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https://github.com/bevyengine/bevy
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# 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(); } } ```
190 lines
5.6 KiB
Rust
190 lines
5.6 KiB
Rust
//! This example demonstrates the built-in 3d shapes in Bevy.
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//! The scene includes a patterned texture and a rotation for visualizing the normals and UVs.
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//!
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//! You can toggle wireframes with the space bar except on wasm. Wasm does not support
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//! `POLYGON_MODE_LINE` on the gpu.
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use std::f32::consts::PI;
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#[cfg(not(target_arch = "wasm32"))]
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use bevy::pbr::wireframe::{WireframeConfig, WireframePlugin};
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use bevy::{
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color::palettes::basic::SILVER,
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prelude::*,
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render::{
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render_asset::RenderAssetUsages,
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render_resource::{Extent3d, TextureDimension, TextureFormat},
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},
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};
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins.set(ImagePlugin::default_nearest()),
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#[cfg(not(target_arch = "wasm32"))]
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WireframePlugin,
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))
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(
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rotate,
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#[cfg(not(target_arch = "wasm32"))]
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toggle_wireframe,
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),
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)
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.run();
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}
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/// A marker component for our shapes so we can query them separately from the ground plane
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#[derive(Component)]
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struct Shape;
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const SHAPES_X_EXTENT: f32 = 14.0;
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const EXTRUSION_X_EXTENT: f32 = 16.0;
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const Z_EXTENT: f32 = 5.0;
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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 images: ResMut<Assets<Image>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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let debug_material = materials.add(StandardMaterial {
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base_color_texture: Some(images.add(uv_debug_texture())),
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..default()
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});
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let shapes = [
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meshes.add(Cuboid::default()),
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meshes.add(Tetrahedron::default()),
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meshes.add(Capsule3d::default()),
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meshes.add(Torus::default()),
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meshes.add(Cylinder::default()),
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meshes.add(Cone::default()),
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meshes.add(ConicalFrustum::default()),
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meshes.add(Sphere::default().mesh().ico(5).unwrap()),
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meshes.add(Sphere::default().mesh().uv(32, 18)),
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];
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let extrusions = [
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meshes.add(Extrusion::new(Rectangle::default(), 1.)),
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meshes.add(Extrusion::new(Capsule2d::default(), 1.)),
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meshes.add(Extrusion::new(Annulus::default(), 1.)),
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meshes.add(Extrusion::new(Circle::default(), 1.)),
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meshes.add(Extrusion::new(Ellipse::default(), 1.)),
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meshes.add(Extrusion::new(RegularPolygon::default(), 1.)),
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meshes.add(Extrusion::new(Triangle2d::default(), 1.)),
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];
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let num_shapes = shapes.len();
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for (i, shape) in shapes.into_iter().enumerate() {
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commands.spawn((
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Mesh3d(shape),
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MeshMaterial3d(debug_material.clone()),
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Transform::from_xyz(
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-SHAPES_X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * SHAPES_X_EXTENT,
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2.0,
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Z_EXTENT / 2.,
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)
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.with_rotation(Quat::from_rotation_x(-PI / 4.)),
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Shape,
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));
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}
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let num_extrusions = extrusions.len();
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for (i, shape) in extrusions.into_iter().enumerate() {
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commands.spawn((
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Mesh3d(shape),
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MeshMaterial3d(debug_material.clone()),
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Transform::from_xyz(
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-EXTRUSION_X_EXTENT / 2.
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+ i as f32 / (num_extrusions - 1) as f32 * EXTRUSION_X_EXTENT,
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2.0,
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-Z_EXTENT / 2.,
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)
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.with_rotation(Quat::from_rotation_x(-PI / 4.)),
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Shape,
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));
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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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intensity: 10_000_000.,
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range: 100.0,
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shadow_depth_bias: 0.2,
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..default()
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},
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Transform::from_xyz(8.0, 16.0, 8.0),
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));
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// ground plane
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(50.0, 50.0).subdivisions(10))),
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MeshMaterial3d(materials.add(Color::from(SILVER))),
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));
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(0.0, 7., 14.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
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));
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#[cfg(not(target_arch = "wasm32"))]
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commands.spawn((
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Text::new("Press space to toggle wireframes"),
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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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}
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fn rotate(mut query: Query<&mut Transform, With<Shape>>, time: Res<Time>) {
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for mut transform in &mut query {
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transform.rotate_y(time.delta_secs() / 2.);
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}
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}
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/// Creates a colorful test pattern
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fn uv_debug_texture() -> Image {
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const TEXTURE_SIZE: usize = 8;
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let mut palette: [u8; 32] = [
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255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
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198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
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];
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let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
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for y in 0..TEXTURE_SIZE {
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let offset = TEXTURE_SIZE * y * 4;
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texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
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palette.rotate_right(4);
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}
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Image::new_fill(
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Extent3d {
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width: TEXTURE_SIZE as u32,
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height: TEXTURE_SIZE as u32,
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depth_or_array_layers: 1,
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},
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TextureDimension::D2,
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&texture_data,
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TextureFormat::Rgba8UnormSrgb,
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RenderAssetUsages::RENDER_WORLD,
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)
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}
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#[cfg(not(target_arch = "wasm32"))]
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fn toggle_wireframe(
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mut wireframe_config: ResMut<WireframeConfig>,
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keyboard: Res<ButtonInput<KeyCode>>,
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) {
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if keyboard.just_pressed(KeyCode::Space) {
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wireframe_config.global = !wireframe_config.global;
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}
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}
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