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(); } } ```
91 lines
2.4 KiB
Rust
91 lines
2.4 KiB
Rust
//! Loads and renders a glTF file as a scene, and list all the different `gltf_extras`.
|
|
|
|
use bevy::{
|
|
gltf::{GltfExtras, GltfMaterialExtras, GltfMeshExtras, GltfSceneExtras},
|
|
prelude::*,
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, check_for_gltf_extras)
|
|
.run();
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct ExampleDisplay;
|
|
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
|
|
commands.spawn(DirectionalLight {
|
|
shadows_enabled: true,
|
|
..default()
|
|
});
|
|
|
|
// a barebones scene containing one of each gltf_extra type
|
|
commands.spawn(SceneRoot(asset_server.load(
|
|
GltfAssetLabel::Scene(0).from_asset("models/extras/gltf_extras.glb"),
|
|
)));
|
|
|
|
// a place to display the extras on screen
|
|
commands.spawn((
|
|
Text::default(),
|
|
TextFont {
|
|
font_size: 15.,
|
|
..default()
|
|
},
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(12.0),
|
|
left: Val::Px(12.0),
|
|
..default()
|
|
},
|
|
ExampleDisplay,
|
|
));
|
|
}
|
|
|
|
fn check_for_gltf_extras(
|
|
gltf_extras_per_entity: Query<(
|
|
Entity,
|
|
Option<&Name>,
|
|
Option<&GltfSceneExtras>,
|
|
Option<&GltfExtras>,
|
|
Option<&GltfMeshExtras>,
|
|
Option<&GltfMaterialExtras>,
|
|
)>,
|
|
mut display: Single<&mut Text, With<ExampleDisplay>>,
|
|
) {
|
|
let mut gltf_extra_infos_lines: Vec<String> = vec![];
|
|
|
|
for (id, name, scene_extras, extras, mesh_extras, material_extras) in
|
|
gltf_extras_per_entity.iter()
|
|
{
|
|
if scene_extras.is_some()
|
|
|| extras.is_some()
|
|
|| mesh_extras.is_some()
|
|
|| material_extras.is_some()
|
|
{
|
|
let formatted_extras = format!(
|
|
"Extras per entity {} ('Name: {}'):
|
|
- scene extras: {:?}
|
|
- primitive extras: {:?}
|
|
- mesh extras: {:?}
|
|
- material extras: {:?}
|
|
",
|
|
id,
|
|
name.unwrap_or(&Name::default()),
|
|
scene_extras,
|
|
extras,
|
|
mesh_extras,
|
|
material_extras
|
|
);
|
|
gltf_extra_infos_lines.push(formatted_extras);
|
|
}
|
|
display.0 = gltf_extra_infos_lines.join("\n");
|
|
}
|
|
}
|