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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(); } } ```
301 lines
9.9 KiB
Rust
301 lines
9.9 KiB
Rust
//! Demonstrates anisotropy with the glTF sample barn lamp model.
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use bevy::{
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color::palettes::css::WHITE, core_pipeline::Skybox, math::vec3, prelude::*, time::Stopwatch,
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};
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/// The initial position of the camera.
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const CAMERA_INITIAL_POSITION: Vec3 = vec3(-0.4, 0.0, 0.0);
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/// The current settings of the app, as chosen by the user.
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#[derive(Resource)]
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struct AppStatus {
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/// Which type of light is in the scene.
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light_mode: LightMode,
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/// Whether anisotropy is enabled.
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anisotropy_enabled: bool,
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}
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/// Which type of light we're using: a directional light, a point light, or an
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/// environment map.
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#[derive(Clone, Copy, PartialEq, Default)]
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enum LightMode {
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/// A rotating directional light.
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#[default]
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Directional,
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/// A rotating point light.
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Point,
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/// An environment map (image-based lighting, including skybox).
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EnvironmentMap,
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}
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/// A component that stores the version of the material with anisotropy and the
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/// version of the material without it.
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///
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/// This is placed on each mesh with a material. It exists so that the
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/// appropriate system can replace the materials when the user presses Enter to
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/// turn anisotropy on and off.
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#[derive(Component)]
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struct MaterialVariants {
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/// The version of the material in the glTF file, with anisotropy.
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anisotropic: Handle<StandardMaterial>,
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/// The version of the material with anisotropy removed.
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isotropic: Handle<StandardMaterial>,
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}
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/// The application entry point.
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fn main() {
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App::new()
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.init_resource::<AppStatus>()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Bevy Anisotropy Example".into(),
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..default()
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}),
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..default()
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}))
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.add_systems(Startup, setup)
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.add_systems(Update, create_material_variants)
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.add_systems(Update, animate_light)
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.add_systems(Update, rotate_camera)
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.add_systems(Update, (handle_input, update_help_text).chain())
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.run();
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}
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/// Creates the initial scene.
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_status: Res<AppStatus>) {
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commands.spawn((
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Camera3d::default(),
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Transform::from_translation(CAMERA_INITIAL_POSITION).looking_at(Vec3::ZERO, Vec3::Y),
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));
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spawn_directional_light(&mut commands);
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commands.spawn((
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SceneRoot(asset_server.load("models/AnisotropyBarnLamp/AnisotropyBarnLamp.gltf#Scene0")),
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Transform::from_xyz(0.0, 0.07, -0.13),
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));
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spawn_text(&mut commands, &app_status);
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}
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/// Spawns the help text.
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fn spawn_text(commands: &mut Commands, app_status: &AppStatus) {
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commands.spawn((
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app_status.create_help_text(),
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Node {
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position_type: PositionType::Absolute,
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bottom: 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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/// For each material, creates a version with the anisotropy removed.
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///
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/// This allows the user to press Enter to toggle anisotropy on and off.
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fn create_material_variants(
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mut commands: Commands,
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mut materials: ResMut<Assets<StandardMaterial>>,
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new_meshes: Query<
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(Entity, &MeshMaterial3d<StandardMaterial>),
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(
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Added<MeshMaterial3d<StandardMaterial>>,
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Without<MaterialVariants>,
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),
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>,
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) {
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for (entity, anisotropic_material_handle) in new_meshes.iter() {
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let Some(anisotropic_material) = materials.get(anisotropic_material_handle).cloned() else {
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continue;
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};
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commands.entity(entity).insert(MaterialVariants {
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anisotropic: anisotropic_material_handle.0.clone(),
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isotropic: materials.add(StandardMaterial {
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anisotropy_texture: None,
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anisotropy_strength: 0.0,
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anisotropy_rotation: 0.0,
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..anisotropic_material
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}),
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});
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}
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}
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/// A system that animates the light every frame, if there is one.
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fn animate_light(
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mut lights: Query<&mut Transform, Or<(With<DirectionalLight>, With<PointLight>)>>,
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time: Res<Time>,
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) {
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let now = time.elapsed_secs();
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for mut transform in lights.iter_mut() {
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transform.translation = vec3(ops::cos(now), 1.0, ops::sin(now)) * vec3(3.0, 4.0, 3.0);
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transform.look_at(Vec3::ZERO, Vec3::Y);
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}
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}
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/// A system that rotates the camera if the environment map is enabled.
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fn rotate_camera(
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mut camera: Query<&mut Transform, With<Camera>>,
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app_status: Res<AppStatus>,
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time: Res<Time>,
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mut stopwatch: Local<Stopwatch>,
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) {
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if app_status.light_mode == LightMode::EnvironmentMap {
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stopwatch.tick(time.delta());
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}
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let now = stopwatch.elapsed_secs();
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for mut transform in camera.iter_mut() {
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*transform = Transform::from_translation(
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Quat::from_rotation_y(now).mul_vec3(CAMERA_INITIAL_POSITION),
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)
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.looking_at(Vec3::ZERO, Vec3::Y);
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}
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}
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/// Handles requests from the user to change the lighting or toggle anisotropy.
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fn handle_input(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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cameras: Query<Entity, With<Camera>>,
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lights: Query<Entity, Or<(With<DirectionalLight>, With<PointLight>)>>,
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mut meshes: Query<(&mut MeshMaterial3d<StandardMaterial>, &MaterialVariants)>,
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keyboard: Res<ButtonInput<KeyCode>>,
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mut app_status: ResMut<AppStatus>,
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) {
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// If Space was pressed, change the lighting.
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if keyboard.just_pressed(KeyCode::Space) {
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match app_status.light_mode {
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LightMode::Directional => {
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// Switch to a point light. Despawn all existing lights and
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// create the light point.
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app_status.light_mode = LightMode::Point;
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for light in lights.iter() {
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commands.entity(light).despawn();
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}
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spawn_point_light(&mut commands);
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}
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LightMode::Point => {
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// Switch to the environment map. Despawn all existing lights,
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// and create the skybox and environment map.
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app_status.light_mode = LightMode::EnvironmentMap;
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for light in lights.iter() {
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commands.entity(light).despawn();
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}
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for camera in cameras.iter() {
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add_skybox_and_environment_map(&mut commands, &asset_server, camera);
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}
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}
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LightMode::EnvironmentMap => {
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// Switch back to a directional light. Despawn the skybox and
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// environment map light, and recreate the directional light.
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app_status.light_mode = LightMode::Directional;
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for camera in cameras.iter() {
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commands
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.entity(camera)
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.remove::<Skybox>()
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.remove::<EnvironmentMapLight>();
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}
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spawn_directional_light(&mut commands);
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}
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}
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}
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// If Enter was pressed, toggle anisotropy on and off.
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if keyboard.just_pressed(KeyCode::Enter) {
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app_status.anisotropy_enabled = !app_status.anisotropy_enabled;
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// Go through each mesh and alter its material.
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for (mut material_handle, material_variants) in meshes.iter_mut() {
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material_handle.0 = if app_status.anisotropy_enabled {
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material_variants.anisotropic.clone()
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} else {
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material_variants.isotropic.clone()
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}
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}
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}
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}
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/// A system that updates the help text based on the current app status.
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fn update_help_text(mut text_query: Query<&mut Text>, app_status: Res<AppStatus>) {
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for mut text in text_query.iter_mut() {
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*text = app_status.create_help_text();
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}
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}
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/// Adds the skybox and environment map to the scene.
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fn add_skybox_and_environment_map(
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commands: &mut Commands,
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asset_server: &AssetServer,
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entity: Entity,
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) {
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commands
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.entity(entity)
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.insert(Skybox {
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brightness: 5000.0,
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image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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..default()
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})
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.insert(EnvironmentMapLight {
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diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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intensity: 2500.0,
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..default()
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});
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}
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/// Spawns a rotating directional light.
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fn spawn_directional_light(commands: &mut Commands) {
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commands.spawn(DirectionalLight {
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color: WHITE.into(),
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illuminance: 3000.0,
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..default()
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});
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}
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/// Spawns a rotating point light.
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fn spawn_point_light(commands: &mut Commands) {
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commands.spawn(PointLight {
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color: WHITE.into(),
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intensity: 200000.0,
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..default()
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});
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}
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impl AppStatus {
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/// Creates the help text as appropriate for the current app status.
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fn create_help_text(&self) -> Text {
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// Choose the appropriate help text for the anisotropy toggle.
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let material_variant_help_text = if self.anisotropy_enabled {
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"Press Enter to disable anisotropy"
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} else {
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"Press Enter to enable anisotropy"
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};
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// Choose the appropriate help text for the light toggle.
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let light_help_text = match self.light_mode {
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LightMode::Directional => "Press Space to switch to a point light",
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LightMode::Point => "Press Space to switch to an environment map",
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LightMode::EnvironmentMap => "Press Space to switch to a directional light",
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};
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// Build the `Text` object.
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Text(format!(
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"{}\n{}",
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material_variant_help_text, light_help_text
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))
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}
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}
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impl Default for AppStatus {
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fn default() -> Self {
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Self {
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light_mode: default(),
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anisotropy_enabled: true,
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}
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}
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}
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