
# 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>
176 lines
5.3 KiB
Rust
176 lines
5.3 KiB
Rust
//! A 3d Scene with a button and playing sound.
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use bevy::{
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color::palettes::basic::*,
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input::touch::TouchPhase,
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prelude::*,
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window::{ApplicationLifetime, WindowMode},
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};
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// the `bevy_main` proc_macro generates the required boilerplate for iOS and Android
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#[bevy_main]
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fn main() {
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let mut app = App::new();
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app.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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resizable: false,
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mode: WindowMode::BorderlessFullscreen,
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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_scene, setup_music))
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.add_systems(Update, (touch_camera, button_handler, handle_lifetime));
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// MSAA makes some Android devices panic, this is under investigation
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// https://github.com/bevyengine/bevy/issues/8229
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#[cfg(target_os = "android")]
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app.insert_resource(Msaa::Off);
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app.run();
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}
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fn touch_camera(
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windows: Query<&Window>,
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mut touches: EventReader<TouchInput>,
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mut camera: Query<&mut Transform, With<Camera3d>>,
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mut last_position: Local<Option<Vec2>>,
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) {
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let window = windows.single();
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for touch in touches.read() {
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if touch.phase == TouchPhase::Started {
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*last_position = None;
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}
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if let Some(last_position) = *last_position {
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let mut transform = camera.single_mut();
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*transform = Transform::from_xyz(
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transform.translation.x
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+ (touch.position.x - last_position.x) / window.width() * 5.0,
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transform.translation.y,
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transform.translation.z
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+ (touch.position.y - last_position.y) / window.height() * 5.0,
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)
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.looking_at(Vec3::ZERO, Vec3::Y);
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}
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*last_position = Some(touch.position);
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}
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}
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/// set up a simple 3D scene
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fn setup_scene(
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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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// plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
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material: materials.add(Color::srgb(0.1, 0.2, 0.1)),
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..default()
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});
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// cube
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commands.spawn(PbrBundle {
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mesh: meshes.add(Cuboid::default()),
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material: materials.add(Color::srgb(0.5, 0.4, 0.3)),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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..default()
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});
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// sphere
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commands.spawn(PbrBundle {
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mesh: meshes.add(Sphere::new(0.5).mesh().ico(4).unwrap()),
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material: materials.add(Color::srgb(0.1, 0.4, 0.8)),
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transform: Transform::from_xyz(1.5, 1.5, 1.5),
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..default()
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});
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// light
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commands.spawn(PointLightBundle {
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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point_light: PointLight {
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intensity: 1_000_000.0,
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// Shadows makes some Android devices segfault, this is under investigation
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// https://github.com/bevyengine/bevy/issues/8214
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#[cfg(not(target_os = "android"))]
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shadows_enabled: true,
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..default()
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},
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..default()
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});
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// Test ui
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commands
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.spawn(ButtonBundle {
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style: Style {
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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position_type: PositionType::Absolute,
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left: Val::Px(50.0),
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right: Val::Px(50.0),
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bottom: Val::Px(50.0),
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..default()
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},
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..default()
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})
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.with_children(|b| {
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b.spawn(
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TextBundle::from_section(
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"Test Button",
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TextStyle {
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font_size: 30.0,
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color: Color::BLACK,
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..default()
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},
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)
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.with_text_justify(JustifyText::Center),
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);
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});
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}
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fn button_handler(
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mut interaction_query: Query<
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(&Interaction, &mut BackgroundColor),
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(Changed<Interaction>, With<Button>),
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>,
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) {
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for (interaction, mut color) in &mut interaction_query {
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match *interaction {
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Interaction::Pressed => {
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*color = BLUE.into();
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}
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Interaction::Hovered => {
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*color = GRAY.into();
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}
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Interaction::None => {
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*color = WHITE.into();
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}
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}
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}
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}
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fn setup_music(asset_server: Res<AssetServer>, mut commands: Commands) {
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commands.spawn(AudioBundle {
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source: asset_server.load("sounds/Windless Slopes.ogg"),
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settings: PlaybackSettings::LOOP,
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});
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}
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// Pause audio when app goes into background and resume when it returns.
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// This is handled by the OS on iOS, but not on Android.
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fn handle_lifetime(
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mut lifetime_events: EventReader<ApplicationLifetime>,
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music_controller: Query<&AudioSink>,
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) {
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for event in lifetime_events.read() {
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match event {
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ApplicationLifetime::Suspended => music_controller.single().pause(),
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ApplicationLifetime::Resumed => music_controller.single().play(),
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ApplicationLifetime::Started => (),
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}
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}
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}
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