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https://github.com/bevyengine/bevy
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# 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>
91 lines
3.6 KiB
Rust
91 lines
3.6 KiB
Rust
//! This example illustrates various ways to load assets.
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use bevy::{asset::LoadedFolder, prelude::*};
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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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.run();
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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meshes: Res<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// By default AssetServer will load assets from inside the "assets" folder.
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// For example, the next line will load "ROOT/assets/models/cube/cube.gltf#Mesh0/Primitive0",
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// where "ROOT" is the directory of the Application.
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//
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// This can be overridden by setting the "CARGO_MANIFEST_DIR" environment variable (see
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// https://doc.rust-lang.org/cargo/reference/environment-variables.html)
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// to another directory. When the Application is run through Cargo, "CARGO_MANIFEST_DIR" is
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// automatically set to your crate (workspace) root directory.
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let cube_handle = asset_server.load("models/cube/cube.gltf#Mesh0/Primitive0");
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let sphere_handle = asset_server.load("models/sphere/sphere.gltf#Mesh0/Primitive0");
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// All assets end up in their Assets<T> collection once they are done loading:
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if let Some(sphere) = meshes.get(&sphere_handle) {
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// You might notice that this doesn't run! This is because assets load in parallel without
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// blocking. When an asset has loaded, it will appear in relevant Assets<T>
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// collection.
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info!("{:?}", sphere.primitive_topology());
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} else {
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info!("sphere hasn't loaded yet");
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}
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// You can load all assets in a folder like this. They will be loaded in parallel without
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// blocking. The LoadedFolder asset holds handles to each asset in the folder. These are all
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// dependencies of the LoadedFolder asset, meaning you can wait for the LoadedFolder asset to
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// fire AssetEvent::LoadedWithDependencies if you want to wait for all assets in the folder
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// to load.
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// If you want to keep the assets in the folder alive, make sure you store the returned handle
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// somewhere.
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let _loaded_folder: Handle<LoadedFolder> = asset_server.load_folder("models/torus");
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// If you want a handle to a specific asset in a loaded folder, the easiest way to get one is to call load.
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// It will _not_ be loaded a second time.
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// The LoadedFolder asset will ultimately also hold handles to the assets, but waiting for it to load
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// and finding the right handle is more work!
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let torus_handle = asset_server.load("models/torus/torus.gltf#Mesh0/Primitive0");
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// You can also add assets directly to their Assets<T> storage:
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let material_handle = materials.add(StandardMaterial {
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base_color: Color::srgb(0.8, 0.7, 0.6),
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..default()
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});
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// torus
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commands.spawn(PbrBundle {
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mesh: torus_handle,
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material: material_handle.clone(),
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transform: Transform::from_xyz(-3.0, 0.0, 0.0),
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..default()
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});
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// cube
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commands.spawn(PbrBundle {
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mesh: cube_handle,
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material: material_handle.clone(),
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transform: Transform::from_xyz(0.0, 0.0, 0.0),
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..default()
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});
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// sphere
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commands.spawn(PbrBundle {
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mesh: sphere_handle,
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material: material_handle,
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transform: Transform::from_xyz(3.0, 0.0, 0.0),
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..default()
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});
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// light
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commands.spawn(PointLightBundle {
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transform: Transform::from_xyz(4.0, 5.0, 4.0),
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..default()
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});
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 3.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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