**Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			191 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			191 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example demonstrates the built-in 3d shapes in Bevy.
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//! The scene includes a patterned texture and a rotation for visualizing the normals and UVs.
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//!
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//! You can toggle wireframes with the space bar except on wasm. Wasm does not support
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//! `POLYGON_MODE_LINE` on the gpu.
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use std::f32::consts::PI;
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#[cfg(not(target_arch = "wasm32"))]
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use bevy::pbr::wireframe::{WireframeConfig, WireframePlugin};
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use bevy::{
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    color::palettes::basic::SILVER,
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    prelude::*,
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    render::{
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        render_asset::RenderAssetUsages,
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        render_resource::{Extent3d, TextureDimension, TextureFormat},
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    },
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};
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fn main() {
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    App::new()
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        .add_plugins((
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            DefaultPlugins.set(ImagePlugin::default_nearest()),
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            #[cfg(not(target_arch = "wasm32"))]
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            WireframePlugin,
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        ))
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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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                rotate,
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                #[cfg(not(target_arch = "wasm32"))]
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                toggle_wireframe,
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            ),
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        )
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        .run();
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}
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/// A marker component for our shapes so we can query them separately from the ground plane
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#[derive(Component)]
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struct Shape;
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const SHAPES_X_EXTENT: f32 = 14.0;
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const EXTRUSION_X_EXTENT: f32 = 16.0;
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const Z_EXTENT: f32 = 5.0;
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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 images: ResMut<Assets<Image>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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    let debug_material = materials.add(StandardMaterial {
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        base_color_texture: Some(images.add(uv_debug_texture())),
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        ..default()
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    });
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    let shapes = [
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        meshes.add(Cuboid::default()),
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        meshes.add(Tetrahedron::default()),
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        meshes.add(Capsule3d::default()),
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        meshes.add(Torus::default()),
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        meshes.add(Cylinder::default()),
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        meshes.add(Cone::default()),
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        meshes.add(ConicalFrustum::default()),
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        meshes.add(Sphere::default().mesh().ico(5).unwrap()),
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        meshes.add(Sphere::default().mesh().uv(32, 18)),
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    ];
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    let extrusions = [
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        meshes.add(Extrusion::new(Rectangle::default(), 1.)),
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        meshes.add(Extrusion::new(Capsule2d::default(), 1.)),
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        meshes.add(Extrusion::new(Annulus::default(), 1.)),
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        meshes.add(Extrusion::new(Circle::default(), 1.)),
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        meshes.add(Extrusion::new(Ellipse::default(), 1.)),
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        meshes.add(Extrusion::new(RegularPolygon::default(), 1.)),
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        meshes.add(Extrusion::new(Triangle2d::default(), 1.)),
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    ];
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    let num_shapes = shapes.len();
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    for (i, shape) in shapes.into_iter().enumerate() {
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        commands.spawn((
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            Mesh3d(shape),
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            MeshMaterial3d(debug_material.clone()),
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            Transform::from_xyz(
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                -SHAPES_X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * SHAPES_X_EXTENT,
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                2.0,
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                Z_EXTENT / 2.,
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            )
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            .with_rotation(Quat::from_rotation_x(-PI / 4.)),
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            Shape,
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        ));
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    }
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    let num_extrusions = extrusions.len();
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    for (i, shape) in extrusions.into_iter().enumerate() {
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        commands.spawn((
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            Mesh3d(shape),
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            MeshMaterial3d(debug_material.clone()),
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            Transform::from_xyz(
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                -EXTRUSION_X_EXTENT / 2.
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                    + i as f32 / (num_extrusions - 1) as f32 * EXTRUSION_X_EXTENT,
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                2.0,
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                -Z_EXTENT / 2.,
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            )
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            .with_rotation(Quat::from_rotation_x(-PI / 4.)),
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            Shape,
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        ));
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    }
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    commands.spawn((
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        PointLight {
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            shadows_enabled: true,
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            intensity: 10_000_000.,
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            range: 100.0,
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            shadow_depth_bias: 0.2,
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            ..default()
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        },
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        Transform::from_xyz(8.0, 16.0, 8.0),
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    ));
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    // ground plane
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    commands.spawn((
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        Mesh3d(meshes.add(Plane3d::default().mesh().size(50.0, 50.0).subdivisions(10))),
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        MeshMaterial3d(materials.add(Color::from(SILVER))),
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    ));
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(0.0, 7., 14.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
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    ));
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    #[cfg(not(target_arch = "wasm32"))]
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    commands.spawn((
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        Text::new("Press space to toggle wireframes"),
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        Style {
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            position_type: PositionType::Absolute,
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            top: Val::Px(12.0),
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            left: Val::Px(12.0),
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            ..default()
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        },
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    ));
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}
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fn rotate(mut query: Query<&mut Transform, With<Shape>>, time: Res<Time>) {
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    for mut transform in &mut query {
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        transform.rotate_y(time.delta_seconds() / 2.);
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    }
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}
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/// Creates a colorful test pattern
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fn uv_debug_texture() -> Image {
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    const TEXTURE_SIZE: usize = 8;
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    let mut palette: [u8; 32] = [
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        255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
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        198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
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    ];
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    let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
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    for y in 0..TEXTURE_SIZE {
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        let offset = TEXTURE_SIZE * y * 4;
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        texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
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        palette.rotate_right(4);
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    }
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    Image::new_fill(
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        Extent3d {
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            width: TEXTURE_SIZE as u32,
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            height: TEXTURE_SIZE as u32,
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            depth_or_array_layers: 1,
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        },
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        TextureDimension::D2,
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        &texture_data,
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        TextureFormat::Rgba8UnormSrgb,
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        RenderAssetUsages::RENDER_WORLD,
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    )
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}
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#[cfg(not(target_arch = "wasm32"))]
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fn toggle_wireframe(
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    mut wireframe_config: ResMut<WireframeConfig>,
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    keyboard: Res<ButtonInput<KeyCode>>,
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) {
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    if keyboard.just_pressed(KeyCode::Space) {
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        wireframe_config.global = !wireframe_config.global;
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    }
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}
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