mirror of
https://github.com/bevyengine/bevy
synced 2024-12-30 15:03:23 +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(); } } ```
322 lines
9.9 KiB
Rust
322 lines
9.9 KiB
Rust
//! Illustrates different lights of various types and colors, some static, some moving over
|
|
//! a simple scene.
|
|
|
|
use std::f32::consts::PI;
|
|
|
|
use bevy::{
|
|
color::palettes::css::*,
|
|
pbr::CascadeShadowConfigBuilder,
|
|
prelude::*,
|
|
render::camera::{Exposure, PhysicalCameraParameters},
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.insert_resource(Parameters(PhysicalCameraParameters {
|
|
aperture_f_stops: 1.0,
|
|
shutter_speed_s: 1.0 / 125.0,
|
|
sensitivity_iso: 100.0,
|
|
sensor_height: 0.01866,
|
|
}))
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, (update_exposure, movement, animate_light_direction))
|
|
.run();
|
|
}
|
|
|
|
#[derive(Resource, Default, Deref, DerefMut)]
|
|
struct Parameters(PhysicalCameraParameters);
|
|
|
|
#[derive(Component)]
|
|
struct Movable;
|
|
|
|
/// set up a simple 3D scene
|
|
fn setup(
|
|
parameters: Res<Parameters>,
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
asset_server: Res<AssetServer>,
|
|
) {
|
|
// ground plane
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Plane3d::default().mesh().size(10.0, 10.0))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color: Color::WHITE,
|
|
perceptual_roughness: 1.0,
|
|
..default()
|
|
})),
|
|
));
|
|
|
|
// left wall
|
|
let mut transform = Transform::from_xyz(2.5, 2.5, 0.0);
|
|
transform.rotate_z(PI / 2.);
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Cuboid::new(5.0, 0.15, 5.0))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color: INDIGO.into(),
|
|
perceptual_roughness: 1.0,
|
|
..default()
|
|
})),
|
|
transform,
|
|
));
|
|
// back (right) wall
|
|
let mut transform = Transform::from_xyz(0.0, 2.5, -2.5);
|
|
transform.rotate_x(PI / 2.);
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Cuboid::new(5.0, 0.15, 5.0))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color: INDIGO.into(),
|
|
perceptual_roughness: 1.0,
|
|
..default()
|
|
})),
|
|
transform,
|
|
));
|
|
|
|
// Bevy logo to demonstrate alpha mask shadows
|
|
let mut transform = Transform::from_xyz(-2.2, 0.5, 1.0);
|
|
transform.rotate_y(PI / 8.);
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Rectangle::new(2.0, 0.5))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color_texture: Some(asset_server.load("branding/bevy_logo_light.png")),
|
|
perceptual_roughness: 1.0,
|
|
alpha_mode: AlphaMode::Mask(0.5),
|
|
cull_mode: None,
|
|
..default()
|
|
})),
|
|
transform,
|
|
Movable,
|
|
));
|
|
|
|
// cube
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Cuboid::default())),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color: DEEP_PINK.into(),
|
|
..default()
|
|
})),
|
|
Transform::from_xyz(0.0, 0.5, 0.0),
|
|
Movable,
|
|
));
|
|
// sphere
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Sphere::new(0.5).mesh().uv(32, 18))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color: LIMEGREEN.into(),
|
|
..default()
|
|
})),
|
|
Transform::from_xyz(1.5, 1.0, 1.5),
|
|
Movable,
|
|
));
|
|
|
|
// ambient light
|
|
commands.insert_resource(AmbientLight {
|
|
color: ORANGE_RED.into(),
|
|
brightness: 0.02,
|
|
});
|
|
|
|
// red point light
|
|
commands
|
|
.spawn((
|
|
PointLight {
|
|
intensity: 100_000.0,
|
|
color: RED.into(),
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
Transform::from_xyz(1.0, 2.0, 0.0),
|
|
))
|
|
.with_children(|builder| {
|
|
builder.spawn((
|
|
Mesh3d(meshes.add(Sphere::new(0.1).mesh().uv(32, 18))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color: RED.into(),
|
|
emissive: LinearRgba::new(4.0, 0.0, 0.0, 0.0),
|
|
..default()
|
|
})),
|
|
));
|
|
});
|
|
|
|
// green spot light
|
|
commands
|
|
.spawn((
|
|
SpotLight {
|
|
intensity: 100_000.0,
|
|
color: LIME.into(),
|
|
shadows_enabled: true,
|
|
inner_angle: 0.6,
|
|
outer_angle: 0.8,
|
|
..default()
|
|
},
|
|
Transform::from_xyz(-1.0, 2.0, 0.0).looking_at(Vec3::new(-1.0, 0.0, 0.0), Vec3::Z),
|
|
))
|
|
.with_child((
|
|
Mesh3d(meshes.add(Capsule3d::new(0.1, 0.125))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color: LIME.into(),
|
|
emissive: LinearRgba::new(0.0, 4.0, 0.0, 0.0),
|
|
..default()
|
|
})),
|
|
Transform::from_rotation(Quat::from_rotation_x(PI / 2.0)),
|
|
));
|
|
|
|
// blue point light
|
|
commands
|
|
.spawn((
|
|
PointLight {
|
|
intensity: 100_000.0,
|
|
color: BLUE.into(),
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
Transform::from_xyz(0.0, 4.0, 0.0),
|
|
))
|
|
.with_children(|builder| {
|
|
builder.spawn((
|
|
Mesh3d(meshes.add(Sphere::new(0.1).mesh().uv(32, 18))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color: BLUE.into(),
|
|
emissive: LinearRgba::new(0.0, 0.0, 713.0, 0.0),
|
|
..default()
|
|
})),
|
|
));
|
|
});
|
|
|
|
// directional 'sun' light
|
|
commands.spawn((
|
|
DirectionalLight {
|
|
illuminance: light_consts::lux::OVERCAST_DAY,
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
Transform {
|
|
translation: Vec3::new(0.0, 2.0, 0.0),
|
|
rotation: Quat::from_rotation_x(-PI / 4.),
|
|
..default()
|
|
},
|
|
// The default cascade config is designed to handle large scenes.
|
|
// As this example has a much smaller world, we can tighten the shadow
|
|
// bounds for better visual quality.
|
|
CascadeShadowConfigBuilder {
|
|
first_cascade_far_bound: 4.0,
|
|
maximum_distance: 10.0,
|
|
..default()
|
|
}
|
|
.build(),
|
|
));
|
|
|
|
// example instructions
|
|
|
|
commands
|
|
.spawn((
|
|
Text::default(),
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(12.0),
|
|
left: Val::Px(12.0),
|
|
..default()
|
|
},
|
|
))
|
|
.with_children(|p| {
|
|
p.spawn(TextSpan(format!(
|
|
"Aperture: f/{:.0}\n",
|
|
parameters.aperture_f_stops,
|
|
)));
|
|
p.spawn(TextSpan(format!(
|
|
"Shutter speed: 1/{:.0}s\n",
|
|
1.0 / parameters.shutter_speed_s
|
|
)));
|
|
p.spawn(TextSpan(format!(
|
|
"Sensitivity: ISO {:.0}\n",
|
|
parameters.sensitivity_iso
|
|
)));
|
|
p.spawn(TextSpan::new("\n\n"));
|
|
p.spawn(TextSpan::new("Controls\n"));
|
|
p.spawn(TextSpan::new("---------------\n"));
|
|
p.spawn(TextSpan::new("Arrow keys - Move objects\n"));
|
|
p.spawn(TextSpan::new("1/2 - Decrease/Increase aperture\n"));
|
|
p.spawn(TextSpan::new("Arrow keys - Move objects\n"));
|
|
p.spawn(TextSpan::new("3/4 - Decrease/Increase shutter speed\n"));
|
|
p.spawn(TextSpan::new("5/6 - Decrease/Increase sensitivity\n"));
|
|
p.spawn(TextSpan::new("R - Reset exposure"));
|
|
});
|
|
|
|
// camera
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
Exposure::from_physical_camera(**parameters),
|
|
));
|
|
}
|
|
|
|
fn update_exposure(
|
|
key_input: Res<ButtonInput<KeyCode>>,
|
|
mut parameters: ResMut<Parameters>,
|
|
mut exposure: Single<&mut Exposure>,
|
|
text: Single<Entity, With<Text>>,
|
|
mut writer: TextUiWriter,
|
|
) {
|
|
// TODO: Clamp values to a reasonable range
|
|
let entity = *text;
|
|
if key_input.just_pressed(KeyCode::Digit2) {
|
|
parameters.aperture_f_stops *= 2.0;
|
|
} else if key_input.just_pressed(KeyCode::Digit1) {
|
|
parameters.aperture_f_stops *= 0.5;
|
|
}
|
|
if key_input.just_pressed(KeyCode::Digit4) {
|
|
parameters.shutter_speed_s *= 2.0;
|
|
} else if key_input.just_pressed(KeyCode::Digit3) {
|
|
parameters.shutter_speed_s *= 0.5;
|
|
}
|
|
if key_input.just_pressed(KeyCode::Digit6) {
|
|
parameters.sensitivity_iso += 100.0;
|
|
} else if key_input.just_pressed(KeyCode::Digit5) {
|
|
parameters.sensitivity_iso -= 100.0;
|
|
}
|
|
if key_input.just_pressed(KeyCode::KeyR) {
|
|
*parameters = Parameters::default();
|
|
}
|
|
|
|
*writer.text(entity, 1) = format!("Aperture: f/{:.0}\n", parameters.aperture_f_stops);
|
|
*writer.text(entity, 2) = format!(
|
|
"Shutter speed: 1/{:.0}s\n",
|
|
1.0 / parameters.shutter_speed_s
|
|
);
|
|
*writer.text(entity, 3) = format!("Sensitivity: ISO {:.0}\n", parameters.sensitivity_iso);
|
|
|
|
**exposure = Exposure::from_physical_camera(**parameters);
|
|
}
|
|
|
|
fn animate_light_direction(
|
|
time: Res<Time>,
|
|
mut query: Query<&mut Transform, With<DirectionalLight>>,
|
|
) {
|
|
for mut transform in &mut query {
|
|
transform.rotate_y(time.delta_secs() * 0.5);
|
|
}
|
|
}
|
|
|
|
fn movement(
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
time: Res<Time>,
|
|
mut query: Query<&mut Transform, With<Movable>>,
|
|
) {
|
|
for mut transform in &mut query {
|
|
let mut direction = Vec3::ZERO;
|
|
if input.pressed(KeyCode::ArrowUp) {
|
|
direction.y += 1.0;
|
|
}
|
|
if input.pressed(KeyCode::ArrowDown) {
|
|
direction.y -= 1.0;
|
|
}
|
|
if input.pressed(KeyCode::ArrowLeft) {
|
|
direction.x -= 1.0;
|
|
}
|
|
if input.pressed(KeyCode::ArrowRight) {
|
|
direction.x += 1.0;
|
|
}
|
|
|
|
transform.translation += time.delta_secs() * 2.0 * direction;
|
|
}
|
|
}
|