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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(); } } ```
244 lines
7.6 KiB
Rust
244 lines
7.6 KiB
Rust
//! This example shows how to sample random points from primitive shapes.
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use bevy::{
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input::mouse::{AccumulatedMouseMotion, MouseButtonInput},
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math::prelude::*,
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prelude::*,
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render::mesh::SphereKind,
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};
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use rand::{distributions::Distribution, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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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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.add_systems(Update, (handle_mouse, handle_keypress))
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.run();
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}
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/// Resource for the random sampling mode, telling whether to sample the interior or the boundary.
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#[derive(Resource)]
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enum Mode {
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Interior,
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Boundary,
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}
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/// Resource storing the shape being sampled.
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#[derive(Resource)]
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struct SampledShape(Cuboid);
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/// The source of randomness used by this example.
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#[derive(Resource)]
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struct RandomSource(ChaCha8Rng);
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/// A container for the handle storing the mesh used to display sampled points as spheres.
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#[derive(Resource)]
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struct PointMesh(Handle<Mesh>);
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/// A container for the handle storing the material used to display sampled points.
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#[derive(Resource)]
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struct PointMaterial(Handle<StandardMaterial>);
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/// Marker component for sampled points.
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#[derive(Component)]
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struct SamplePoint;
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/// The pressed state of the mouse, used for camera motion.
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#[derive(Resource)]
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struct MousePressed(bool);
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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 materials: ResMut<Assets<StandardMaterial>>,
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) {
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// Use seeded rng and store it in a resource; this makes the random output reproducible.
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let seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712);
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commands.insert_resource(RandomSource(seeded_rng));
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// Make a plane for establishing space.
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(12.0, 12.0))),
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MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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Transform::from_xyz(0.0, -2.5, 0.0),
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));
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// Store the shape we sample from in a resource:
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let shape = Cuboid::from_length(2.9);
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commands.insert_resource(SampledShape(shape));
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// The sampled shape shown transparently:
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commands.spawn((
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Mesh3d(meshes.add(shape)),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Color::srgba(0.2, 0.1, 0.6, 0.3),
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alpha_mode: AlphaMode::Blend,
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cull_mode: None,
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..default()
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})),
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));
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// A light:
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commands.spawn((
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PointLight {
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(4.0, 8.0, 4.0),
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));
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// A camera:
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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// Store the mesh and material for sample points in resources:
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commands.insert_resource(PointMesh(
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meshes.add(
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Sphere::new(0.03)
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.mesh()
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.kind(SphereKind::Ico { subdivisions: 3 }),
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),
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));
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commands.insert_resource(PointMaterial(materials.add(StandardMaterial {
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base_color: Color::srgb(1.0, 0.8, 0.8),
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metallic: 0.8,
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..default()
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})));
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// Instructions for the example:
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commands.spawn((
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Text::new(
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"Controls:\n\
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M: Toggle between sampling boundary and interior.\n\
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R: Restart (erase all samples).\n\
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S: Add one random sample.\n\
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D: Add 100 random samples.\n\
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Rotate camera by holding left mouse and panning left/right.",
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),
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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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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// The mode starts with interior points.
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commands.insert_resource(Mode::Interior);
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// Starting mouse-pressed state is false.
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commands.insert_resource(MousePressed(false));
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}
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// Handle user inputs from the keyboard:
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#[allow(clippy::too_many_arguments)]
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fn handle_keypress(
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mut commands: Commands,
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keyboard: Res<ButtonInput<KeyCode>>,
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mut mode: ResMut<Mode>,
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shape: Res<SampledShape>,
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mut random_source: ResMut<RandomSource>,
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sample_mesh: Res<PointMesh>,
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sample_material: Res<PointMaterial>,
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samples: Query<Entity, With<SamplePoint>>,
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) {
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// R => restart, deleting all samples
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if keyboard.just_pressed(KeyCode::KeyR) {
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for entity in &samples {
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commands.entity(entity).despawn();
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}
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}
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// S => sample once
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if keyboard.just_pressed(KeyCode::KeyS) {
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let rng = &mut random_source.0;
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// Get a single random Vec3:
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let sample: Vec3 = match *mode {
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Mode::Interior => shape.0.sample_interior(rng),
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Mode::Boundary => shape.0.sample_boundary(rng),
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};
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// Spawn a sphere at the random location:
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commands.spawn((
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Mesh3d(sample_mesh.0.clone()),
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MeshMaterial3d(sample_material.0.clone()),
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Transform::from_translation(sample),
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SamplePoint,
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));
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// NOTE: The point is inside the cube created at setup just because of how the
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// scene is constructed; in general, you would want to use something like
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// `cube_transform.transform_point(sample)` to get the position of where the sample
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// would be after adjusting for the position and orientation of the cube.
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//
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// If the spawned point also needed to follow the position of the cube as it moved,
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// then making it a child entity of the cube would be a good approach.
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}
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// D => generate many samples
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if keyboard.just_pressed(KeyCode::KeyD) {
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let mut rng = &mut random_source.0;
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// Get 100 random Vec3s:
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let samples: Vec<Vec3> = match *mode {
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Mode::Interior => {
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let dist = shape.0.interior_dist();
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dist.sample_iter(&mut rng).take(100).collect()
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}
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Mode::Boundary => {
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let dist = shape.0.boundary_dist();
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dist.sample_iter(&mut rng).take(100).collect()
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}
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};
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// For each sample point, spawn a sphere:
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for sample in samples {
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commands.spawn((
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Mesh3d(sample_mesh.0.clone()),
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MeshMaterial3d(sample_material.0.clone()),
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Transform::from_translation(sample),
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SamplePoint,
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));
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}
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// NOTE: See the previous note above regarding the positioning of these samples
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// relative to the transform of the cube containing them.
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}
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// M => toggle mode between interior and boundary.
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if keyboard.just_pressed(KeyCode::KeyM) {
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match *mode {
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Mode::Interior => *mode = Mode::Boundary,
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Mode::Boundary => *mode = Mode::Interior,
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}
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}
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}
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// Handle user mouse input for panning the camera around:
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fn handle_mouse(
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accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
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mut button_events: EventReader<MouseButtonInput>,
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mut camera_transform: Single<&mut Transform, With<Camera>>,
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mut mouse_pressed: ResMut<MousePressed>,
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) {
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// Store left-pressed state in the MousePressed resource
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for button_event in button_events.read() {
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if button_event.button != MouseButton::Left {
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continue;
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}
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*mouse_pressed = MousePressed(button_event.state.is_pressed());
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}
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// If the mouse is not pressed, just ignore motion events
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if !mouse_pressed.0 {
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return;
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}
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if accumulated_mouse_motion.delta != Vec2::ZERO {
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let displacement = accumulated_mouse_motion.delta.x;
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camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(-displacement / 150.));
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}
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}
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