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(); } } ```
190 lines
5.6 KiB
Rust
190 lines
5.6 KiB
Rust
//! This example demonstrates the built-in 3d shapes in Bevy.
|
|
//! The scene includes a patterned texture and a rotation for visualizing the normals and UVs.
|
|
//!
|
|
//! You can toggle wireframes with the space bar except on wasm. Wasm does not support
|
|
//! `POLYGON_MODE_LINE` on the gpu.
|
|
|
|
use std::f32::consts::PI;
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
use bevy::pbr::wireframe::{WireframeConfig, WireframePlugin};
|
|
use bevy::{
|
|
color::palettes::basic::SILVER,
|
|
prelude::*,
|
|
render::{
|
|
render_asset::RenderAssetUsages,
|
|
render_resource::{Extent3d, TextureDimension, TextureFormat},
|
|
},
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins((
|
|
DefaultPlugins.set(ImagePlugin::default_nearest()),
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
WireframePlugin,
|
|
))
|
|
.add_systems(Startup, setup)
|
|
.add_systems(
|
|
Update,
|
|
(
|
|
rotate,
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
toggle_wireframe,
|
|
),
|
|
)
|
|
.run();
|
|
}
|
|
|
|
/// A marker component for our shapes so we can query them separately from the ground plane
|
|
#[derive(Component)]
|
|
struct Shape;
|
|
|
|
const SHAPES_X_EXTENT: f32 = 14.0;
|
|
const EXTRUSION_X_EXTENT: f32 = 16.0;
|
|
const Z_EXTENT: f32 = 5.0;
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut images: ResMut<Assets<Image>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
let debug_material = materials.add(StandardMaterial {
|
|
base_color_texture: Some(images.add(uv_debug_texture())),
|
|
..default()
|
|
});
|
|
|
|
let shapes = [
|
|
meshes.add(Cuboid::default()),
|
|
meshes.add(Tetrahedron::default()),
|
|
meshes.add(Capsule3d::default()),
|
|
meshes.add(Torus::default()),
|
|
meshes.add(Cylinder::default()),
|
|
meshes.add(Cone::default()),
|
|
meshes.add(ConicalFrustum::default()),
|
|
meshes.add(Sphere::default().mesh().ico(5).unwrap()),
|
|
meshes.add(Sphere::default().mesh().uv(32, 18)),
|
|
];
|
|
|
|
let extrusions = [
|
|
meshes.add(Extrusion::new(Rectangle::default(), 1.)),
|
|
meshes.add(Extrusion::new(Capsule2d::default(), 1.)),
|
|
meshes.add(Extrusion::new(Annulus::default(), 1.)),
|
|
meshes.add(Extrusion::new(Circle::default(), 1.)),
|
|
meshes.add(Extrusion::new(Ellipse::default(), 1.)),
|
|
meshes.add(Extrusion::new(RegularPolygon::default(), 1.)),
|
|
meshes.add(Extrusion::new(Triangle2d::default(), 1.)),
|
|
];
|
|
|
|
let num_shapes = shapes.len();
|
|
|
|
for (i, shape) in shapes.into_iter().enumerate() {
|
|
commands.spawn((
|
|
Mesh3d(shape),
|
|
MeshMaterial3d(debug_material.clone()),
|
|
Transform::from_xyz(
|
|
-SHAPES_X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * SHAPES_X_EXTENT,
|
|
2.0,
|
|
Z_EXTENT / 2.,
|
|
)
|
|
.with_rotation(Quat::from_rotation_x(-PI / 4.)),
|
|
Shape,
|
|
));
|
|
}
|
|
|
|
let num_extrusions = extrusions.len();
|
|
|
|
for (i, shape) in extrusions.into_iter().enumerate() {
|
|
commands.spawn((
|
|
Mesh3d(shape),
|
|
MeshMaterial3d(debug_material.clone()),
|
|
Transform::from_xyz(
|
|
-EXTRUSION_X_EXTENT / 2.
|
|
+ i as f32 / (num_extrusions - 1) as f32 * EXTRUSION_X_EXTENT,
|
|
2.0,
|
|
-Z_EXTENT / 2.,
|
|
)
|
|
.with_rotation(Quat::from_rotation_x(-PI / 4.)),
|
|
Shape,
|
|
));
|
|
}
|
|
|
|
commands.spawn((
|
|
PointLight {
|
|
shadows_enabled: true,
|
|
intensity: 10_000_000.,
|
|
range: 100.0,
|
|
shadow_depth_bias: 0.2,
|
|
..default()
|
|
},
|
|
Transform::from_xyz(8.0, 16.0, 8.0),
|
|
));
|
|
|
|
// ground plane
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Plane3d::default().mesh().size(50.0, 50.0).subdivisions(10))),
|
|
MeshMaterial3d(materials.add(Color::from(SILVER))),
|
|
));
|
|
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(0.0, 7., 14.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
|
|
));
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
commands.spawn((
|
|
Text::new("Press space to toggle wireframes"),
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(12.0),
|
|
left: Val::Px(12.0),
|
|
..default()
|
|
},
|
|
));
|
|
}
|
|
|
|
fn rotate(mut query: Query<&mut Transform, With<Shape>>, time: Res<Time>) {
|
|
for mut transform in &mut query {
|
|
transform.rotate_y(time.delta_secs() / 2.);
|
|
}
|
|
}
|
|
|
|
/// Creates a colorful test pattern
|
|
fn uv_debug_texture() -> Image {
|
|
const TEXTURE_SIZE: usize = 8;
|
|
|
|
let mut palette: [u8; 32] = [
|
|
255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
|
|
198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
|
|
];
|
|
|
|
let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
|
|
for y in 0..TEXTURE_SIZE {
|
|
let offset = TEXTURE_SIZE * y * 4;
|
|
texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
|
|
palette.rotate_right(4);
|
|
}
|
|
|
|
Image::new_fill(
|
|
Extent3d {
|
|
width: TEXTURE_SIZE as u32,
|
|
height: TEXTURE_SIZE as u32,
|
|
depth_or_array_layers: 1,
|
|
},
|
|
TextureDimension::D2,
|
|
&texture_data,
|
|
TextureFormat::Rgba8UnormSrgb,
|
|
RenderAssetUsages::RENDER_WORLD,
|
|
)
|
|
}
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
fn toggle_wireframe(
|
|
mut wireframe_config: ResMut<WireframeConfig>,
|
|
keyboard: Res<ButtonInput<KeyCode>>,
|
|
) {
|
|
if keyboard.just_pressed(KeyCode::Space) {
|
|
wireframe_config.global = !wireframe_config.global;
|
|
}
|
|
}
|