mirror of
https://github.com/bevyengine/bevy
synced 2024-12-19 01:23:09 +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(); } } ```
301 lines
9.9 KiB
Rust
301 lines
9.9 KiB
Rust
//! Demonstrates anisotropy with the glTF sample barn lamp model.
|
|
|
|
use bevy::{
|
|
color::palettes::css::WHITE, core_pipeline::Skybox, math::vec3, prelude::*, time::Stopwatch,
|
|
};
|
|
|
|
/// The initial position of the camera.
|
|
const CAMERA_INITIAL_POSITION: Vec3 = vec3(-0.4, 0.0, 0.0);
|
|
|
|
/// The current settings of the app, as chosen by the user.
|
|
#[derive(Resource)]
|
|
struct AppStatus {
|
|
/// Which type of light is in the scene.
|
|
light_mode: LightMode,
|
|
/// Whether anisotropy is enabled.
|
|
anisotropy_enabled: bool,
|
|
}
|
|
|
|
/// Which type of light we're using: a directional light, a point light, or an
|
|
/// environment map.
|
|
#[derive(Clone, Copy, PartialEq, Default)]
|
|
enum LightMode {
|
|
/// A rotating directional light.
|
|
#[default]
|
|
Directional,
|
|
/// A rotating point light.
|
|
Point,
|
|
/// An environment map (image-based lighting, including skybox).
|
|
EnvironmentMap,
|
|
}
|
|
|
|
/// A component that stores the version of the material with anisotropy and the
|
|
/// version of the material without it.
|
|
///
|
|
/// This is placed on each mesh with a material. It exists so that the
|
|
/// appropriate system can replace the materials when the user presses Enter to
|
|
/// turn anisotropy on and off.
|
|
#[derive(Component)]
|
|
struct MaterialVariants {
|
|
/// The version of the material in the glTF file, with anisotropy.
|
|
anisotropic: Handle<StandardMaterial>,
|
|
/// The version of the material with anisotropy removed.
|
|
isotropic: Handle<StandardMaterial>,
|
|
}
|
|
|
|
/// The application entry point.
|
|
fn main() {
|
|
App::new()
|
|
.init_resource::<AppStatus>()
|
|
.add_plugins(DefaultPlugins.set(WindowPlugin {
|
|
primary_window: Some(Window {
|
|
title: "Bevy Anisotropy Example".into(),
|
|
..default()
|
|
}),
|
|
..default()
|
|
}))
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, create_material_variants)
|
|
.add_systems(Update, animate_light)
|
|
.add_systems(Update, rotate_camera)
|
|
.add_systems(Update, (handle_input, update_help_text).chain())
|
|
.run();
|
|
}
|
|
|
|
/// Creates the initial scene.
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_status: Res<AppStatus>) {
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_translation(CAMERA_INITIAL_POSITION).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
|
|
spawn_directional_light(&mut commands);
|
|
|
|
commands.spawn((
|
|
SceneRoot(asset_server.load("models/AnisotropyBarnLamp/AnisotropyBarnLamp.gltf#Scene0")),
|
|
Transform::from_xyz(0.0, 0.07, -0.13),
|
|
));
|
|
|
|
spawn_text(&mut commands, &app_status);
|
|
}
|
|
|
|
/// Spawns the help text.
|
|
fn spawn_text(commands: &mut Commands, app_status: &AppStatus) {
|
|
commands.spawn((
|
|
app_status.create_help_text(),
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
bottom: Val::Px(12.0),
|
|
left: Val::Px(12.0),
|
|
..default()
|
|
},
|
|
));
|
|
}
|
|
|
|
/// For each material, creates a version with the anisotropy removed.
|
|
///
|
|
/// This allows the user to press Enter to toggle anisotropy on and off.
|
|
fn create_material_variants(
|
|
mut commands: Commands,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
new_meshes: Query<
|
|
(Entity, &MeshMaterial3d<StandardMaterial>),
|
|
(
|
|
Added<MeshMaterial3d<StandardMaterial>>,
|
|
Without<MaterialVariants>,
|
|
),
|
|
>,
|
|
) {
|
|
for (entity, anisotropic_material_handle) in new_meshes.iter() {
|
|
let Some(anisotropic_material) = materials.get(anisotropic_material_handle).cloned() else {
|
|
continue;
|
|
};
|
|
|
|
commands.entity(entity).insert(MaterialVariants {
|
|
anisotropic: anisotropic_material_handle.0.clone(),
|
|
isotropic: materials.add(StandardMaterial {
|
|
anisotropy_texture: None,
|
|
anisotropy_strength: 0.0,
|
|
anisotropy_rotation: 0.0,
|
|
..anisotropic_material
|
|
}),
|
|
});
|
|
}
|
|
}
|
|
|
|
/// A system that animates the light every frame, if there is one.
|
|
fn animate_light(
|
|
mut lights: Query<&mut Transform, Or<(With<DirectionalLight>, With<PointLight>)>>,
|
|
time: Res<Time>,
|
|
) {
|
|
let now = time.elapsed_secs();
|
|
for mut transform in lights.iter_mut() {
|
|
transform.translation = vec3(ops::cos(now), 1.0, ops::sin(now)) * vec3(3.0, 4.0, 3.0);
|
|
transform.look_at(Vec3::ZERO, Vec3::Y);
|
|
}
|
|
}
|
|
|
|
/// A system that rotates the camera if the environment map is enabled.
|
|
fn rotate_camera(
|
|
mut camera: Query<&mut Transform, With<Camera>>,
|
|
app_status: Res<AppStatus>,
|
|
time: Res<Time>,
|
|
mut stopwatch: Local<Stopwatch>,
|
|
) {
|
|
if app_status.light_mode == LightMode::EnvironmentMap {
|
|
stopwatch.tick(time.delta());
|
|
}
|
|
|
|
let now = stopwatch.elapsed_secs();
|
|
for mut transform in camera.iter_mut() {
|
|
*transform = Transform::from_translation(
|
|
Quat::from_rotation_y(now).mul_vec3(CAMERA_INITIAL_POSITION),
|
|
)
|
|
.looking_at(Vec3::ZERO, Vec3::Y);
|
|
}
|
|
}
|
|
|
|
/// Handles requests from the user to change the lighting or toggle anisotropy.
|
|
fn handle_input(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
cameras: Query<Entity, With<Camera>>,
|
|
lights: Query<Entity, Or<(With<DirectionalLight>, With<PointLight>)>>,
|
|
mut meshes: Query<(&mut MeshMaterial3d<StandardMaterial>, &MaterialVariants)>,
|
|
keyboard: Res<ButtonInput<KeyCode>>,
|
|
mut app_status: ResMut<AppStatus>,
|
|
) {
|
|
// If Space was pressed, change the lighting.
|
|
if keyboard.just_pressed(KeyCode::Space) {
|
|
match app_status.light_mode {
|
|
LightMode::Directional => {
|
|
// Switch to a point light. Despawn all existing lights and
|
|
// create the light point.
|
|
app_status.light_mode = LightMode::Point;
|
|
for light in lights.iter() {
|
|
commands.entity(light).despawn();
|
|
}
|
|
spawn_point_light(&mut commands);
|
|
}
|
|
|
|
LightMode::Point => {
|
|
// Switch to the environment map. Despawn all existing lights,
|
|
// and create the skybox and environment map.
|
|
app_status.light_mode = LightMode::EnvironmentMap;
|
|
for light in lights.iter() {
|
|
commands.entity(light).despawn();
|
|
}
|
|
for camera in cameras.iter() {
|
|
add_skybox_and_environment_map(&mut commands, &asset_server, camera);
|
|
}
|
|
}
|
|
|
|
LightMode::EnvironmentMap => {
|
|
// Switch back to a directional light. Despawn the skybox and
|
|
// environment map light, and recreate the directional light.
|
|
app_status.light_mode = LightMode::Directional;
|
|
for camera in cameras.iter() {
|
|
commands
|
|
.entity(camera)
|
|
.remove::<Skybox>()
|
|
.remove::<EnvironmentMapLight>();
|
|
}
|
|
spawn_directional_light(&mut commands);
|
|
}
|
|
}
|
|
}
|
|
|
|
// If Enter was pressed, toggle anisotropy on and off.
|
|
if keyboard.just_pressed(KeyCode::Enter) {
|
|
app_status.anisotropy_enabled = !app_status.anisotropy_enabled;
|
|
|
|
// Go through each mesh and alter its material.
|
|
for (mut material_handle, material_variants) in meshes.iter_mut() {
|
|
material_handle.0 = if app_status.anisotropy_enabled {
|
|
material_variants.anisotropic.clone()
|
|
} else {
|
|
material_variants.isotropic.clone()
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// A system that updates the help text based on the current app status.
|
|
fn update_help_text(mut text_query: Query<&mut Text>, app_status: Res<AppStatus>) {
|
|
for mut text in text_query.iter_mut() {
|
|
*text = app_status.create_help_text();
|
|
}
|
|
}
|
|
|
|
/// Adds the skybox and environment map to the scene.
|
|
fn add_skybox_and_environment_map(
|
|
commands: &mut Commands,
|
|
asset_server: &AssetServer,
|
|
entity: Entity,
|
|
) {
|
|
commands
|
|
.entity(entity)
|
|
.insert(Skybox {
|
|
brightness: 5000.0,
|
|
image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
|
|
..default()
|
|
})
|
|
.insert(EnvironmentMapLight {
|
|
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
|
|
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
|
|
intensity: 2500.0,
|
|
..default()
|
|
});
|
|
}
|
|
|
|
/// Spawns a rotating directional light.
|
|
fn spawn_directional_light(commands: &mut Commands) {
|
|
commands.spawn(DirectionalLight {
|
|
color: WHITE.into(),
|
|
illuminance: 3000.0,
|
|
..default()
|
|
});
|
|
}
|
|
|
|
/// Spawns a rotating point light.
|
|
fn spawn_point_light(commands: &mut Commands) {
|
|
commands.spawn(PointLight {
|
|
color: WHITE.into(),
|
|
intensity: 200000.0,
|
|
..default()
|
|
});
|
|
}
|
|
|
|
impl AppStatus {
|
|
/// Creates the help text as appropriate for the current app status.
|
|
fn create_help_text(&self) -> Text {
|
|
// Choose the appropriate help text for the anisotropy toggle.
|
|
let material_variant_help_text = if self.anisotropy_enabled {
|
|
"Press Enter to disable anisotropy"
|
|
} else {
|
|
"Press Enter to enable anisotropy"
|
|
};
|
|
|
|
// Choose the appropriate help text for the light toggle.
|
|
let light_help_text = match self.light_mode {
|
|
LightMode::Directional => "Press Space to switch to a point light",
|
|
LightMode::Point => "Press Space to switch to an environment map",
|
|
LightMode::EnvironmentMap => "Press Space to switch to a directional light",
|
|
};
|
|
|
|
// Build the `Text` object.
|
|
Text(format!(
|
|
"{}\n{}",
|
|
material_variant_help_text, light_help_text
|
|
))
|
|
}
|
|
}
|
|
|
|
impl Default for AppStatus {
|
|
fn default() -> Self {
|
|
Self {
|
|
light_mode: default(),
|
|
anisotropy_enabled: true,
|
|
}
|
|
}
|
|
}
|