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https://github.com/bevyengine/bevy
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# 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>
157 lines
5.9 KiB
Rust
157 lines
5.9 KiB
Rust
//! Shows multiple transformations of objects.
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use std::f32::consts::PI;
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use bevy::{color::palettes::basic::YELLOW, prelude::*};
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// A struct for additional data of for a moving cube.
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#[derive(Component)]
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struct CubeState {
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start_pos: Vec3,
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move_speed: f32,
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turn_speed: f32,
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}
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// A struct adding information to a scalable entity,
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// that will be stationary at the center of the scene.
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#[derive(Component)]
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struct Center {
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max_size: f32,
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min_size: f32,
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scale_factor: f32,
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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(
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Update,
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(
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move_cube,
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rotate_cube,
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scale_down_sphere_proportional_to_cube_travel_distance,
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)
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.chain(),
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)
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.run();
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}
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// Startup system to setup the scene and spawn all relevant entities.
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// Add an object (sphere) for visualizing scaling.
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Sphere::new(3.0).mesh().ico(32).unwrap()),
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material: materials.add(Color::from(YELLOW)),
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transform: Transform::from_translation(Vec3::ZERO),
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..default()
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},
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Center {
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max_size: 1.0,
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min_size: 0.1,
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scale_factor: 0.05,
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},
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));
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// Add the cube to visualize rotation and translation.
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// This cube will circle around the center_sphere
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// by changing its rotation each frame and moving forward.
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// Define a start transform for an orbiting cube, that's away from our central object (sphere)
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// and rotate it so it will be able to move around the sphere and not towards it.
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let cube_spawn =
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Transform::from_translation(Vec3::Z * -10.0).with_rotation(Quat::from_rotation_y(PI / 2.));
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Cuboid::default()),
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material: materials.add(Color::WHITE),
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transform: cube_spawn,
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..default()
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},
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CubeState {
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start_pos: cube_spawn.translation,
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move_speed: 2.0,
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turn_speed: 0.2,
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},
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));
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// Spawn a camera looking at the entities to show what's happening in this example.
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// Add a light source for better 3d visibility.
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commands.spawn(DirectionalLightBundle {
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transform: Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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// This system will move the cube forward.
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fn move_cube(mut cubes: Query<(&mut Transform, &mut CubeState)>, timer: Res<Time>) {
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for (mut transform, cube) in &mut cubes {
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// Move the cube forward smoothly at a given move_speed.
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let forward = transform.forward();
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transform.translation += forward * cube.move_speed * timer.delta_seconds();
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}
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}
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// This system will rotate the cube slightly towards the center_sphere.
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// Due to the forward movement the resulting movement
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// will be a circular motion around the center_sphere.
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fn rotate_cube(
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mut cubes: Query<(&mut Transform, &mut CubeState), Without<Center>>,
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center_spheres: Query<&Transform, With<Center>>,
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timer: Res<Time>,
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) {
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// Calculate the point to circle around. (The position of the center_sphere)
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let mut center: Vec3 = Vec3::ZERO;
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for sphere in ¢er_spheres {
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center += sphere.translation;
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}
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// Update the rotation of the cube(s).
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for (mut transform, cube) in &mut cubes {
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// Calculate the rotation of the cube if it would be looking at the sphere in the center.
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let look_at_sphere = transform.looking_at(center, *transform.local_y());
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// Interpolate between the current rotation and the fully turned rotation
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// when looking a the sphere, with a given turn speed to get a smooth motion.
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// With higher speed the curvature of the orbit would be smaller.
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let incremental_turn_weight = cube.turn_speed * timer.delta_seconds();
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let old_rotation = transform.rotation;
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transform.rotation = old_rotation.lerp(look_at_sphere.rotation, incremental_turn_weight);
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}
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}
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// This system will scale down the sphere in the center of the scene
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// according to the traveling distance of the orbiting cube(s) from their start position(s).
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fn scale_down_sphere_proportional_to_cube_travel_distance(
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cubes: Query<(&Transform, &CubeState), Without<Center>>,
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mut centers: Query<(&mut Transform, &Center)>,
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) {
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// First we need to calculate the length of between
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// the current position of the orbiting cube and the spawn position.
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let mut distances = 0.0;
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for (cube_transform, cube_state) in &cubes {
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distances += (cube_state.start_pos - cube_transform.translation).length();
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}
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// Now we use the calculated value to scale the sphere in the center accordingly.
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for (mut transform, center) in &mut centers {
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// Calculate the new size from the calculated distances and the centers scale_factor.
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// Since we want to have the sphere at its max_size at the cubes spawn location we start by
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// using the max_size as start value and subtract the distances scaled by a scaling factor.
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let mut new_size: f32 = center.max_size - center.scale_factor * distances;
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// The new size should also not be smaller than the centers min_size.
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// Therefore the max value out of (new_size, center.min_size) is used.
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new_size = new_size.max(center.min_size);
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// Now scale the sphere uniformly in all directions using new_size.
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// Here Vec3:splat is used to create a vector with new_size in x, y and z direction.
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transform.scale = Vec3::splat(new_size);
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}
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}
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