 599e5e4e76
			
		
	
	
		599e5e4e76
		
			
		
	
	
	
	
		
			
			# 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>
		
			
				
	
	
		
			166 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			166 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how to iterate over combinations of query results.
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| 
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| use bevy::{color::palettes::css::ORANGE_RED, prelude::*};
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| use rand::{rngs::StdRng, Rng, SeedableRng};
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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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|         .insert_resource(ClearColor(Color::BLACK))
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|         .add_systems(Startup, generate_bodies)
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|         .add_systems(FixedUpdate, (interact_bodies, integrate))
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|         .add_systems(Update, look_at_star)
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|         .run();
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| }
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| 
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| const GRAVITY_CONSTANT: f32 = 0.001;
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| const NUM_BODIES: usize = 100;
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| 
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| #[derive(Component, Default)]
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| struct Mass(f32);
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| #[derive(Component, Default)]
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| struct Acceleration(Vec3);
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| #[derive(Component, Default)]
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| struct LastPos(Vec3);
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| #[derive(Component)]
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| struct Star;
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| 
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| #[derive(Bundle, Default)]
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| struct BodyBundle {
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|     pbr: PbrBundle,
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|     mass: Mass,
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|     last_pos: LastPos,
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|     acceleration: Acceleration,
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| }
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| 
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| fn generate_bodies(
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|     time: Res<Time<Fixed>>,
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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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|     let mesh = meshes.add(Sphere::new(1.0).mesh().ico(3).unwrap());
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| 
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|     let color_range = 0.5..1.0;
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|     let vel_range = -0.5..0.5;
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| 
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|     let mut rng = StdRng::seed_from_u64(19878367467713);
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|     for _ in 0..NUM_BODIES {
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|         let radius: f32 = rng.gen_range(0.1..0.7);
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|         let mass_value = radius.powi(3) * 10.;
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| 
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|         let position = Vec3::new(
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|             rng.gen_range(-1.0..1.0),
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|             rng.gen_range(-1.0..1.0),
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|             rng.gen_range(-1.0..1.0),
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|         )
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|         .normalize()
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|             * rng.gen_range(0.2f32..1.0).cbrt()
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|             * 15.;
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| 
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|         commands.spawn(BodyBundle {
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|             pbr: PbrBundle {
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|                 transform: Transform {
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|                     translation: position,
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|                     scale: Vec3::splat(radius),
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|                     ..default()
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|                 },
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|                 mesh: mesh.clone(),
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|                 material: materials.add(Color::srgb(
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|                     rng.gen_range(color_range.clone()),
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|                     rng.gen_range(color_range.clone()),
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|                     rng.gen_range(color_range.clone()),
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|                 )),
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|                 ..default()
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|             },
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|             mass: Mass(mass_value),
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|             acceleration: Acceleration(Vec3::ZERO),
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|             last_pos: LastPos(
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|                 position
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|                     - Vec3::new(
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|                         rng.gen_range(vel_range.clone()),
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|                         rng.gen_range(vel_range.clone()),
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|                         rng.gen_range(vel_range.clone()),
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|                     ) * time.timestep().as_secs_f32(),
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|             ),
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|         });
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|     }
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| 
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|     // add bigger "star" body in the center
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|     let star_radius = 1.;
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|     commands
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|         .spawn((
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|             BodyBundle {
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|                 pbr: PbrBundle {
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|                     transform: Transform::from_scale(Vec3::splat(star_radius)),
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|                     mesh: meshes.add(Sphere::new(1.0).mesh().ico(5).unwrap()),
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|                     material: materials.add(StandardMaterial {
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|                         base_color: ORANGE_RED.into(),
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|                         emissive: (LinearRgba::from(ORANGE_RED) * 18.).into(),
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|                         ..default()
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|                     }),
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|                     ..default()
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|                 },
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|                 mass: Mass(500.0),
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|                 ..default()
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|             },
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|             Star,
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|         ))
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|         .with_children(|p| {
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|             p.spawn(PointLightBundle {
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|                 point_light: PointLight {
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|                     color: Color::WHITE,
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|                     range: 100.0,
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|                     radius: star_radius,
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|                     ..default()
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|                 },
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|                 ..default()
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|             });
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|         });
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(0.0, 10.5, -30.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| }
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| 
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| fn interact_bodies(mut query: Query<(&Mass, &GlobalTransform, &mut Acceleration)>) {
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|     let mut iter = query.iter_combinations_mut();
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|     while let Some([(Mass(m1), transform1, mut acc1), (Mass(m2), transform2, mut acc2)]) =
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|         iter.fetch_next()
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|     {
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|         let delta = transform2.translation() - transform1.translation();
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|         let distance_sq: f32 = delta.length_squared();
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| 
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|         let f = GRAVITY_CONSTANT / distance_sq;
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|         let force_unit_mass = delta * f;
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|         acc1.0 += force_unit_mass * *m2;
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|         acc2.0 -= force_unit_mass * *m1;
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|     }
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| }
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| 
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| fn integrate(time: Res<Time>, mut query: Query<(&mut Acceleration, &mut Transform, &mut LastPos)>) {
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|     let dt_sq = time.delta_seconds() * time.delta_seconds();
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|     for (mut acceleration, mut transform, mut last_pos) in &mut query {
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|         // verlet integration
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|         // x(t+dt) = 2x(t) - x(t-dt) + a(t)dt^2 + O(dt^4)
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| 
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|         let new_pos = transform.translation * 2.0 - last_pos.0 + acceleration.0 * dt_sq;
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|         acceleration.0 = Vec3::ZERO;
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|         last_pos.0 = transform.translation;
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|         transform.translation = new_pos;
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|     }
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| }
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| 
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| fn look_at_star(
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|     mut camera: Query<&mut Transform, (With<Camera>, Without<Star>)>,
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|     star: Query<&Transform, With<Star>>,
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| ) {
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|     let mut camera = camera.single_mut();
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|     let star = star.single();
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|     let new_rotation = camera
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|         .looking_at(star.translation, Vec3::Y)
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|         .rotation
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|         .lerp(camera.rotation, 0.1);
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|     camera.rotation = new_rotation;
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| }
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