mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 15:14:50 +00:00
599e5e4e76
# Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
98 lines
3.4 KiB
Rust
98 lines
3.4 KiB
Rust
//! Illustrates how to scale an object in each direction.
|
|
|
|
use std::f32::consts::PI;
|
|
|
|
use bevy::prelude::*;
|
|
|
|
// Define a component to keep information for the scaled object.
|
|
#[derive(Component)]
|
|
struct Scaling {
|
|
scale_direction: Vec3,
|
|
scale_speed: f32,
|
|
max_element_size: f32,
|
|
min_element_size: f32,
|
|
}
|
|
|
|
// Implement a simple initialization.
|
|
impl Scaling {
|
|
fn new() -> Self {
|
|
Scaling {
|
|
scale_direction: Vec3::X,
|
|
scale_speed: 2.0,
|
|
max_element_size: 5.0,
|
|
min_element_size: 1.0,
|
|
}
|
|
}
|
|
}
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, (change_scale_direction, scale_cube))
|
|
.run();
|
|
}
|
|
|
|
// Startup system to setup the scene and spawn all relevant entities.
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// Spawn a cube to scale.
|
|
commands.spawn((
|
|
PbrBundle {
|
|
mesh: meshes.add(Cuboid::default()),
|
|
material: materials.add(Color::WHITE),
|
|
transform: Transform::from_rotation(Quat::from_rotation_y(PI / 4.0)),
|
|
..default()
|
|
},
|
|
Scaling::new(),
|
|
));
|
|
|
|
// Spawn a camera looking at the entities to show what's happening in this example.
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
|
|
// Add a light source for better 3d visibility.
|
|
commands.spawn(DirectionalLightBundle {
|
|
transform: Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
// This system will check if a scaled entity went above or below the entities scaling bounds
|
|
// and change the direction of the scaling vector.
|
|
fn change_scale_direction(mut cubes: Query<(&mut Transform, &mut Scaling)>) {
|
|
for (mut transform, mut cube) in &mut cubes {
|
|
// If an entity scaled beyond the maximum of its size in any dimension
|
|
// the scaling vector is flipped so the scaling is gradually reverted.
|
|
// Additionally, to ensure the condition does not trigger again we floor the elements to
|
|
// their next full value, which should be max_element_size at max.
|
|
if transform.scale.max_element() > cube.max_element_size {
|
|
cube.scale_direction *= -1.0;
|
|
transform.scale = transform.scale.floor();
|
|
}
|
|
// If an entity scaled beyond the minimum of its size in any dimension
|
|
// the scaling vector is also flipped.
|
|
// Additionally the Values are ceiled to be min_element_size at least
|
|
// and the scale direction is flipped.
|
|
// This way the entity will change the dimension in which it is scaled any time it
|
|
// reaches its min_element_size.
|
|
if transform.scale.min_element() < cube.min_element_size {
|
|
cube.scale_direction *= -1.0;
|
|
transform.scale = transform.scale.ceil();
|
|
cube.scale_direction = cube.scale_direction.zxy();
|
|
}
|
|
}
|
|
}
|
|
|
|
// This system will scale any entity with assigned Scaling in each direction
|
|
// by cycling through the directions to scale.
|
|
fn scale_cube(mut cubes: Query<(&mut Transform, &Scaling)>, timer: Res<Time>) {
|
|
for (mut transform, cube) in &mut cubes {
|
|
transform.scale += cube.scale_direction * cube.scale_speed * timer.delta_seconds();
|
|
}
|
|
}
|