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https://github.com/bevyengine/bevy
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c2c19e5ae4
**Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
425 lines
14 KiB
Rust
425 lines
14 KiB
Rust
//! This example exhibits different available modes of constructing cubic Bezier curves.
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use bevy::{
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app::{App, Startup, Update},
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color::*,
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ecs::system::Commands,
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gizmos::gizmos::Gizmos,
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input::{mouse::MouseButtonInput, ButtonState},
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math::{cubic_splines::*, vec2},
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prelude::*,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(
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handle_keypress,
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handle_mouse_move,
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handle_mouse_press,
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draw_edit_move,
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update_curve,
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update_spline_mode_text,
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update_cycling_mode_text,
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draw_curve,
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draw_control_points,
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)
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.chain(),
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)
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.run();
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}
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fn setup(mut commands: Commands) {
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// Initialize the modes with their defaults:
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let spline_mode = SplineMode::default();
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commands.insert_resource(spline_mode);
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let cycling_mode = CyclingMode::default();
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commands.insert_resource(cycling_mode);
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// Starting data for [`ControlPoints`]:
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let default_points = vec![
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vec2(-500., -200.),
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vec2(-250., 250.),
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vec2(250., 250.),
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vec2(500., -200.),
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];
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let default_tangents = vec![
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vec2(0., 200.),
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vec2(200., 0.),
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vec2(0., -200.),
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vec2(-200., 0.),
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];
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let default_control_data = ControlPoints {
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points_and_tangents: default_points.into_iter().zip(default_tangents).collect(),
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};
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let curve = form_curve(&default_control_data, spline_mode, cycling_mode);
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commands.insert_resource(curve);
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commands.insert_resource(default_control_data);
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// Mouse tracking information:
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commands.insert_resource(MousePosition::default());
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commands.insert_resource(MouseEditMove::default());
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commands.spawn(Camera2d);
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// The instructions and modes are rendered on the left-hand side in a column.
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let instructions_text = "Click and drag to add control points and their tangents\n\
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R: Remove the last control point\n\
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S: Cycle the spline construction being used\n\
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C: Toggle cyclic curve construction";
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let spline_mode_text = format!("Spline: {spline_mode}");
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let cycling_mode_text = format!("{cycling_mode}");
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let style = TextStyle::default();
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commands
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.spawn(NodeBundle {
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style: Style {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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flex_direction: FlexDirection::Column,
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row_gap: Val::Px(20.0),
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..default()
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},
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..default()
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})
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.with_children(|parent| {
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parent.spawn((Text::new(instructions_text), style.clone()));
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parent.spawn((SplineModeText, Text(spline_mode_text), style.clone()));
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parent.spawn((CyclingModeText, Text(cycling_mode_text), style.clone()));
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});
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}
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// -----------------------------------
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// Curve-related Resources and Systems
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// -----------------------------------
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/// The current spline mode, which determines the spline method used in conjunction with the
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/// control points.
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#[derive(Clone, Copy, Resource, Default)]
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enum SplineMode {
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#[default]
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Hermite,
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Cardinal,
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B,
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}
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impl std::fmt::Display for SplineMode {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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match self {
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SplineMode::Hermite => f.write_str("Hermite"),
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SplineMode::Cardinal => f.write_str("Cardinal"),
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SplineMode::B => f.write_str("B"),
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}
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}
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}
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/// The current cycling mode, which determines whether the control points should be interpolated
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/// cyclically (to make a loop).
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#[derive(Clone, Copy, Resource, Default)]
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enum CyclingMode {
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#[default]
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NotCyclic,
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Cyclic,
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}
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impl std::fmt::Display for CyclingMode {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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match self {
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CyclingMode::NotCyclic => f.write_str("Not Cyclic"),
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CyclingMode::Cyclic => f.write_str("Cyclic"),
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}
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}
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}
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/// The curve presently being displayed. This is optional because there may not be enough control
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/// points to actually generate a curve.
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#[derive(Clone, Default, Resource)]
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struct Curve(Option<CubicCurve<Vec2>>);
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/// The control points used to generate a curve. The tangent components are only used in the case of
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/// Hermite interpolation.
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#[derive(Clone, Resource)]
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struct ControlPoints {
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points_and_tangents: Vec<(Vec2, Vec2)>,
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}
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/// This system is responsible for updating the [`Curve`] when the [control points] or active modes
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/// change.
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///
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/// [control points]: ControlPoints
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fn update_curve(
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control_points: Res<ControlPoints>,
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spline_mode: Res<SplineMode>,
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cycling_mode: Res<CyclingMode>,
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mut curve: ResMut<Curve>,
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) {
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if !control_points.is_changed() && !spline_mode.is_changed() && !cycling_mode.is_changed() {
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return;
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}
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*curve = form_curve(&control_points, *spline_mode, *cycling_mode);
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}
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/// This system uses gizmos to draw the current [`Curve`] by breaking it up into a large number
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/// of line segments.
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fn draw_curve(curve: Res<Curve>, mut gizmos: Gizmos) {
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let Some(ref curve) = curve.0 else {
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return;
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};
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// Scale resolution with curve length so it doesn't degrade as the length increases.
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let resolution = 100 * curve.segments().len();
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gizmos.linestrip(
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curve.iter_positions(resolution).map(|pt| pt.extend(0.0)),
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Color::srgb(1.0, 1.0, 1.0),
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);
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}
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/// This system uses gizmos to draw the current [control points] as circles, displaying their
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/// tangent vectors as arrows in the case of a Hermite spline.
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///
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/// [control points]: ControlPoints
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fn draw_control_points(
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control_points: Res<ControlPoints>,
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spline_mode: Res<SplineMode>,
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mut gizmos: Gizmos,
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) {
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for &(point, tangent) in &control_points.points_and_tangents {
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gizmos.circle_2d(point, 10.0, Color::srgb(0.0, 1.0, 0.0));
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if matches!(*spline_mode, SplineMode::Hermite) {
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gizmos.arrow_2d(point, point + tangent, Color::srgb(1.0, 0.0, 0.0));
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}
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}
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}
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/// Helper function for generating a [`Curve`] from [control points] and selected modes.
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///
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/// [control points]: ControlPoints
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fn form_curve(
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control_points: &ControlPoints,
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spline_mode: SplineMode,
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cycling_mode: CyclingMode,
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) -> Curve {
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let (points, tangents): (Vec<_>, Vec<_>) =
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control_points.points_and_tangents.iter().copied().unzip();
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match spline_mode {
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SplineMode::Hermite => {
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let spline = CubicHermite::new(points, tangents);
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Curve(match cycling_mode {
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CyclingMode::NotCyclic => spline.to_curve().ok(),
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CyclingMode::Cyclic => spline.to_curve_cyclic().ok(),
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})
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}
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SplineMode::Cardinal => {
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let spline = CubicCardinalSpline::new_catmull_rom(points);
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Curve(match cycling_mode {
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CyclingMode::NotCyclic => spline.to_curve().ok(),
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CyclingMode::Cyclic => spline.to_curve_cyclic().ok(),
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})
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}
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SplineMode::B => {
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let spline = CubicBSpline::new(points);
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Curve(match cycling_mode {
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CyclingMode::NotCyclic => spline.to_curve().ok(),
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CyclingMode::Cyclic => spline.to_curve_cyclic().ok(),
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})
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}
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}
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}
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// --------------------
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// Text-related Components and Systems
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// --------------------
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/// Marker component for the text node that displays the current [`SplineMode`].
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#[derive(Component)]
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struct SplineModeText;
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/// Marker component for the text node that displays the current [`CyclingMode`].
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#[derive(Component)]
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struct CyclingModeText;
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fn update_spline_mode_text(
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spline_mode: Res<SplineMode>,
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mut spline_mode_text: Query<&mut Text, With<SplineModeText>>,
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) {
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if !spline_mode.is_changed() {
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return;
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}
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let new_text = format!("Spline: {}", *spline_mode);
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for mut spline_mode_text in spline_mode_text.iter_mut() {
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(**spline_mode_text).clone_from(&new_text);
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}
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}
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fn update_cycling_mode_text(
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cycling_mode: Res<CyclingMode>,
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mut cycling_mode_text: Query<&mut Text, With<CyclingModeText>>,
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) {
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if !cycling_mode.is_changed() {
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return;
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}
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let new_text = format!("{}", *cycling_mode);
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for mut cycling_mode_text in cycling_mode_text.iter_mut() {
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(**cycling_mode_text).clone_from(&new_text);
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}
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}
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// -----------------------------------
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// Input-related Resources and Systems
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// -----------------------------------
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/// A small state machine which tracks a click-and-drag motion used to create new control points.
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///
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/// When the user is not doing a click-and-drag motion, the `start` field is `None`. When the user
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/// presses the left mouse button, the location of that press is temporarily stored in the field.
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#[derive(Clone, Default, Resource)]
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struct MouseEditMove {
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start: Option<Vec2>,
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}
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/// The current mouse position, if known.
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#[derive(Clone, Default, Resource)]
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struct MousePosition(Option<Vec2>);
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/// Update the current cursor position and track it in the [`MousePosition`] resource.
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fn handle_mouse_move(
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mut cursor_events: EventReader<CursorMoved>,
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mut mouse_position: ResMut<MousePosition>,
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) {
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if let Some(cursor_event) = cursor_events.read().last() {
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mouse_position.0 = Some(cursor_event.position);
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}
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}
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/// This system handles updating the [`MouseEditMove`] resource, orchestrating the logical part
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/// of the click-and-drag motion which actually creates new control points.
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fn handle_mouse_press(
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mut button_events: EventReader<MouseButtonInput>,
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mouse_position: Res<MousePosition>,
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mut edit_move: ResMut<MouseEditMove>,
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mut control_points: ResMut<ControlPoints>,
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camera: Query<(&Camera, &GlobalTransform)>,
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) {
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let Some(mouse_pos) = mouse_position.0 else {
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return;
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};
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// Handle click and drag behavior
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for button_event in button_events.read() {
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if button_event.button != MouseButton::Left {
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continue;
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}
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match button_event.state {
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ButtonState::Pressed => {
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if edit_move.start.is_some() {
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// If the edit move already has a start, press event should do nothing.
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continue;
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}
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// This press represents the start of the edit move.
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edit_move.start = Some(mouse_pos);
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}
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ButtonState::Released => {
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// Release is only meaningful if we started an edit move.
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let Some(start) = edit_move.start else {
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continue;
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};
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let Ok((camera, camera_transform)) = camera.get_single() else {
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continue;
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};
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// Convert the starting point and end point (current mouse pos) into world coords:
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let Ok(point) = camera.viewport_to_world_2d(camera_transform, start) else {
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continue;
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};
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let Ok(end_point) = camera.viewport_to_world_2d(camera_transform, mouse_pos) else {
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continue;
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};
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let tangent = end_point - point;
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// The start of the click-and-drag motion represents the point to add,
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// while the difference with the current position represents the tangent.
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control_points.points_and_tangents.push((point, tangent));
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// Reset the edit move since we've consumed it.
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edit_move.start = None;
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}
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}
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}
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}
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/// This system handles drawing the "preview" control point based on the state of [`MouseEditMove`].
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fn draw_edit_move(
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edit_move: Res<MouseEditMove>,
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mouse_position: Res<MousePosition>,
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mut gizmos: Gizmos,
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camera: Query<(&Camera, &GlobalTransform)>,
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) {
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let Some(start) = edit_move.start else {
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return;
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};
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let Some(mouse_pos) = mouse_position.0 else {
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return;
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};
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let Ok((camera, camera_transform)) = camera.get_single() else {
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return;
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};
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// Resources store data in viewport coordinates, so we need to convert to world coordinates
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// to display them:
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let Ok(start) = camera.viewport_to_world_2d(camera_transform, start) else {
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return;
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};
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let Ok(end) = camera.viewport_to_world_2d(camera_transform, mouse_pos) else {
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return;
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};
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gizmos.circle_2d(start, 10.0, Color::srgb(0.0, 1.0, 0.7));
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gizmos.circle_2d(start, 7.0, Color::srgb(0.0, 1.0, 0.7));
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gizmos.arrow_2d(start, end, Color::srgb(1.0, 0.0, 0.7));
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}
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/// This system handles all keyboard commands.
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fn handle_keypress(
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keyboard: Res<ButtonInput<KeyCode>>,
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mut spline_mode: ResMut<SplineMode>,
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mut cycling_mode: ResMut<CyclingMode>,
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mut control_points: ResMut<ControlPoints>,
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) {
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// S => change spline mode
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if keyboard.just_pressed(KeyCode::KeyS) {
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*spline_mode = match *spline_mode {
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SplineMode::Hermite => SplineMode::Cardinal,
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SplineMode::Cardinal => SplineMode::B,
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SplineMode::B => SplineMode::Hermite,
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}
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}
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// C => change cycling mode
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if keyboard.just_pressed(KeyCode::KeyC) {
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*cycling_mode = match *cycling_mode {
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CyclingMode::NotCyclic => CyclingMode::Cyclic,
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CyclingMode::Cyclic => CyclingMode::NotCyclic,
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}
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}
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// R => remove last control point
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if keyboard.just_pressed(KeyCode::KeyR) {
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control_points.points_and_tangents.pop();
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}
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}
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