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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(); } } ```
166 lines
6.7 KiB
Rust
166 lines
6.7 KiB
Rust
//! Shows how to zoom orthographic and perspective projection cameras.
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use std::{f32::consts::PI, ops::Range};
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use bevy::{input::mouse::AccumulatedMouseScroll, prelude::*, render::camera::ScalingMode};
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#[derive(Debug, Resource)]
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struct CameraSettings {
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/// The height of the viewport in world units when the orthographic camera's scale is 1
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pub orthographic_viewport_height: f32,
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/// Clamp the orthographic camera's scale to this range
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pub orthographic_zoom_range: Range<f32>,
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/// Multiply mouse wheel inputs by this factor when using the orthographic camera
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pub orthographic_zoom_speed: f32,
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/// Clamp perspective camera's field of view to this range
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pub perspective_zoom_range: Range<f32>,
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/// Multiply mouse wheel inputs by this factor when using the perspective camera
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pub perspective_zoom_speed: f32,
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.insert_resource(CameraSettings {
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orthographic_viewport_height: 5.,
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// In orthographic projections, we specify camera scale relative to a default value of 1,
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// in which one unit in world space corresponds to one pixel.
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orthographic_zoom_range: 0.1..10.0,
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// This value was hand-tuned to ensure that zooming in and out feels smooth but not slow.
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orthographic_zoom_speed: 0.2,
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// Perspective projections use field of view, expressed in radians. We would
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// normally not set it to more than π, which represents a 180° FOV.
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perspective_zoom_range: (PI / 5.)..(PI - 0.2),
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// Changes in FOV are much more noticeable due to its limited range in radians
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perspective_zoom_speed: 0.05,
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})
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.add_systems(Startup, (setup, instructions))
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.add_systems(Update, (switch_projection, zoom))
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.run();
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}
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/// Set up a simple 3D scene
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fn setup(
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asset_server: Res<AssetServer>,
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camera_settings: Res<CameraSettings>,
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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commands.spawn((
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Name::new("Camera"),
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Camera3d::default(),
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Projection::from(OrthographicProjection {
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// We can set the scaling mode to FixedVertical to keep the viewport height constant as its aspect ratio changes.
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// The viewport height is the height of the camera's view in world units when the scale is 1.
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scaling_mode: ScalingMode::FixedVertical {
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viewport_height: camera_settings.orthographic_viewport_height,
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},
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// This is the default value for scale for orthographic projections.
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// To zoom in and out, change this value, rather than `ScalingMode` or the camera's position.
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scale: 1.,
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..OrthographicProjection::default_3d()
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}),
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Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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commands.spawn((
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Name::new("Plane"),
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Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Color::srgb(0.3, 0.5, 0.3),
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// Turning off culling keeps the plane visible when viewed from beneath.
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cull_mode: None,
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..default()
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})),
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));
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commands.spawn((
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Name::new("Fox"),
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SceneRoot(
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asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
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),
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// Note: the scale adjustment is purely an accident of our fox model, which renders
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// HUGE unless mitigated!
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Transform::from_translation(Vec3::splat(0.0)).with_scale(Vec3::splat(0.025)),
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));
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commands.spawn((
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Name::new("Light"),
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PointLight::default(),
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Transform::from_xyz(3.0, 8.0, 5.0),
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));
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}
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fn instructions(mut commands: Commands) {
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commands.spawn((
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Name::new("Instructions"),
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Text::new(
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"Scroll mouse wheel to zoom in/out\n\
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Space: switch between orthographic and perspective projections",
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),
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(12.),
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left: Val::Px(12.),
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..default()
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},
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));
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}
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fn switch_projection(
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mut camera: Single<&mut Projection, With<Camera>>,
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camera_settings: Res<CameraSettings>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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) {
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if keyboard_input.just_pressed(KeyCode::Space) {
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// Switch projection type
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**camera = match **camera {
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Projection::Orthographic(_) => Projection::Perspective(PerspectiveProjection {
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fov: camera_settings.perspective_zoom_range.start,
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..default()
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}),
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Projection::Perspective(_) => Projection::Orthographic(OrthographicProjection {
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scaling_mode: ScalingMode::FixedVertical {
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viewport_height: camera_settings.orthographic_viewport_height,
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},
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..OrthographicProjection::default_3d()
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}),
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}
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}
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}
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fn zoom(
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camera: Single<&mut Projection, With<Camera>>,
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camera_settings: Res<CameraSettings>,
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mouse_wheel_input: Res<AccumulatedMouseScroll>,
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) {
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// Usually, you won't need to handle both types of projection,
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// but doing so makes for a more complete example.
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match *camera.into_inner() {
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Projection::Orthographic(ref mut orthographic) => {
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// We want scrolling up to zoom in, decreasing the scale, so we negate the delta.
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let delta_zoom = -mouse_wheel_input.delta.y * camera_settings.orthographic_zoom_speed;
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// When changing scales, logarithmic changes are more intuitive.
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// To get this effect, we add 1 to the delta, so that a delta of 0
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// results in no multiplicative effect, positive values result in a multiplicative increase,
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// and negative values result in multiplicative decreases.
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let multiplicative_zoom = 1. + delta_zoom;
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orthographic.scale = (orthographic.scale * multiplicative_zoom).clamp(
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camera_settings.orthographic_zoom_range.start,
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camera_settings.orthographic_zoom_range.end,
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);
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}
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Projection::Perspective(ref mut perspective) => {
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// We want scrolling up to zoom in, decreasing the scale, so we negate the delta.
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let delta_zoom = -mouse_wheel_input.delta.y * camera_settings.perspective_zoom_speed;
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// Adjust the field of view, but keep it within our stated range.
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perspective.fov = (perspective.fov + delta_zoom).clamp(
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camera_settings.perspective_zoom_range.start,
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camera_settings.perspective_zoom_range.end,
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);
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}
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}
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}
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