mirror of
https://github.com/bevyengine/bevy
synced 2024-12-24 12:03:14 +00:00
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(); } } ```
203 lines
5.9 KiB
Rust
203 lines
5.9 KiB
Rust
//! Illustrates spot lights.
|
|
|
|
use std::f32::consts::*;
|
|
|
|
use bevy::{
|
|
color::palettes::basic::{MAROON, RED},
|
|
math::ops,
|
|
pbr::NotShadowCaster,
|
|
prelude::*,
|
|
};
|
|
use rand::{Rng, SeedableRng};
|
|
use rand_chacha::ChaCha8Rng;
|
|
|
|
const INSTRUCTIONS: &str = "\
|
|
Controls
|
|
--------
|
|
Horizontal Movement: WASD
|
|
Vertical Movement: Space and Shift
|
|
Rotate Camera: Left and Right Arrows";
|
|
|
|
fn main() {
|
|
App::new()
|
|
.insert_resource(AmbientLight {
|
|
brightness: 20.0,
|
|
..default()
|
|
})
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, (light_sway, movement, rotation))
|
|
.run();
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct Movable;
|
|
|
|
/// set up a simple 3D scene
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// ground plane
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))),
|
|
MeshMaterial3d(materials.add(Color::WHITE)),
|
|
Movable,
|
|
));
|
|
|
|
// cubes
|
|
|
|
// We're seeding the PRNG here to make this example deterministic for testing purposes.
|
|
// This isn't strictly required in practical use unless you need your app to be deterministic.
|
|
let mut rng = ChaCha8Rng::seed_from_u64(19878367467713);
|
|
let cube_mesh = meshes.add(Cuboid::new(0.5, 0.5, 0.5));
|
|
let blue = materials.add(Color::srgb_u8(124, 144, 255));
|
|
|
|
commands.spawn_batch(
|
|
std::iter::repeat_with(move || {
|
|
let x = rng.gen_range(-5.0..5.0);
|
|
let y = rng.gen_range(0.0..3.0);
|
|
let z = rng.gen_range(-5.0..5.0);
|
|
|
|
(
|
|
Mesh3d(cube_mesh.clone()),
|
|
MeshMaterial3d(blue.clone()),
|
|
Transform::from_xyz(x, y, z),
|
|
Movable,
|
|
)
|
|
})
|
|
.take(40),
|
|
);
|
|
|
|
let sphere_mesh = meshes.add(Sphere::new(0.05).mesh().uv(32, 18));
|
|
let sphere_mesh_direction = meshes.add(Sphere::new(0.1).mesh().uv(32, 18));
|
|
let red_emissive = materials.add(StandardMaterial {
|
|
base_color: RED.into(),
|
|
emissive: LinearRgba::new(1.0, 0.0, 0.0, 0.0),
|
|
..default()
|
|
});
|
|
let maroon_emissive = materials.add(StandardMaterial {
|
|
base_color: MAROON.into(),
|
|
emissive: LinearRgba::new(0.369, 0.0, 0.0, 0.0),
|
|
..default()
|
|
});
|
|
|
|
for x in 0..4 {
|
|
for z in 0..4 {
|
|
let x = x as f32 - 2.0;
|
|
let z = z as f32 - 2.0;
|
|
// red spot_light
|
|
commands
|
|
.spawn((
|
|
SpotLight {
|
|
intensity: 40_000.0, // lumens
|
|
color: Color::WHITE,
|
|
shadows_enabled: true,
|
|
inner_angle: PI / 4.0 * 0.85,
|
|
outer_angle: PI / 4.0,
|
|
..default()
|
|
},
|
|
Transform::from_xyz(1.0 + x, 2.0, z)
|
|
.looking_at(Vec3::new(1.0 + x, 0.0, z), Vec3::X),
|
|
))
|
|
.with_children(|builder| {
|
|
builder.spawn((
|
|
Mesh3d(sphere_mesh.clone()),
|
|
MeshMaterial3d(red_emissive.clone()),
|
|
));
|
|
builder.spawn((
|
|
Mesh3d(sphere_mesh_direction.clone()),
|
|
MeshMaterial3d(maroon_emissive.clone()),
|
|
Transform::from_translation(Vec3::Z * -0.1),
|
|
NotShadowCaster,
|
|
));
|
|
});
|
|
}
|
|
}
|
|
|
|
// camera
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Camera {
|
|
hdr: true,
|
|
..default()
|
|
},
|
|
Transform::from_xyz(-4.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
|
|
commands.spawn((
|
|
Text::new(INSTRUCTIONS),
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(12.0),
|
|
left: Val::Px(12.0),
|
|
..default()
|
|
},
|
|
));
|
|
}
|
|
|
|
fn light_sway(time: Res<Time>, mut query: Query<(&mut Transform, &mut SpotLight)>) {
|
|
for (mut transform, mut angles) in query.iter_mut() {
|
|
transform.rotation = Quat::from_euler(
|
|
EulerRot::XYZ,
|
|
-FRAC_PI_2 + ops::sin(time.elapsed_secs() * 0.67 * 3.0) * 0.5,
|
|
ops::sin(time.elapsed_secs() * 3.0) * 0.5,
|
|
0.0,
|
|
);
|
|
let angle = (ops::sin(time.elapsed_secs() * 1.2) + 1.0) * (FRAC_PI_4 - 0.1);
|
|
angles.inner_angle = angle * 0.8;
|
|
angles.outer_angle = angle;
|
|
}
|
|
}
|
|
|
|
fn movement(
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
time: Res<Time>,
|
|
mut query: Query<&mut Transform, With<Movable>>,
|
|
) {
|
|
// Calculate translation to move the cubes and ground plane
|
|
let mut translation = Vec3::ZERO;
|
|
|
|
// Horizontal forward and backward movement
|
|
if input.pressed(KeyCode::KeyW) {
|
|
translation.z += 1.0;
|
|
} else if input.pressed(KeyCode::KeyS) {
|
|
translation.z -= 1.0;
|
|
}
|
|
|
|
// Horizontal left and right movement
|
|
if input.pressed(KeyCode::KeyA) {
|
|
translation.x += 1.0;
|
|
} else if input.pressed(KeyCode::KeyD) {
|
|
translation.x -= 1.0;
|
|
}
|
|
|
|
// Vertical movement
|
|
if input.pressed(KeyCode::ShiftLeft) {
|
|
translation.y += 1.0;
|
|
} else if input.pressed(KeyCode::Space) {
|
|
translation.y -= 1.0;
|
|
}
|
|
|
|
translation *= 2.0 * time.delta_secs();
|
|
|
|
// Apply translation
|
|
for mut transform in &mut query {
|
|
transform.translation += translation;
|
|
}
|
|
}
|
|
|
|
fn rotation(
|
|
mut transform: Single<&mut Transform, With<Camera>>,
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
time: Res<Time>,
|
|
) {
|
|
let delta = time.delta_secs();
|
|
|
|
if input.pressed(KeyCode::ArrowLeft) {
|
|
transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(delta));
|
|
} else if input.pressed(KeyCode::ArrowRight) {
|
|
transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(-delta));
|
|
}
|
|
}
|