# 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(); } } ```
		
			
				
	
	
		
			167 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			167 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows how to zoom orthographic and perspective projection cameras.
 | 
						|
 | 
						|
use std::{f32::consts::PI, ops::Range};
 | 
						|
 | 
						|
use bevy::{input::mouse::AccumulatedMouseScroll, prelude::*, render::camera::ScalingMode};
 | 
						|
 | 
						|
#[derive(Debug, Resource)]
 | 
						|
struct CameraSettings {
 | 
						|
    /// The height of the viewport in world units when the orthographic camera's scale is 1
 | 
						|
    pub orthographic_viewport_height: f32,
 | 
						|
    /// Clamp the orthographic camera's scale to this range
 | 
						|
    pub orthographic_zoom_range: Range<f32>,
 | 
						|
    /// Multiply mouse wheel inputs by this factor when using the orthographic camera
 | 
						|
    pub orthographic_zoom_speed: f32,
 | 
						|
    /// Clamp perspective camera's field of view to this range
 | 
						|
    pub perspective_zoom_range: Range<f32>,
 | 
						|
    /// Multiply mouse wheel inputs by this factor when using the perspective camera
 | 
						|
    pub perspective_zoom_speed: f32,
 | 
						|
}
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .add_plugins(DefaultPlugins)
 | 
						|
        .insert_resource(CameraSettings {
 | 
						|
            orthographic_viewport_height: 5.,
 | 
						|
            // In orthographic projections, we specify camera scale relative to a default value of 1,
 | 
						|
            // in which one unit in world space corresponds to one pixel.
 | 
						|
            orthographic_zoom_range: 0.1..10.0,
 | 
						|
            // This value was hand-tuned to ensure that zooming in and out feels smooth but not slow.
 | 
						|
            orthographic_zoom_speed: 0.2,
 | 
						|
            // Perspective projections use field of view, expressed in radians. We would
 | 
						|
            // normally not set it to more than π, which represents a 180° FOV.
 | 
						|
            perspective_zoom_range: (PI / 5.)..(PI - 0.2),
 | 
						|
            // Changes in FOV are much more noticeable due to its limited range in radians
 | 
						|
            perspective_zoom_speed: 0.05,
 | 
						|
        })
 | 
						|
        .add_systems(Startup, (setup, instructions))
 | 
						|
        .add_systems(Update, (switch_projection, zoom))
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
/// Set up a simple 3D scene
 | 
						|
fn setup(
 | 
						|
    asset_server: Res<AssetServer>,
 | 
						|
    camera_settings: Res<CameraSettings>,
 | 
						|
    mut commands: Commands,
 | 
						|
    mut meshes: ResMut<Assets<Mesh>>,
 | 
						|
    mut materials: ResMut<Assets<StandardMaterial>>,
 | 
						|
) {
 | 
						|
    commands.spawn((
 | 
						|
        Name::new("Camera"),
 | 
						|
        Camera3d::default(),
 | 
						|
        Projection::from(OrthographicProjection {
 | 
						|
            // We can set the scaling mode to FixedVertical to keep the viewport height constant as its aspect ratio changes.
 | 
						|
            // The viewport height is the height of the camera's view in world units when the scale is 1.
 | 
						|
            scaling_mode: ScalingMode::FixedVertical {
 | 
						|
                viewport_height: camera_settings.orthographic_viewport_height,
 | 
						|
            },
 | 
						|
            // This is the default value for scale for orthographic projections.
 | 
						|
            // To zoom in and out, change this value, rather than `ScalingMode` or the camera's position.
 | 
						|
            scale: 1.,
 | 
						|
            ..OrthographicProjection::default_3d()
 | 
						|
        }),
 | 
						|
        Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
 | 
						|
    ));
 | 
						|
 | 
						|
    commands.spawn((
 | 
						|
        Name::new("Plane"),
 | 
						|
        Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
 | 
						|
        MeshMaterial3d(materials.add(StandardMaterial {
 | 
						|
            base_color: Color::srgb(0.3, 0.5, 0.3),
 | 
						|
            // Turning off culling keeps the plane visible when viewed from beneath.
 | 
						|
            cull_mode: None,
 | 
						|
            ..default()
 | 
						|
        })),
 | 
						|
    ));
 | 
						|
 | 
						|
    commands.spawn((
 | 
						|
        Name::new("Fox"),
 | 
						|
        SceneRoot(
 | 
						|
            asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
 | 
						|
        ),
 | 
						|
        // Note: the scale adjustment is purely an accident of our fox model, which renders
 | 
						|
        // HUGE unless mitigated!
 | 
						|
        Transform::from_translation(Vec3::splat(0.0)).with_scale(Vec3::splat(0.025)),
 | 
						|
    ));
 | 
						|
 | 
						|
    commands.spawn((
 | 
						|
        Name::new("Light"),
 | 
						|
        PointLight::default(),
 | 
						|
        Transform::from_xyz(3.0, 8.0, 5.0),
 | 
						|
    ));
 | 
						|
}
 | 
						|
 | 
						|
fn instructions(mut commands: Commands) {
 | 
						|
    commands.spawn((
 | 
						|
        Name::new("Instructions"),
 | 
						|
        Text::new(
 | 
						|
            "Scroll mouse wheel to zoom in/out\n\
 | 
						|
            Space: switch between orthographic and perspective projections",
 | 
						|
        ),
 | 
						|
        Node {
 | 
						|
            position_type: PositionType::Absolute,
 | 
						|
            top: Val::Px(12.),
 | 
						|
            left: Val::Px(12.),
 | 
						|
            ..default()
 | 
						|
        },
 | 
						|
    ));
 | 
						|
}
 | 
						|
 | 
						|
fn switch_projection(
 | 
						|
    mut camera: Single<&mut Projection, With<Camera>>,
 | 
						|
    camera_settings: Res<CameraSettings>,
 | 
						|
    keyboard_input: Res<ButtonInput<KeyCode>>,
 | 
						|
) {
 | 
						|
    if keyboard_input.just_pressed(KeyCode::Space) {
 | 
						|
        // Switch projection type
 | 
						|
        **camera = match **camera {
 | 
						|
            Projection::Orthographic(_) => Projection::Perspective(PerspectiveProjection {
 | 
						|
                fov: camera_settings.perspective_zoom_range.start,
 | 
						|
                ..default()
 | 
						|
            }),
 | 
						|
            Projection::Perspective(_) => Projection::Orthographic(OrthographicProjection {
 | 
						|
                scaling_mode: ScalingMode::FixedVertical {
 | 
						|
                    viewport_height: camera_settings.orthographic_viewport_height,
 | 
						|
                },
 | 
						|
                ..OrthographicProjection::default_3d()
 | 
						|
            }),
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
fn zoom(
 | 
						|
    camera: Single<&mut Projection, With<Camera>>,
 | 
						|
    camera_settings: Res<CameraSettings>,
 | 
						|
    mouse_wheel_input: Res<AccumulatedMouseScroll>,
 | 
						|
) {
 | 
						|
    // Usually, you won't need to handle both types of projection,
 | 
						|
    // but doing so makes for a more complete example.
 | 
						|
    match *camera.into_inner() {
 | 
						|
        Projection::Orthographic(ref mut orthographic) => {
 | 
						|
            // We want scrolling up to zoom in, decreasing the scale, so we negate the delta.
 | 
						|
            let delta_zoom = -mouse_wheel_input.delta.y * camera_settings.orthographic_zoom_speed;
 | 
						|
            // When changing scales, logarithmic changes are more intuitive.
 | 
						|
            // To get this effect, we add 1 to the delta, so that a delta of 0
 | 
						|
            // results in no multiplicative effect, positive values result in a multiplicative increase,
 | 
						|
            // and negative values result in multiplicative decreases.
 | 
						|
            let multiplicative_zoom = 1. + delta_zoom;
 | 
						|
 | 
						|
            orthographic.scale = (orthographic.scale * multiplicative_zoom).clamp(
 | 
						|
                camera_settings.orthographic_zoom_range.start,
 | 
						|
                camera_settings.orthographic_zoom_range.end,
 | 
						|
            );
 | 
						|
        }
 | 
						|
        Projection::Perspective(ref mut perspective) => {
 | 
						|
            // We want scrolling up to zoom in, decreasing the scale, so we negate the delta.
 | 
						|
            let delta_zoom = -mouse_wheel_input.delta.y * camera_settings.perspective_zoom_speed;
 | 
						|
 | 
						|
            // Adjust the field of view, but keep it within our stated range.
 | 
						|
            perspective.fov = (perspective.fov + delta_zoom).clamp(
 | 
						|
                camera_settings.perspective_zoom_range.start,
 | 
						|
                camera_settings.perspective_zoom_range.end,
 | 
						|
            );
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 |