mirror of
https://github.com/bevyengine/bevy
synced 2024-12-29 22:43:14 +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(); } } ```
148 lines
4.5 KiB
Rust
148 lines
4.5 KiB
Rust
//! Showcases wireframe rendering for 2d meshes.
|
|
//!
|
|
//! Wireframes currently do not work when using webgl or webgpu.
|
|
//! Supported platforms:
|
|
//! - DX12
|
|
//! - Vulkan
|
|
//! - Metal
|
|
//!
|
|
//! This is a native only feature.
|
|
|
|
use bevy::{
|
|
color::palettes::basic::{GREEN, RED, WHITE},
|
|
prelude::*,
|
|
render::{
|
|
render_resource::WgpuFeatures,
|
|
settings::{RenderCreation, WgpuSettings},
|
|
RenderPlugin,
|
|
},
|
|
sprite::{NoWireframe2d, Wireframe2d, Wireframe2dColor, Wireframe2dConfig, Wireframe2dPlugin},
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins((
|
|
DefaultPlugins.set(RenderPlugin {
|
|
render_creation: RenderCreation::Automatic(WgpuSettings {
|
|
// WARN this is a native only feature. It will not work with webgl or webgpu
|
|
features: WgpuFeatures::POLYGON_MODE_LINE,
|
|
..default()
|
|
}),
|
|
..default()
|
|
}),
|
|
// You need to add this plugin to enable wireframe rendering
|
|
Wireframe2dPlugin,
|
|
))
|
|
// Wireframes can be configured with this resource. This can be changed at runtime.
|
|
.insert_resource(Wireframe2dConfig {
|
|
// The global wireframe config enables drawing of wireframes on every mesh,
|
|
// except those with `NoWireframe2d`. Meshes with `Wireframe2d` will always have a wireframe,
|
|
// regardless of the global configuration.
|
|
global: true,
|
|
// Controls the default color of all wireframes. Used as the default color for global wireframes.
|
|
// Can be changed per mesh using the `Wireframe2dColor` component.
|
|
default_color: WHITE.into(),
|
|
})
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, update_colors)
|
|
.run();
|
|
}
|
|
|
|
/// Set up a simple 3D scene
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<ColorMaterial>>,
|
|
) {
|
|
// Triangle: Never renders a wireframe
|
|
commands.spawn((
|
|
Mesh2d(meshes.add(Triangle2d::new(
|
|
Vec2::new(0.0, 50.0),
|
|
Vec2::new(-50.0, -50.0),
|
|
Vec2::new(50.0, -50.0),
|
|
))),
|
|
MeshMaterial2d(materials.add(Color::BLACK)),
|
|
Transform::from_xyz(-150.0, 0.0, 0.0),
|
|
NoWireframe2d,
|
|
));
|
|
// Rectangle: Follows global wireframe setting
|
|
commands.spawn((
|
|
Mesh2d(meshes.add(Rectangle::new(100.0, 100.0))),
|
|
MeshMaterial2d(materials.add(Color::BLACK)),
|
|
Transform::from_xyz(0.0, 0.0, 0.0),
|
|
));
|
|
// Circle: Always renders a wireframe
|
|
commands.spawn((
|
|
Mesh2d(meshes.add(Circle::new(50.0))),
|
|
MeshMaterial2d(materials.add(Color::BLACK)),
|
|
Transform::from_xyz(150.0, 0.0, 0.0),
|
|
Wireframe2d,
|
|
// This lets you configure the wireframe color of this entity.
|
|
// If not set, this will use the color in `WireframeConfig`
|
|
Wireframe2dColor {
|
|
color: GREEN.into(),
|
|
},
|
|
));
|
|
|
|
// Camera
|
|
commands.spawn(Camera2d);
|
|
|
|
// Text used to show controls
|
|
commands.spawn((
|
|
Text::default(),
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(12.0),
|
|
left: Val::Px(12.0),
|
|
..default()
|
|
},
|
|
));
|
|
}
|
|
|
|
/// This system lets you toggle various wireframe settings
|
|
fn update_colors(
|
|
keyboard_input: Res<ButtonInput<KeyCode>>,
|
|
mut config: ResMut<Wireframe2dConfig>,
|
|
mut wireframe_colors: Query<&mut Wireframe2dColor>,
|
|
mut text: Single<&mut Text>,
|
|
) {
|
|
text.0 = format!(
|
|
"Controls
|
|
---------------
|
|
Z - Toggle global
|
|
X - Change global color
|
|
C - Change color of the circle wireframe
|
|
|
|
Wireframe2dConfig
|
|
-------------
|
|
Global: {}
|
|
Color: {:?}",
|
|
config.global,
|
|
config.default_color.to_srgba(),
|
|
);
|
|
|
|
// Toggle showing a wireframe on all meshes
|
|
if keyboard_input.just_pressed(KeyCode::KeyZ) {
|
|
config.global = !config.global;
|
|
}
|
|
|
|
// Toggle the global wireframe color
|
|
if keyboard_input.just_pressed(KeyCode::KeyX) {
|
|
config.default_color = if config.default_color == WHITE.into() {
|
|
RED.into()
|
|
} else {
|
|
WHITE.into()
|
|
};
|
|
}
|
|
|
|
// Toggle the color of a wireframe using `Wireframe2dColor` and not the global color
|
|
if keyboard_input.just_pressed(KeyCode::KeyC) {
|
|
for mut color in &mut wireframe_colors {
|
|
color.color = if color.color == GREEN.into() {
|
|
RED.into()
|
|
} else {
|
|
GREEN.into()
|
|
};
|
|
}
|
|
}
|
|
}
|