mirror of
https://github.com/bevyengine/bevy
synced 2024-12-25 04:23:08 +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(); } } ```
481 lines
17 KiB
Rust
481 lines
17 KiB
Rust
//! This example demonstrates how you can add your own custom primitives to bevy highlighting
|
|
//! traits you may want to implement for your primitives to achieve different functionalities.
|
|
|
|
use std::f32::consts::{PI, SQRT_2};
|
|
|
|
use bevy::{
|
|
color::palettes::css::{RED, WHITE},
|
|
input::common_conditions::input_just_pressed,
|
|
math::{
|
|
bounding::{
|
|
Aabb2d, Bounded2d, Bounded3d, BoundedExtrusion, BoundingCircle, BoundingVolume,
|
|
},
|
|
Isometry2d,
|
|
},
|
|
prelude::*,
|
|
render::{
|
|
camera::ScalingMode,
|
|
mesh::{Extrudable, ExtrusionBuilder, PerimeterSegment},
|
|
render_asset::RenderAssetUsages,
|
|
},
|
|
};
|
|
|
|
const HEART: Heart = Heart::new(0.5);
|
|
const EXTRUSION: Extrusion<Heart> = Extrusion {
|
|
base_shape: Heart::new(0.5),
|
|
half_depth: 0.5,
|
|
};
|
|
|
|
// The transform of the camera in 2D
|
|
const TRANSFORM_2D: Transform = Transform {
|
|
translation: Vec3::ZERO,
|
|
rotation: Quat::IDENTITY,
|
|
scale: Vec3::ONE,
|
|
};
|
|
// The projection used for the camera in 2D
|
|
const PROJECTION_2D: Projection = Projection::Orthographic(OrthographicProjection {
|
|
near: -1.0,
|
|
far: 10.0,
|
|
scale: 1.0,
|
|
viewport_origin: Vec2::new(0.5, 0.5),
|
|
scaling_mode: ScalingMode::AutoMax {
|
|
max_width: 8.0,
|
|
max_height: 20.0,
|
|
},
|
|
area: Rect {
|
|
min: Vec2::NEG_ONE,
|
|
max: Vec2::ONE,
|
|
},
|
|
});
|
|
|
|
// The transform of the camera in 3D
|
|
const TRANSFORM_3D: Transform = Transform {
|
|
translation: Vec3::ZERO,
|
|
// The camera is pointing at the 3D shape
|
|
rotation: Quat::from_xyzw(-0.14521316, -0.0, -0.0, 0.98940045),
|
|
scale: Vec3::ONE,
|
|
};
|
|
// The projection used for the camera in 3D
|
|
const PROJECTION_3D: Projection = Projection::Perspective(PerspectiveProjection {
|
|
fov: PI / 4.0,
|
|
near: 0.1,
|
|
far: 1000.0,
|
|
aspect_ratio: 1.0,
|
|
});
|
|
|
|
/// State for tracking the currently displayed shape
|
|
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, States, Default, Reflect)]
|
|
enum CameraActive {
|
|
#[default]
|
|
/// The 2D shape is displayed
|
|
Dim2,
|
|
/// The 3D shape is displayed
|
|
Dim3,
|
|
}
|
|
|
|
/// State for tracking the currently displayed shape
|
|
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, States, Default, Reflect)]
|
|
enum BoundingShape {
|
|
#[default]
|
|
/// No bounding shapes
|
|
None,
|
|
/// The bounding sphere or circle of the shape
|
|
BoundingSphere,
|
|
/// The Axis Aligned Bounding Box (AABB) of the shape
|
|
BoundingBox,
|
|
}
|
|
|
|
/// A marker component for our 2D shapes so we can query them separately from the camera
|
|
#[derive(Component)]
|
|
struct Shape2d;
|
|
|
|
/// A marker component for our 3D shapes so we can query them separately from the camera
|
|
#[derive(Component)]
|
|
struct Shape3d;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.init_state::<BoundingShape>()
|
|
.init_state::<CameraActive>()
|
|
.add_systems(Startup, setup)
|
|
.add_systems(
|
|
Update,
|
|
(
|
|
(rotate_2d_shapes, bounding_shapes_2d).run_if(in_state(CameraActive::Dim2)),
|
|
(rotate_3d_shapes, bounding_shapes_3d).run_if(in_state(CameraActive::Dim3)),
|
|
update_bounding_shape.run_if(input_just_pressed(KeyCode::KeyB)),
|
|
switch_cameras.run_if(input_just_pressed(KeyCode::Space)),
|
|
),
|
|
)
|
|
.run();
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// Spawn the camera
|
|
commands.spawn((Camera3d::default(), TRANSFORM_2D, PROJECTION_2D));
|
|
|
|
// Spawn the 2D heart
|
|
commands.spawn((
|
|
// We can use the methods defined on the meshbuilder to customize the mesh.
|
|
Mesh3d(meshes.add(HEART.mesh().resolution(50))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
emissive: RED.into(),
|
|
base_color: RED.into(),
|
|
..Default::default()
|
|
})),
|
|
Transform::from_xyz(0.0, 0.0, 0.0),
|
|
Shape2d,
|
|
));
|
|
|
|
// Spawn an extrusion of the heart.
|
|
commands.spawn((
|
|
// We can set a custom resolution for the round parts of the extrusion aswell.
|
|
Mesh3d(meshes.add(EXTRUSION.mesh().resolution(50))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color: RED.into(),
|
|
..Default::default()
|
|
})),
|
|
Transform::from_xyz(0., -3., -10.).with_rotation(Quat::from_rotation_x(-PI / 4.)),
|
|
Shape3d,
|
|
));
|
|
|
|
// Point light for 3D
|
|
commands.spawn((
|
|
PointLight {
|
|
shadows_enabled: true,
|
|
intensity: 10_000_000.,
|
|
range: 100.0,
|
|
shadow_depth_bias: 0.2,
|
|
..default()
|
|
},
|
|
Transform::from_xyz(8.0, 12.0, 1.0),
|
|
));
|
|
|
|
// Example instructions
|
|
commands.spawn((
|
|
Text::new("Press 'B' to toggle between no bounding shapes, bounding boxes (AABBs) and bounding spheres / circles\n\
|
|
Press 'Space' to switch between 3D and 2D"),
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(12.0),
|
|
left: Val::Px(12.0),
|
|
..default()
|
|
},
|
|
));
|
|
}
|
|
|
|
// Rotate the 2D shapes.
|
|
fn rotate_2d_shapes(mut shapes: Query<&mut Transform, With<Shape2d>>, time: Res<Time>) {
|
|
let elapsed_seconds = time.elapsed_secs();
|
|
|
|
for mut transform in shapes.iter_mut() {
|
|
transform.rotation = Quat::from_rotation_z(elapsed_seconds);
|
|
}
|
|
}
|
|
|
|
// Draw bounding boxes or circles for the 2D shapes.
|
|
fn bounding_shapes_2d(
|
|
shapes: Query<&Transform, With<Shape2d>>,
|
|
mut gizmos: Gizmos,
|
|
bounding_shape: Res<State<BoundingShape>>,
|
|
) {
|
|
for transform in shapes.iter() {
|
|
// Get the rotation angle from the 3D rotation.
|
|
let rotation = transform.rotation.to_scaled_axis().z;
|
|
let rotation = Rot2::radians(rotation);
|
|
let isometry = Isometry2d::new(transform.translation.xy(), rotation);
|
|
|
|
match bounding_shape.get() {
|
|
BoundingShape::None => (),
|
|
BoundingShape::BoundingBox => {
|
|
// Get the AABB of the primitive with the rotation and translation of the mesh.
|
|
let aabb = HEART.aabb_2d(isometry);
|
|
gizmos.rect_2d(aabb.center(), aabb.half_size() * 2., WHITE);
|
|
}
|
|
BoundingShape::BoundingSphere => {
|
|
// Get the bounding sphere of the primitive with the rotation and translation of the mesh.
|
|
let bounding_circle = HEART.bounding_circle(isometry);
|
|
gizmos
|
|
.circle_2d(bounding_circle.center(), bounding_circle.radius(), WHITE)
|
|
.resolution(64);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Rotate the 3D shapes.
|
|
fn rotate_3d_shapes(mut shapes: Query<&mut Transform, With<Shape3d>>, time: Res<Time>) {
|
|
let delta_seconds = time.delta_secs();
|
|
|
|
for mut transform in shapes.iter_mut() {
|
|
transform.rotate_y(delta_seconds);
|
|
}
|
|
}
|
|
|
|
// Draw the AABBs or bounding spheres for the 3D shapes.
|
|
fn bounding_shapes_3d(
|
|
shapes: Query<&Transform, With<Shape3d>>,
|
|
mut gizmos: Gizmos,
|
|
bounding_shape: Res<State<BoundingShape>>,
|
|
) {
|
|
for transform in shapes.iter() {
|
|
match bounding_shape.get() {
|
|
BoundingShape::None => (),
|
|
BoundingShape::BoundingBox => {
|
|
// Get the AABB of the extrusion with the rotation and translation of the mesh.
|
|
let aabb = EXTRUSION.aabb_3d(transform.to_isometry());
|
|
|
|
gizmos.primitive_3d(
|
|
&Cuboid::from_size(Vec3::from(aabb.half_size()) * 2.),
|
|
aabb.center(),
|
|
WHITE,
|
|
);
|
|
}
|
|
BoundingShape::BoundingSphere => {
|
|
// Get the bounding sphere of the extrusion with the rotation and translation of the mesh.
|
|
let bounding_sphere = EXTRUSION.bounding_sphere(transform.to_isometry());
|
|
|
|
gizmos.sphere(bounding_sphere.center(), bounding_sphere.radius(), WHITE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Switch to the next bounding shape.
|
|
fn update_bounding_shape(
|
|
current: Res<State<BoundingShape>>,
|
|
mut next: ResMut<NextState<BoundingShape>>,
|
|
) {
|
|
next.set(match current.get() {
|
|
BoundingShape::None => BoundingShape::BoundingBox,
|
|
BoundingShape::BoundingBox => BoundingShape::BoundingSphere,
|
|
BoundingShape::BoundingSphere => BoundingShape::None,
|
|
});
|
|
}
|
|
|
|
// Switch between 2D and 3D cameras.
|
|
fn switch_cameras(
|
|
current: Res<State<CameraActive>>,
|
|
mut next: ResMut<NextState<CameraActive>>,
|
|
camera: Single<(&mut Transform, &mut Projection)>,
|
|
) {
|
|
let next_state = match current.get() {
|
|
CameraActive::Dim2 => CameraActive::Dim3,
|
|
CameraActive::Dim3 => CameraActive::Dim2,
|
|
};
|
|
next.set(next_state);
|
|
|
|
let (mut transform, mut projection) = camera.into_inner();
|
|
match next_state {
|
|
CameraActive::Dim2 => {
|
|
*transform = TRANSFORM_2D;
|
|
*projection = PROJECTION_2D;
|
|
}
|
|
CameraActive::Dim3 => {
|
|
*transform = TRANSFORM_3D;
|
|
*projection = PROJECTION_3D;
|
|
}
|
|
};
|
|
}
|
|
|
|
/// A custom 2D heart primitive. The heart is made up of two circles centered at `Vec2::new(±radius, 0.)` each with the same `radius`.
|
|
///
|
|
/// The tip of the heart connects the two circles at a 45° angle from `Vec3::NEG_Y`.
|
|
#[derive(Copy, Clone)]
|
|
struct Heart {
|
|
/// The radius of each wing of the heart
|
|
radius: f32,
|
|
}
|
|
|
|
// The `Primitive2d` or `Primitive3d` trait is required by almost all other traits for primitives in bevy.
|
|
// Depending on your shape, you should implement either one of them.
|
|
impl Primitive2d for Heart {}
|
|
|
|
impl Heart {
|
|
const fn new(radius: f32) -> Self {
|
|
Self { radius }
|
|
}
|
|
}
|
|
|
|
// The `Measured2d` and `Measured3d` traits are used to compute the perimeter, the area or the volume of a primitive.
|
|
// If you implement `Measured2d` for a 2D primitive, `Measured3d` is automatically implemented for `Extrusion<T>`.
|
|
impl Measured2d for Heart {
|
|
fn perimeter(&self) -> f32 {
|
|
self.radius * (2.5 * PI + ops::powf(2f32, 1.5) + 2.0)
|
|
}
|
|
|
|
fn area(&self) -> f32 {
|
|
let circle_area = PI * self.radius * self.radius;
|
|
let triangle_area = self.radius * self.radius * (1.0 + 2f32.sqrt()) / 2.0;
|
|
let cutout = triangle_area - circle_area * 3.0 / 16.0;
|
|
|
|
2.0 * circle_area + 4.0 * cutout
|
|
}
|
|
}
|
|
|
|
// The `Bounded2d` or `Bounded3d` traits are used to compute the Axis Aligned Bounding Boxes or bounding circles / spheres for primitives.
|
|
impl Bounded2d for Heart {
|
|
fn aabb_2d(&self, isometry: impl Into<Isometry2d>) -> Aabb2d {
|
|
let isometry = isometry.into();
|
|
|
|
// The center of the circle at the center of the right wing of the heart
|
|
let circle_center = isometry.rotation * Vec2::new(self.radius, 0.0);
|
|
// The maximum X and Y positions of the two circles of the wings of the heart.
|
|
let max_circle = circle_center.abs() + Vec2::splat(self.radius);
|
|
// Since the two circles of the heart are mirrored around the origin, the minimum position is the negative of the maximum.
|
|
let min_circle = -max_circle;
|
|
|
|
// The position of the tip at the bottom of the heart
|
|
let tip_position = isometry.rotation * Vec2::new(0.0, -self.radius * (1. + SQRT_2));
|
|
|
|
Aabb2d {
|
|
min: isometry.translation + min_circle.min(tip_position),
|
|
max: isometry.translation + max_circle.max(tip_position),
|
|
}
|
|
}
|
|
|
|
fn bounding_circle(&self, isometry: impl Into<Isometry2d>) -> BoundingCircle {
|
|
let isometry = isometry.into();
|
|
|
|
// The bounding circle of the heart is not at its origin. This `offset` is the offset between the center of the bounding circle and its translation.
|
|
let offset = self.radius / ops::powf(2f32, 1.5);
|
|
// The center of the bounding circle
|
|
let center = isometry * Vec2::new(0.0, -offset);
|
|
// The radius of the bounding circle
|
|
let radius = self.radius * (1.0 + 2f32.sqrt()) - offset;
|
|
|
|
BoundingCircle::new(center, radius)
|
|
}
|
|
}
|
|
// You can implement the `BoundedExtrusion` trait to implement `Bounded3d for Extrusion<Heart>`. There is a default implementation for both AABBs and bounding spheres,
|
|
// but you may be able to find faster solutions for your specific primitives.
|
|
impl BoundedExtrusion for Heart {}
|
|
|
|
// You can use the `Meshable` trait to create a `MeshBuilder` for the primitive.
|
|
impl Meshable for Heart {
|
|
// The meshbuilder can be used to create the actual mesh for that primitive.
|
|
type Output = HeartMeshBuilder;
|
|
|
|
fn mesh(&self) -> Self::Output {
|
|
Self::Output {
|
|
heart: *self,
|
|
resolution: 32,
|
|
}
|
|
}
|
|
}
|
|
|
|
// You can include any additional information needed for meshing the primitive in the meshbuilder.
|
|
struct HeartMeshBuilder {
|
|
heart: Heart,
|
|
// The resolution determines the amount of vertices used for each wing of the heart
|
|
resolution: usize,
|
|
}
|
|
|
|
// This trait is needed so that the configuration methods of the builder of the primitive are also available for the builder for the extrusion.
|
|
// If you do not want to support these configuration options for extrusions you can just implement them for your 2D mesh builder.
|
|
trait HeartBuilder {
|
|
/// Set the resolution for each of the wings of the heart.
|
|
fn resolution(self, resolution: usize) -> Self;
|
|
}
|
|
|
|
impl HeartBuilder for HeartMeshBuilder {
|
|
fn resolution(mut self, resolution: usize) -> Self {
|
|
self.resolution = resolution;
|
|
self
|
|
}
|
|
}
|
|
|
|
impl HeartBuilder for ExtrusionBuilder<Heart> {
|
|
fn resolution(mut self, resolution: usize) -> Self {
|
|
self.base_builder.resolution = resolution;
|
|
self
|
|
}
|
|
}
|
|
|
|
impl MeshBuilder for HeartMeshBuilder {
|
|
// This is where you should build the actual mesh.
|
|
fn build(&self) -> Mesh {
|
|
let radius = self.heart.radius;
|
|
// The curved parts of each wing (half) of the heart have an angle of `PI * 1.25` or 225°
|
|
let wing_angle = PI * 1.25;
|
|
|
|
// We create buffers for the vertices, their normals and UVs, as well as the indices used to connect the vertices.
|
|
let mut vertices = Vec::with_capacity(2 * self.resolution);
|
|
let mut uvs = Vec::with_capacity(2 * self.resolution);
|
|
let mut indices = Vec::with_capacity(6 * self.resolution - 9);
|
|
// Since the heart is flat, we know all the normals are identical already.
|
|
let normals = vec![[0f32, 0f32, 1f32]; 2 * self.resolution];
|
|
|
|
// The point in the middle of the two curved parts of the heart
|
|
vertices.push([0.0; 3]);
|
|
uvs.push([0.5, 0.5]);
|
|
|
|
// The left wing of the heart, starting from the point in the middle.
|
|
for i in 1..self.resolution {
|
|
let angle = (i as f32 / self.resolution as f32) * wing_angle;
|
|
let (sin, cos) = ops::sin_cos(angle);
|
|
vertices.push([radius * (cos - 1.0), radius * sin, 0.0]);
|
|
uvs.push([0.5 - (cos - 1.0) / 4., 0.5 - sin / 2.]);
|
|
}
|
|
|
|
// The bottom tip of the heart
|
|
vertices.push([0.0, radius * (-1. - SQRT_2), 0.0]);
|
|
uvs.push([0.5, 1.]);
|
|
|
|
// The right wing of the heart, starting from the bottom most point and going towards the middle point.
|
|
for i in 0..self.resolution - 1 {
|
|
let angle = (i as f32 / self.resolution as f32) * wing_angle - PI / 4.;
|
|
let (sin, cos) = ops::sin_cos(angle);
|
|
vertices.push([radius * (cos + 1.0), radius * sin, 0.0]);
|
|
uvs.push([0.5 - (cos + 1.0) / 4., 0.5 - sin / 2.]);
|
|
}
|
|
|
|
// This is where we build all the triangles from the points created above.
|
|
// Each triangle has one corner on the middle point with the other two being adjacent points on the perimeter of the heart.
|
|
for i in 2..2 * self.resolution as u32 {
|
|
indices.extend_from_slice(&[i - 1, i, 0]);
|
|
}
|
|
|
|
// Here, the actual `Mesh` is created. We set the indices, vertices, normals and UVs created above and specify the topology of the mesh.
|
|
Mesh::new(
|
|
bevy::render::mesh::PrimitiveTopology::TriangleList,
|
|
RenderAssetUsages::default(),
|
|
)
|
|
.with_inserted_indices(bevy::render::mesh::Indices::U32(indices))
|
|
.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vertices)
|
|
.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals)
|
|
.with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs)
|
|
}
|
|
}
|
|
|
|
// The `Extrudable` trait can be used to easily implement meshing for extrusions.
|
|
impl Extrudable for HeartMeshBuilder {
|
|
fn perimeter(&self) -> Vec<PerimeterSegment> {
|
|
let resolution = self.resolution as u32;
|
|
vec![
|
|
// The left wing of the heart
|
|
PerimeterSegment::Smooth {
|
|
// The normals of the first and last vertices of smooth segments have to be specified manually.
|
|
first_normal: Vec2::X,
|
|
last_normal: Vec2::new(-1.0, -1.0).normalize(),
|
|
// These indices are used to index into the `ATTRIBUTE_POSITION` vec of your 2D mesh.
|
|
indices: (0..resolution).collect(),
|
|
},
|
|
// The bottom tip of the heart
|
|
PerimeterSegment::Flat {
|
|
indices: vec![resolution - 1, resolution, resolution + 1],
|
|
},
|
|
// The right wing of the heart
|
|
PerimeterSegment::Smooth {
|
|
first_normal: Vec2::new(1.0, -1.0).normalize(),
|
|
last_normal: Vec2::NEG_X,
|
|
indices: (resolution + 1..2 * resolution).chain([0]).collect(),
|
|
},
|
|
]
|
|
}
|
|
}
|