mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 04:33:37 +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(); } } ```
166 lines
6.7 KiB
Rust
166 lines
6.7 KiB
Rust
//! Shows how to zoom orthographic and perspective projection cameras.
|
|
|
|
use std::{f32::consts::PI, ops::Range};
|
|
|
|
use bevy::{input::mouse::AccumulatedMouseScroll, prelude::*, render::camera::ScalingMode};
|
|
|
|
#[derive(Debug, Resource)]
|
|
struct CameraSettings {
|
|
/// The height of the viewport in world units when the orthographic camera's scale is 1
|
|
pub orthographic_viewport_height: f32,
|
|
/// Clamp the orthographic camera's scale to this range
|
|
pub orthographic_zoom_range: Range<f32>,
|
|
/// Multiply mouse wheel inputs by this factor when using the orthographic camera
|
|
pub orthographic_zoom_speed: f32,
|
|
/// Clamp perspective camera's field of view to this range
|
|
pub perspective_zoom_range: Range<f32>,
|
|
/// Multiply mouse wheel inputs by this factor when using the perspective camera
|
|
pub perspective_zoom_speed: f32,
|
|
}
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.insert_resource(CameraSettings {
|
|
orthographic_viewport_height: 5.,
|
|
// In orthographic projections, we specify camera scale relative to a default value of 1,
|
|
// in which one unit in world space corresponds to one pixel.
|
|
orthographic_zoom_range: 0.1..10.0,
|
|
// This value was hand-tuned to ensure that zooming in and out feels smooth but not slow.
|
|
orthographic_zoom_speed: 0.2,
|
|
// Perspective projections use field of view, expressed in radians. We would
|
|
// normally not set it to more than π, which represents a 180° FOV.
|
|
perspective_zoom_range: (PI / 5.)..(PI - 0.2),
|
|
// Changes in FOV are much more noticeable due to its limited range in radians
|
|
perspective_zoom_speed: 0.05,
|
|
})
|
|
.add_systems(Startup, (setup, instructions))
|
|
.add_systems(Update, (switch_projection, zoom))
|
|
.run();
|
|
}
|
|
|
|
/// Set up a simple 3D scene
|
|
fn setup(
|
|
asset_server: Res<AssetServer>,
|
|
camera_settings: Res<CameraSettings>,
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
commands.spawn((
|
|
Name::new("Camera"),
|
|
Camera3d::default(),
|
|
Projection::from(OrthographicProjection {
|
|
// We can set the scaling mode to FixedVertical to keep the viewport height constant as its aspect ratio changes.
|
|
// The viewport height is the height of the camera's view in world units when the scale is 1.
|
|
scaling_mode: ScalingMode::FixedVertical {
|
|
viewport_height: camera_settings.orthographic_viewport_height,
|
|
},
|
|
// This is the default value for scale for orthographic projections.
|
|
// To zoom in and out, change this value, rather than `ScalingMode` or the camera's position.
|
|
scale: 1.,
|
|
..OrthographicProjection::default_3d()
|
|
}),
|
|
Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
|
|
commands.spawn((
|
|
Name::new("Plane"),
|
|
Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color: Color::srgb(0.3, 0.5, 0.3),
|
|
// Turning off culling keeps the plane visible when viewed from beneath.
|
|
cull_mode: None,
|
|
..default()
|
|
})),
|
|
));
|
|
|
|
commands.spawn((
|
|
Name::new("Fox"),
|
|
SceneRoot(
|
|
asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
|
|
),
|
|
// Note: the scale adjustment is purely an accident of our fox model, which renders
|
|
// HUGE unless mitigated!
|
|
Transform::from_translation(Vec3::splat(0.0)).with_scale(Vec3::splat(0.025)),
|
|
));
|
|
|
|
commands.spawn((
|
|
Name::new("Light"),
|
|
PointLight::default(),
|
|
Transform::from_xyz(3.0, 8.0, 5.0),
|
|
));
|
|
}
|
|
|
|
fn instructions(mut commands: Commands) {
|
|
commands.spawn((
|
|
Name::new("Instructions"),
|
|
Text::new(
|
|
"Scroll mouse wheel to zoom in/out\n\
|
|
Space: switch between orthographic and perspective projections",
|
|
),
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(12.),
|
|
left: Val::Px(12.),
|
|
..default()
|
|
},
|
|
));
|
|
}
|
|
|
|
fn switch_projection(
|
|
mut camera: Single<&mut Projection, With<Camera>>,
|
|
camera_settings: Res<CameraSettings>,
|
|
keyboard_input: Res<ButtonInput<KeyCode>>,
|
|
) {
|
|
if keyboard_input.just_pressed(KeyCode::Space) {
|
|
// Switch projection type
|
|
**camera = match **camera {
|
|
Projection::Orthographic(_) => Projection::Perspective(PerspectiveProjection {
|
|
fov: camera_settings.perspective_zoom_range.start,
|
|
..default()
|
|
}),
|
|
Projection::Perspective(_) => Projection::Orthographic(OrthographicProjection {
|
|
scaling_mode: ScalingMode::FixedVertical {
|
|
viewport_height: camera_settings.orthographic_viewport_height,
|
|
},
|
|
..OrthographicProjection::default_3d()
|
|
}),
|
|
}
|
|
}
|
|
}
|
|
|
|
fn zoom(
|
|
camera: Single<&mut Projection, With<Camera>>,
|
|
camera_settings: Res<CameraSettings>,
|
|
mouse_wheel_input: Res<AccumulatedMouseScroll>,
|
|
) {
|
|
// Usually, you won't need to handle both types of projection,
|
|
// but doing so makes for a more complete example.
|
|
match *camera.into_inner() {
|
|
Projection::Orthographic(ref mut orthographic) => {
|
|
// We want scrolling up to zoom in, decreasing the scale, so we negate the delta.
|
|
let delta_zoom = -mouse_wheel_input.delta.y * camera_settings.orthographic_zoom_speed;
|
|
// When changing scales, logarithmic changes are more intuitive.
|
|
// To get this effect, we add 1 to the delta, so that a delta of 0
|
|
// results in no multiplicative effect, positive values result in a multiplicative increase,
|
|
// and negative values result in multiplicative decreases.
|
|
let multiplicative_zoom = 1. + delta_zoom;
|
|
|
|
orthographic.scale = (orthographic.scale * multiplicative_zoom).clamp(
|
|
camera_settings.orthographic_zoom_range.start,
|
|
camera_settings.orthographic_zoom_range.end,
|
|
);
|
|
}
|
|
Projection::Perspective(ref mut perspective) => {
|
|
// We want scrolling up to zoom in, decreasing the scale, so we negate the delta.
|
|
let delta_zoom = -mouse_wheel_input.delta.y * camera_settings.perspective_zoom_speed;
|
|
|
|
// Adjust the field of view, but keep it within our stated range.
|
|
perspective.fov = (perspective.fov + delta_zoom).clamp(
|
|
camera_settings.perspective_zoom_range.start,
|
|
camera_settings.perspective_zoom_range.end,
|
|
);
|
|
}
|
|
}
|
|
}
|