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https://github.com/bevyengine/bevy
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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(); } } ```
481 lines
17 KiB
Rust
481 lines
17 KiB
Rust
//! This example demonstrates how you can add your own custom primitives to bevy highlighting
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//! traits you may want to implement for your primitives to achieve different functionalities.
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use std::f32::consts::{PI, SQRT_2};
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use bevy::{
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color::palettes::css::{RED, WHITE},
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input::common_conditions::input_just_pressed,
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math::{
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bounding::{
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Aabb2d, Bounded2d, Bounded3d, BoundedExtrusion, BoundingCircle, BoundingVolume,
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},
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Isometry2d,
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},
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prelude::*,
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render::{
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camera::ScalingMode,
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mesh::{Extrudable, ExtrusionBuilder, PerimeterSegment},
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render_asset::RenderAssetUsages,
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},
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};
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const HEART: Heart = Heart::new(0.5);
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const EXTRUSION: Extrusion<Heart> = Extrusion {
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base_shape: Heart::new(0.5),
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half_depth: 0.5,
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};
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// The transform of the camera in 2D
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const TRANSFORM_2D: Transform = Transform {
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translation: Vec3::ZERO,
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rotation: Quat::IDENTITY,
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scale: Vec3::ONE,
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};
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// The projection used for the camera in 2D
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const PROJECTION_2D: Projection = Projection::Orthographic(OrthographicProjection {
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near: -1.0,
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far: 10.0,
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scale: 1.0,
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viewport_origin: Vec2::new(0.5, 0.5),
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scaling_mode: ScalingMode::AutoMax {
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max_width: 8.0,
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max_height: 20.0,
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},
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area: Rect {
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min: Vec2::NEG_ONE,
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max: Vec2::ONE,
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},
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});
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// The transform of the camera in 3D
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const TRANSFORM_3D: Transform = Transform {
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translation: Vec3::ZERO,
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// The camera is pointing at the 3D shape
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rotation: Quat::from_xyzw(-0.14521316, -0.0, -0.0, 0.98940045),
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scale: Vec3::ONE,
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};
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// The projection used for the camera in 3D
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const PROJECTION_3D: Projection = Projection::Perspective(PerspectiveProjection {
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fov: PI / 4.0,
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near: 0.1,
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far: 1000.0,
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aspect_ratio: 1.0,
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});
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/// State for tracking the currently displayed shape
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, States, Default, Reflect)]
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enum CameraActive {
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#[default]
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/// The 2D shape is displayed
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Dim2,
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/// The 3D shape is displayed
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Dim3,
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}
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/// State for tracking the currently displayed shape
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, States, Default, Reflect)]
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enum BoundingShape {
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#[default]
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/// No bounding shapes
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None,
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/// The bounding sphere or circle of the shape
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BoundingSphere,
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/// The Axis Aligned Bounding Box (AABB) of the shape
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BoundingBox,
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}
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/// A marker component for our 2D shapes so we can query them separately from the camera
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#[derive(Component)]
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struct Shape2d;
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/// A marker component for our 3D shapes so we can query them separately from the camera
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#[derive(Component)]
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struct Shape3d;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.init_state::<BoundingShape>()
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.init_state::<CameraActive>()
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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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(rotate_2d_shapes, bounding_shapes_2d).run_if(in_state(CameraActive::Dim2)),
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(rotate_3d_shapes, bounding_shapes_3d).run_if(in_state(CameraActive::Dim3)),
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update_bounding_shape.run_if(input_just_pressed(KeyCode::KeyB)),
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switch_cameras.run_if(input_just_pressed(KeyCode::Space)),
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),
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)
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.run();
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// Spawn the camera
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commands.spawn((Camera3d::default(), TRANSFORM_2D, PROJECTION_2D));
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// Spawn the 2D heart
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commands.spawn((
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// We can use the methods defined on the meshbuilder to customize the mesh.
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Mesh3d(meshes.add(HEART.mesh().resolution(50))),
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MeshMaterial3d(materials.add(StandardMaterial {
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emissive: RED.into(),
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base_color: RED.into(),
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..Default::default()
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})),
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Transform::from_xyz(0.0, 0.0, 0.0),
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Shape2d,
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));
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// Spawn an extrusion of the heart.
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commands.spawn((
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// We can set a custom resolution for the round parts of the extrusion aswell.
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Mesh3d(meshes.add(EXTRUSION.mesh().resolution(50))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: RED.into(),
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..Default::default()
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})),
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Transform::from_xyz(0., -3., -10.).with_rotation(Quat::from_rotation_x(-PI / 4.)),
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Shape3d,
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));
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// Point light for 3D
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commands.spawn((
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PointLight {
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shadows_enabled: true,
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intensity: 10_000_000.,
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range: 100.0,
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shadow_depth_bias: 0.2,
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..default()
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},
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Transform::from_xyz(8.0, 12.0, 1.0),
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));
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// Example instructions
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commands.spawn((
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Text::new("Press 'B' to toggle between no bounding shapes, bounding boxes (AABBs) and bounding spheres / circles\n\
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Press 'Space' to switch between 3D and 2D"),
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Node {
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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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..default()
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},
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));
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}
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// Rotate the 2D shapes.
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fn rotate_2d_shapes(mut shapes: Query<&mut Transform, With<Shape2d>>, time: Res<Time>) {
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let elapsed_seconds = time.elapsed_secs();
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for mut transform in shapes.iter_mut() {
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transform.rotation = Quat::from_rotation_z(elapsed_seconds);
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}
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}
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// Draw bounding boxes or circles for the 2D shapes.
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fn bounding_shapes_2d(
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shapes: Query<&Transform, With<Shape2d>>,
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mut gizmos: Gizmos,
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bounding_shape: Res<State<BoundingShape>>,
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) {
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for transform in shapes.iter() {
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// Get the rotation angle from the 3D rotation.
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let rotation = transform.rotation.to_scaled_axis().z;
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let rotation = Rot2::radians(rotation);
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let isometry = Isometry2d::new(transform.translation.xy(), rotation);
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match bounding_shape.get() {
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BoundingShape::None => (),
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BoundingShape::BoundingBox => {
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// Get the AABB of the primitive with the rotation and translation of the mesh.
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let aabb = HEART.aabb_2d(isometry);
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gizmos.rect_2d(aabb.center(), aabb.half_size() * 2., WHITE);
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}
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BoundingShape::BoundingSphere => {
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// Get the bounding sphere of the primitive with the rotation and translation of the mesh.
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let bounding_circle = HEART.bounding_circle(isometry);
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gizmos
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.circle_2d(bounding_circle.center(), bounding_circle.radius(), WHITE)
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.resolution(64);
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}
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}
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}
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}
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// Rotate the 3D shapes.
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fn rotate_3d_shapes(mut shapes: Query<&mut Transform, With<Shape3d>>, time: Res<Time>) {
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let delta_seconds = time.delta_secs();
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for mut transform in shapes.iter_mut() {
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transform.rotate_y(delta_seconds);
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}
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}
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// Draw the AABBs or bounding spheres for the 3D shapes.
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fn bounding_shapes_3d(
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shapes: Query<&Transform, With<Shape3d>>,
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mut gizmos: Gizmos,
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bounding_shape: Res<State<BoundingShape>>,
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) {
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for transform in shapes.iter() {
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match bounding_shape.get() {
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BoundingShape::None => (),
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BoundingShape::BoundingBox => {
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// Get the AABB of the extrusion with the rotation and translation of the mesh.
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let aabb = EXTRUSION.aabb_3d(transform.to_isometry());
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gizmos.primitive_3d(
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&Cuboid::from_size(Vec3::from(aabb.half_size()) * 2.),
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aabb.center(),
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WHITE,
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);
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}
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BoundingShape::BoundingSphere => {
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// Get the bounding sphere of the extrusion with the rotation and translation of the mesh.
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let bounding_sphere = EXTRUSION.bounding_sphere(transform.to_isometry());
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gizmos.sphere(bounding_sphere.center(), bounding_sphere.radius(), WHITE);
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}
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}
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}
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}
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// Switch to the next bounding shape.
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fn update_bounding_shape(
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current: Res<State<BoundingShape>>,
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mut next: ResMut<NextState<BoundingShape>>,
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) {
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next.set(match current.get() {
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BoundingShape::None => BoundingShape::BoundingBox,
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BoundingShape::BoundingBox => BoundingShape::BoundingSphere,
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BoundingShape::BoundingSphere => BoundingShape::None,
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});
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}
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// Switch between 2D and 3D cameras.
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fn switch_cameras(
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current: Res<State<CameraActive>>,
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mut next: ResMut<NextState<CameraActive>>,
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camera: Single<(&mut Transform, &mut Projection)>,
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) {
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let next_state = match current.get() {
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CameraActive::Dim2 => CameraActive::Dim3,
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CameraActive::Dim3 => CameraActive::Dim2,
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};
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next.set(next_state);
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let (mut transform, mut projection) = camera.into_inner();
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match next_state {
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CameraActive::Dim2 => {
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*transform = TRANSFORM_2D;
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*projection = PROJECTION_2D;
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}
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CameraActive::Dim3 => {
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*transform = TRANSFORM_3D;
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*projection = PROJECTION_3D;
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}
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};
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}
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/// A custom 2D heart primitive. The heart is made up of two circles centered at `Vec2::new(±radius, 0.)` each with the same `radius`.
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///
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/// The tip of the heart connects the two circles at a 45° angle from `Vec3::NEG_Y`.
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#[derive(Copy, Clone)]
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struct Heart {
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/// The radius of each wing of the heart
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radius: f32,
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}
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// The `Primitive2d` or `Primitive3d` trait is required by almost all other traits for primitives in bevy.
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// Depending on your shape, you should implement either one of them.
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impl Primitive2d for Heart {}
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impl Heart {
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const fn new(radius: f32) -> Self {
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Self { radius }
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}
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}
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// The `Measured2d` and `Measured3d` traits are used to compute the perimeter, the area or the volume of a primitive.
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// If you implement `Measured2d` for a 2D primitive, `Measured3d` is automatically implemented for `Extrusion<T>`.
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impl Measured2d for Heart {
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fn perimeter(&self) -> f32 {
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self.radius * (2.5 * PI + ops::powf(2f32, 1.5) + 2.0)
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}
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fn area(&self) -> f32 {
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let circle_area = PI * self.radius * self.radius;
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let triangle_area = self.radius * self.radius * (1.0 + 2f32.sqrt()) / 2.0;
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let cutout = triangle_area - circle_area * 3.0 / 16.0;
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2.0 * circle_area + 4.0 * cutout
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}
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}
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// The `Bounded2d` or `Bounded3d` traits are used to compute the Axis Aligned Bounding Boxes or bounding circles / spheres for primitives.
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impl Bounded2d for Heart {
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fn aabb_2d(&self, isometry: impl Into<Isometry2d>) -> Aabb2d {
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let isometry = isometry.into();
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// The center of the circle at the center of the right wing of the heart
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let circle_center = isometry.rotation * Vec2::new(self.radius, 0.0);
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// The maximum X and Y positions of the two circles of the wings of the heart.
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let max_circle = circle_center.abs() + Vec2::splat(self.radius);
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// Since the two circles of the heart are mirrored around the origin, the minimum position is the negative of the maximum.
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let min_circle = -max_circle;
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// The position of the tip at the bottom of the heart
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let tip_position = isometry.rotation * Vec2::new(0.0, -self.radius * (1. + SQRT_2));
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Aabb2d {
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min: isometry.translation + min_circle.min(tip_position),
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max: isometry.translation + max_circle.max(tip_position),
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}
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}
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fn bounding_circle(&self, isometry: impl Into<Isometry2d>) -> BoundingCircle {
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let isometry = isometry.into();
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// The bounding circle of the heart is not at its origin. This `offset` is the offset between the center of the bounding circle and its translation.
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let offset = self.radius / ops::powf(2f32, 1.5);
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// The center of the bounding circle
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let center = isometry * Vec2::new(0.0, -offset);
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// The radius of the bounding circle
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let radius = self.radius * (1.0 + 2f32.sqrt()) - offset;
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BoundingCircle::new(center, radius)
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}
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}
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// You can implement the `BoundedExtrusion` trait to implement `Bounded3d for Extrusion<Heart>`. There is a default implementation for both AABBs and bounding spheres,
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// but you may be able to find faster solutions for your specific primitives.
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impl BoundedExtrusion for Heart {}
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// You can use the `Meshable` trait to create a `MeshBuilder` for the primitive.
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impl Meshable for Heart {
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// The meshbuilder can be used to create the actual mesh for that primitive.
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type Output = HeartMeshBuilder;
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fn mesh(&self) -> Self::Output {
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Self::Output {
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heart: *self,
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resolution: 32,
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}
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}
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}
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// You can include any additional information needed for meshing the primitive in the meshbuilder.
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struct HeartMeshBuilder {
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heart: Heart,
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// The resolution determines the amount of vertices used for each wing of the heart
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resolution: usize,
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}
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// This trait is needed so that the configuration methods of the builder of the primitive are also available for the builder for the extrusion.
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// If you do not want to support these configuration options for extrusions you can just implement them for your 2D mesh builder.
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trait HeartBuilder {
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/// Set the resolution for each of the wings of the heart.
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fn resolution(self, resolution: usize) -> Self;
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}
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impl HeartBuilder for HeartMeshBuilder {
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fn resolution(mut self, resolution: usize) -> Self {
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self.resolution = resolution;
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self
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}
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}
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impl HeartBuilder for ExtrusionBuilder<Heart> {
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fn resolution(mut self, resolution: usize) -> Self {
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self.base_builder.resolution = resolution;
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self
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}
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}
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impl MeshBuilder for HeartMeshBuilder {
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// This is where you should build the actual mesh.
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fn build(&self) -> Mesh {
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let radius = self.heart.radius;
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// The curved parts of each wing (half) of the heart have an angle of `PI * 1.25` or 225°
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let wing_angle = PI * 1.25;
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// We create buffers for the vertices, their normals and UVs, as well as the indices used to connect the vertices.
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let mut vertices = Vec::with_capacity(2 * self.resolution);
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let mut uvs = Vec::with_capacity(2 * self.resolution);
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let mut indices = Vec::with_capacity(6 * self.resolution - 9);
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// Since the heart is flat, we know all the normals are identical already.
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let normals = vec![[0f32, 0f32, 1f32]; 2 * self.resolution];
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// The point in the middle of the two curved parts of the heart
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vertices.push([0.0; 3]);
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uvs.push([0.5, 0.5]);
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// The left wing of the heart, starting from the point in the middle.
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for i in 1..self.resolution {
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let angle = (i as f32 / self.resolution as f32) * wing_angle;
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let (sin, cos) = ops::sin_cos(angle);
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vertices.push([radius * (cos - 1.0), radius * sin, 0.0]);
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uvs.push([0.5 - (cos - 1.0) / 4., 0.5 - sin / 2.]);
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}
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// The bottom tip of the heart
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vertices.push([0.0, radius * (-1. - SQRT_2), 0.0]);
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uvs.push([0.5, 1.]);
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// The right wing of the heart, starting from the bottom most point and going towards the middle point.
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for i in 0..self.resolution - 1 {
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let angle = (i as f32 / self.resolution as f32) * wing_angle - PI / 4.;
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let (sin, cos) = ops::sin_cos(angle);
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vertices.push([radius * (cos + 1.0), radius * sin, 0.0]);
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uvs.push([0.5 - (cos + 1.0) / 4., 0.5 - sin / 2.]);
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}
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// This is where we build all the triangles from the points created above.
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// Each triangle has one corner on the middle point with the other two being adjacent points on the perimeter of the heart.
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for i in 2..2 * self.resolution as u32 {
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indices.extend_from_slice(&[i - 1, i, 0]);
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}
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// Here, the actual `Mesh` is created. We set the indices, vertices, normals and UVs created above and specify the topology of the mesh.
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Mesh::new(
|
|
bevy::render::mesh::PrimitiveTopology::TriangleList,
|
|
RenderAssetUsages::default(),
|
|
)
|
|
.with_inserted_indices(bevy::render::mesh::Indices::U32(indices))
|
|
.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vertices)
|
|
.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals)
|
|
.with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs)
|
|
}
|
|
}
|
|
|
|
// The `Extrudable` trait can be used to easily implement meshing for extrusions.
|
|
impl Extrudable for HeartMeshBuilder {
|
|
fn perimeter(&self) -> Vec<PerimeterSegment> {
|
|
let resolution = self.resolution as u32;
|
|
vec![
|
|
// The left wing of the heart
|
|
PerimeterSegment::Smooth {
|
|
// The normals of the first and last vertices of smooth segments have to be specified manually.
|
|
first_normal: Vec2::X,
|
|
last_normal: Vec2::new(-1.0, -1.0).normalize(),
|
|
// These indices are used to index into the `ATTRIBUTE_POSITION` vec of your 2D mesh.
|
|
indices: (0..resolution).collect(),
|
|
},
|
|
// The bottom tip of the heart
|
|
PerimeterSegment::Flat {
|
|
indices: vec![resolution - 1, resolution, resolution + 1],
|
|
},
|
|
// The right wing of the heart
|
|
PerimeterSegment::Smooth {
|
|
first_normal: Vec2::new(1.0, -1.0).normalize(),
|
|
last_normal: Vec2::NEG_X,
|
|
indices: (resolution + 1..2 * resolution).chain([0]).collect(),
|
|
},
|
|
]
|
|
}
|
|
}
|