly there.
This is particularly relevant when working with emissive or HDR colors,
whose color channel values are routinely outside of the ordinary 0 to 1
range.
- `Color::as_linear_rgba_f32` has been removed. Call
`LinearRgba::to_f32_array` instead, converting if needed.
- `Color::as_linear_rgba_u32` has been removed. Call
`LinearRgba::to_u32` instead, converting if needed.
- Several other color conversion methods to transform LCH or HSL colors
into float arrays or `Vec` types have been removed. Please reimplement
these externally or open a PR to re-add them if you found them
particularly useful.
- Various methods on `Color` such as `rgb` or `hsl` to convert the color
into a specific color space have been removed. Convert into
`LinearRgba`, then to the color space of your choice.
- Various implicitly-converting color value methods on `Color` such as
`r`, `g`, `b` or `h` have been removed. Please convert it into the color
space of your choice, then check these properties.
- `Color` no longer implements `AsBindGroup`. Store a `LinearRgba`
internally instead to avoid conversion costs.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00

157 lines
5.9 KiB
Rust

//! Shows multiple transformations of objects.
use std::f32::consts::PI;
use bevy::{color::palettes::basic::YELLOW, prelude::*};
// A struct for additional data of for a moving cube.
#[derive(Component)]
struct CubeState {
start_pos: Vec3,
move_speed: f32,
turn_speed: f32,
}
// A struct adding information to a scalable entity,
// that will be stationary at the center of the scene.
#[derive(Component)]
struct Center {
max_size: f32,
min_size: f32,
scale_factor: f32,
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(
Update,
(
move_cube,
rotate_cube,
scale_down_sphere_proportional_to_cube_travel_distance,
)
.chain(),
)
.run();
}
// Startup system to setup the scene and spawn all relevant entities.
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Add an object (sphere) for visualizing scaling.
commands.spawn((
PbrBundle {
mesh: meshes.add(Sphere::new(3.0).mesh().ico(32).unwrap()),
material: materials.add(Color::from(YELLOW)),
transform: Transform::from_translation(Vec3::ZERO),
..default()
},
Center {
max_size: 1.0,
min_size: 0.1,
scale_factor: 0.05,
},
));
// Add the cube to visualize rotation and translation.
// This cube will circle around the center_sphere
// by changing its rotation each frame and moving forward.
// Define a start transform for an orbiting cube, that's away from our central object (sphere)
// and rotate it so it will be able to move around the sphere and not towards it.
let cube_spawn =
Transform::from_translation(Vec3::Z * -10.0).with_rotation(Quat::from_rotation_y(PI / 2.));
commands.spawn((
PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(Color::WHITE),
transform: cube_spawn,
..default()
},
CubeState {
start_pos: cube_spawn.translation,
move_speed: 2.0,
turn_speed: 0.2,
},
));
// Spawn a camera looking at the entities to show what's happening in this example.
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// Add a light source for better 3d visibility.
commands.spawn(DirectionalLightBundle {
transform: Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
// This system will move the cube forward.
fn move_cube(mut cubes: Query<(&mut Transform, &mut CubeState)>, timer: Res<Time>) {
for (mut transform, cube) in &mut cubes {
// Move the cube forward smoothly at a given move_speed.
let forward = transform.forward();
transform.translation += forward * cube.move_speed * timer.delta_seconds();
}
}
// This system will rotate the cube slightly towards the center_sphere.
// Due to the forward movement the resulting movement
// will be a circular motion around the center_sphere.
fn rotate_cube(
mut cubes: Query<(&mut Transform, &mut CubeState), Without<Center>>,
center_spheres: Query<&Transform, With<Center>>,
timer: Res<Time>,
) {
// Calculate the point to circle around. (The position of the center_sphere)
let mut center: Vec3 = Vec3::ZERO;
for sphere in &center_spheres {
center += sphere.translation;
}
// Update the rotation of the cube(s).
for (mut transform, cube) in &mut cubes {
// Calculate the rotation of the cube if it would be looking at the sphere in the center.
let look_at_sphere = transform.looking_at(center, *transform.local_y());
// Interpolate between the current rotation and the fully turned rotation
// when looking a the sphere, with a given turn speed to get a smooth motion.
// With higher speed the curvature of the orbit would be smaller.
let incremental_turn_weight = cube.turn_speed * timer.delta_seconds();
let old_rotation = transform.rotation;
transform.rotation = old_rotation.lerp(look_at_sphere.rotation, incremental_turn_weight);
}
}
// This system will scale down the sphere in the center of the scene
// according to the traveling distance of the orbiting cube(s) from their start position(s).
fn scale_down_sphere_proportional_to_cube_travel_distance(
cubes: Query<(&Transform, &CubeState), Without<Center>>,
mut centers: Query<(&mut Transform, &Center)>,
) {
// First we need to calculate the length of between
// the current position of the orbiting cube and the spawn position.
let mut distances = 0.0;
for (cube_transform, cube_state) in &cubes {
distances += (cube_state.start_pos - cube_transform.translation).length();
}
// Now we use the calculated value to scale the sphere in the center accordingly.
for (mut transform, center) in &mut centers {
// Calculate the new size from the calculated distances and the centers scale_factor.
// Since we want to have the sphere at its max_size at the cubes spawn location we start by
// using the max_size as start value and subtract the distances scaled by a scaling factor.
let mut new_size: f32 = center.max_size - center.scale_factor * distances;
// The new size should also not be smaller than the centers min_size.
// Therefore the max value out of (new_size, center.min_size) is used.
new_size = new_size.max(center.min_size);
// Now scale the sphere uniformly in all directions using new_size.
// Here Vec3:splat is used to create a vector with new_size in x, y and z direction.
transform.scale = Vec3::splat(new_size);
}
}