mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 06:00:20 +00:00
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(); } } ```
279 lines
8.3 KiB
Rust
279 lines
8.3 KiB
Rust
//! This interactive example shows how to use distance fog,
|
|
//! and allows playing around with different fog settings.
|
|
//!
|
|
//! ## Controls
|
|
//!
|
|
//! | Key Binding | Action |
|
|
//! |:-------------------|:------------------------------------|
|
|
//! | `1` / `2` / `3` | Fog Falloff Mode |
|
|
//! | `A` / `S` | Move Start Distance (Linear Fog) |
|
|
//! | | Change Density (Exponential Fogs) |
|
|
//! | `Z` / `X` | Move End Distance (Linear Fog) |
|
|
//! | `-` / `=` | Adjust Fog Red Channel |
|
|
//! | `[` / `]` | Adjust Fog Green Channel |
|
|
//! | `;` / `'` | Adjust Fog Blue Channel |
|
|
//! | `.` / `?` | Adjust Fog Alpha Channel |
|
|
|
|
use bevy::{
|
|
math::ops,
|
|
pbr::{NotShadowCaster, NotShadowReceiver},
|
|
prelude::*,
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.insert_resource(AmbientLight::NONE)
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(
|
|
Startup,
|
|
(setup_camera_fog, setup_pyramid_scene, setup_instructions),
|
|
)
|
|
.add_systems(Update, update_system)
|
|
.run();
|
|
}
|
|
|
|
fn setup_camera_fog(mut commands: Commands) {
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
DistanceFog {
|
|
color: Color::srgb(0.25, 0.25, 0.25),
|
|
falloff: FogFalloff::Linear {
|
|
start: 5.0,
|
|
end: 20.0,
|
|
},
|
|
..default()
|
|
},
|
|
));
|
|
}
|
|
|
|
fn setup_pyramid_scene(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
let stone = materials.add(StandardMaterial {
|
|
base_color: Srgba::hex("28221B").unwrap().into(),
|
|
perceptual_roughness: 1.0,
|
|
..default()
|
|
});
|
|
|
|
// pillars
|
|
for (x, z) in &[(-1.5, -1.5), (1.5, -1.5), (1.5, 1.5), (-1.5, 1.5)] {
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Cuboid::new(1.0, 3.0, 1.0))),
|
|
MeshMaterial3d(stone.clone()),
|
|
Transform::from_xyz(*x, 1.5, *z),
|
|
));
|
|
}
|
|
|
|
// orb
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Sphere::default())),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color: Srgba::hex("126212CC").unwrap().into(),
|
|
reflectance: 1.0,
|
|
perceptual_roughness: 0.0,
|
|
metallic: 0.5,
|
|
alpha_mode: AlphaMode::Blend,
|
|
..default()
|
|
})),
|
|
Transform::from_scale(Vec3::splat(1.75)).with_translation(Vec3::new(0.0, 4.0, 0.0)),
|
|
NotShadowCaster,
|
|
NotShadowReceiver,
|
|
));
|
|
|
|
// steps
|
|
for i in 0..50 {
|
|
let half_size = i as f32 / 2.0 + 3.0;
|
|
let y = -i as f32 / 2.0;
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Cuboid::new(2.0 * half_size, 0.5, 2.0 * half_size))),
|
|
MeshMaterial3d(stone.clone()),
|
|
Transform::from_xyz(0.0, y + 0.25, 0.0),
|
|
));
|
|
}
|
|
|
|
// sky
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Cuboid::new(2.0, 1.0, 1.0))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color: Srgba::hex("888888").unwrap().into(),
|
|
unlit: true,
|
|
cull_mode: None,
|
|
..default()
|
|
})),
|
|
Transform::from_scale(Vec3::splat(1_000_000.0)),
|
|
));
|
|
|
|
// light
|
|
commands.spawn((
|
|
PointLight {
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
Transform::from_xyz(0.0, 1.0, 0.0),
|
|
));
|
|
}
|
|
|
|
fn setup_instructions(mut commands: Commands) {
|
|
commands.spawn((
|
|
Text::default(),
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(12.0),
|
|
left: Val::Px(12.0),
|
|
..default()
|
|
},
|
|
));
|
|
}
|
|
|
|
fn update_system(
|
|
camera: Single<(&mut DistanceFog, &mut Transform)>,
|
|
mut text: Single<&mut Text>,
|
|
time: Res<Time>,
|
|
keycode: Res<ButtonInput<KeyCode>>,
|
|
) {
|
|
let now = time.elapsed_secs();
|
|
let delta = time.delta_secs();
|
|
|
|
let (mut fog, mut transform) = camera.into_inner();
|
|
|
|
// Orbit camera around pyramid
|
|
let orbit_scale = 8.0 + ops::sin(now / 10.0) * 7.0;
|
|
*transform = Transform::from_xyz(
|
|
ops::cos(now / 5.0) * orbit_scale,
|
|
12.0 - orbit_scale / 2.0,
|
|
ops::sin(now / 5.0) * orbit_scale,
|
|
)
|
|
.looking_at(Vec3::ZERO, Vec3::Y);
|
|
|
|
// Fog Information
|
|
text.0 = format!("Fog Falloff: {:?}\nFog Color: {:?}", fog.falloff, fog.color);
|
|
|
|
// Fog Falloff Mode Switching
|
|
text.push_str("\n\n1 / 2 / 3 - Fog Falloff Mode");
|
|
|
|
if keycode.pressed(KeyCode::Digit1) {
|
|
if let FogFalloff::Linear { .. } = fog.falloff {
|
|
// No change
|
|
} else {
|
|
fog.falloff = FogFalloff::Linear {
|
|
start: 5.0,
|
|
end: 20.0,
|
|
};
|
|
};
|
|
}
|
|
|
|
if keycode.pressed(KeyCode::Digit2) {
|
|
if let FogFalloff::Exponential { .. } = fog.falloff {
|
|
// No change
|
|
} else if let FogFalloff::ExponentialSquared { density } = fog.falloff {
|
|
fog.falloff = FogFalloff::Exponential { density };
|
|
} else {
|
|
fog.falloff = FogFalloff::Exponential { density: 0.07 };
|
|
};
|
|
}
|
|
|
|
if keycode.pressed(KeyCode::Digit3) {
|
|
if let FogFalloff::Exponential { density } = fog.falloff {
|
|
fog.falloff = FogFalloff::ExponentialSquared { density };
|
|
} else if let FogFalloff::ExponentialSquared { .. } = fog.falloff {
|
|
// No change
|
|
} else {
|
|
fog.falloff = FogFalloff::Exponential { density: 0.07 };
|
|
};
|
|
}
|
|
|
|
// Linear Fog Controls
|
|
if let FogFalloff::Linear {
|
|
ref mut start,
|
|
ref mut end,
|
|
} = &mut fog.falloff
|
|
{
|
|
text.push_str("\nA / S - Move Start Distance\nZ / X - Move End Distance");
|
|
|
|
if keycode.pressed(KeyCode::KeyA) {
|
|
*start -= delta * 3.0;
|
|
}
|
|
if keycode.pressed(KeyCode::KeyS) {
|
|
*start += delta * 3.0;
|
|
}
|
|
if keycode.pressed(KeyCode::KeyZ) {
|
|
*end -= delta * 3.0;
|
|
}
|
|
if keycode.pressed(KeyCode::KeyX) {
|
|
*end += delta * 3.0;
|
|
}
|
|
}
|
|
|
|
// Exponential Fog Controls
|
|
if let FogFalloff::Exponential { ref mut density } = &mut fog.falloff {
|
|
text.push_str("\nA / S - Change Density");
|
|
|
|
if keycode.pressed(KeyCode::KeyA) {
|
|
*density -= delta * 0.5 * *density;
|
|
if *density < 0.0 {
|
|
*density = 0.0;
|
|
}
|
|
}
|
|
if keycode.pressed(KeyCode::KeyS) {
|
|
*density += delta * 0.5 * *density;
|
|
}
|
|
}
|
|
|
|
// ExponentialSquared Fog Controls
|
|
if let FogFalloff::ExponentialSquared { ref mut density } = &mut fog.falloff {
|
|
text.push_str("\nA / S - Change Density");
|
|
|
|
if keycode.pressed(KeyCode::KeyA) {
|
|
*density -= delta * 0.5 * *density;
|
|
if *density < 0.0 {
|
|
*density = 0.0;
|
|
}
|
|
}
|
|
if keycode.pressed(KeyCode::KeyS) {
|
|
*density += delta * 0.5 * *density;
|
|
}
|
|
}
|
|
|
|
// RGBA Controls
|
|
text.push_str("\n\n- / = - Red\n[ / ] - Green\n; / ' - Blue\n. / ? - Alpha");
|
|
|
|
// We're performing various operations in the sRGB color space,
|
|
// so we convert the fog color to sRGB here, then modify it,
|
|
// and finally when we're done we can convert it back and set it.
|
|
let mut fog_color = Srgba::from(fog.color);
|
|
if keycode.pressed(KeyCode::Minus) {
|
|
fog_color.red = (fog_color.red - 0.1 * delta).max(0.0);
|
|
}
|
|
|
|
if keycode.any_pressed([KeyCode::Equal, KeyCode::NumpadEqual]) {
|
|
fog_color.red = (fog_color.red + 0.1 * delta).min(1.0);
|
|
}
|
|
|
|
if keycode.pressed(KeyCode::BracketLeft) {
|
|
fog_color.green = (fog_color.green - 0.1 * delta).max(0.0);
|
|
}
|
|
|
|
if keycode.pressed(KeyCode::BracketRight) {
|
|
fog_color.green = (fog_color.green + 0.1 * delta).min(1.0);
|
|
}
|
|
|
|
if keycode.pressed(KeyCode::Semicolon) {
|
|
fog_color.blue = (fog_color.blue - 0.1 * delta).max(0.0);
|
|
}
|
|
|
|
if keycode.pressed(KeyCode::Quote) {
|
|
fog_color.blue = (fog_color.blue + 0.1 * delta).min(1.0);
|
|
}
|
|
|
|
if keycode.pressed(KeyCode::Period) {
|
|
fog_color.alpha = (fog_color.alpha - 0.1 * delta).max(0.0);
|
|
}
|
|
|
|
if keycode.pressed(KeyCode::Slash) {
|
|
fog_color.alpha = (fog_color.alpha + 0.1 * delta).min(1.0);
|
|
}
|
|
|
|
fog.color = Color::from(fog_color);
|
|
}
|