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**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>
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`.
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use bevy::{
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gltf::{GltfExtras, GltfMaterialExtras, GltfMeshExtras, GltfSceneExtras},
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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(Update, check_for_gltf_extras)
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.run();
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}
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#[derive(Component)]
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struct ExampleDisplay;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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commands.spawn(DirectionalLight {
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shadows_enabled: true,
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..default()
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});
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// a barebones scene containing one of each gltf_extra type
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commands.spawn(SceneRoot(asset_server.load(
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GltfAssetLabel::Scene(0).from_asset("models/extras/gltf_extras.glb"),
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)));
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// a place to display the extras on screen
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commands.spawn((
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Text::default(),
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TextStyle {
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font_size: 15.,
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..default()
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},
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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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..default()
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},
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ExampleDisplay,
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));
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}
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fn check_for_gltf_extras(
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gltf_extras_per_entity: Query<(
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Entity,
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Option<&Name>,
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Option<&GltfSceneExtras>,
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Option<&GltfExtras>,
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Option<&GltfMeshExtras>,
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Option<&GltfMaterialExtras>,
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)>,
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mut display: Query<&mut Text, With<ExampleDisplay>>,
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) {
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let mut gltf_extra_infos_lines: Vec<String> = vec![];
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for (id, name, scene_extras, extras, mesh_extras, material_extras) in
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gltf_extras_per_entity.iter()
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{
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if scene_extras.is_some()
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|| extras.is_some()
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|| mesh_extras.is_some()
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|| material_extras.is_some()
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{
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let formatted_extras = format!(
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"Extras per entity {} ('Name: {}'):
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- scene extras: {:?}
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- primitive extras: {:?}
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- mesh extras: {:?}
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- material extras: {:?}
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",
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id,
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name.unwrap_or(&Name::default()),
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scene_extras,
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extras,
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mesh_extras,
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material_extras
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);
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gltf_extra_infos_lines.push(formatted_extras);
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}
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**display.single_mut() = gltf_extra_infos_lines.join("\n");
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}
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}
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