mirror of
https://github.com/bevyengine/bevy
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de004da8d5
# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
117 lines
3.2 KiB
Rust
117 lines
3.2 KiB
Rust
//! Test rendering of many gizmos.
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use std::f32::consts::TAU;
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use bevy::{
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diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin},
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prelude::*,
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window::{PresentMode, WindowResolution},
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winit::{UpdateMode, WinitSettings},
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};
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const SYSTEM_COUNT: u32 = 10;
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fn main() {
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let mut app = App::new();
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app.add_plugins((
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DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Many Debug Lines".to_string(),
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present_mode: PresentMode::AutoNoVsync,
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resolution: WindowResolution::new(1920.0, 1080.0).with_scale_factor_override(1.0),
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..default()
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}),
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..default()
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}),
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FrameTimeDiagnosticsPlugin,
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))
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.insert_resource(WinitSettings {
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focused_mode: UpdateMode::Continuous,
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unfocused_mode: UpdateMode::Continuous,
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})
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.insert_resource(Config {
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line_count: 50_000,
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fancy: false,
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})
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.add_systems(Startup, setup)
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.add_systems(Update, (input, ui_system));
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for _ in 0..SYSTEM_COUNT {
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app.add_systems(Update, system);
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}
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app.run();
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}
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#[derive(Resource, Debug)]
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struct Config {
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line_count: u32,
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fancy: bool,
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}
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fn input(mut config: ResMut<Config>, input: Res<ButtonInput<KeyCode>>) {
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if input.just_pressed(KeyCode::ArrowUp) {
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config.line_count += 10_000;
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}
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if input.just_pressed(KeyCode::ArrowDown) {
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config.line_count = config.line_count.saturating_sub(10_000);
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}
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if input.just_pressed(KeyCode::Space) {
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config.fancy = !config.fancy;
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}
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}
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fn system(config: Res<Config>, time: Res<Time>, mut draw: Gizmos) {
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if !config.fancy {
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for _ in 0..(config.line_count / SYSTEM_COUNT) {
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draw.line(Vec3::NEG_Y, Vec3::Y, LegacyColor::BLACK);
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}
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} else {
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for i in 0..(config.line_count / SYSTEM_COUNT) {
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let angle = i as f32 / (config.line_count / SYSTEM_COUNT) as f32 * TAU;
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let vector = Vec2::from(angle.sin_cos()).extend(time.elapsed_seconds().sin());
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let start_color = LegacyColor::rgb(vector.x, vector.z, 0.5);
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let end_color = LegacyColor::rgb(-vector.z, -vector.y, 0.5);
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draw.line_gradient(vector, -vector, start_color, end_color);
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}
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}
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}
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fn setup(mut commands: Commands) {
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warn!(include_str!("warning_string.txt"));
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(3., 1., 5.).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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commands.spawn(TextBundle::from_section(
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"",
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TextStyle {
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font_size: 30.,
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..default()
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},
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));
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}
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fn ui_system(mut query: Query<&mut Text>, config: Res<Config>, diag: Res<DiagnosticsStore>) {
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let mut text = query.single_mut();
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let Some(fps) = diag
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.get(&FrameTimeDiagnosticsPlugin::FPS)
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.and_then(|fps| fps.smoothed())
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else {
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return;
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};
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text.sections[0].value = format!(
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"Line count: {}\n\
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FPS: {:.0}\n\n\
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Controls:\n\
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Up/Down: Raise or lower the line count.\n\
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Spacebar: Toggle fancy mode.",
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config.line_count, fps,
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);
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}
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