
# 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>
193 lines
6.1 KiB
Rust
193 lines
6.1 KiB
Rust
//! This example demonstrates Bevy's immediate mode drawing API intended for visual debugging.
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use std::f32::consts::PI;
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use bevy::{color::palettes::css::*, prelude::*};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.init_gizmo_group::<MyRoundGizmos>()
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.add_systems(Startup, setup)
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.add_systems(Update, rotate_camera)
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.add_systems(Update, (draw_example_collection, update_config))
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.run();
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}
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// We can create our own gizmo config group!
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#[derive(Default, Reflect, GizmoConfigGroup)]
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struct MyRoundGizmos {}
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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 materials: ResMut<Assets<StandardMaterial>>,
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) {
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0., 1.5, 6.).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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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(0.3, 0.5, 0.3)),
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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::new(1.0, 1.0, 1.0)),
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material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
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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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// light
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..default()
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});
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// example instructions
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commands.spawn(
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TextBundle::from_section(
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"Press 'D' to toggle drawing gizmos on top of everything else in the scene\n\
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Press 'P' to toggle perspective for line gizmos\n\
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Hold 'Left' or 'Right' to change the line width of straight gizmos\n\
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Hold 'Up' or 'Down' to change the line width of round gizmos\n\
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Press '1' or '2' to toggle the visibility of straight gizmos or round gizmos\n\
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Press 'A' to show all AABB boxes\n\
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Press 'K' or 'J' to cycle through primitives rendered with gizmos\n\
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Press 'H' or 'L' to decrease/increase the amount of segments in the primitives",
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TextStyle {
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font_size: 20.,
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..default()
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},
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)
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.with_style(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_camera(mut query: Query<&mut Transform, With<Camera>>, time: Res<Time>) {
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let mut transform = query.single_mut();
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transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(time.delta_seconds() / 2.));
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}
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fn draw_example_collection(
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mut gizmos: Gizmos,
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mut my_gizmos: Gizmos<MyRoundGizmos>,
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time: Res<Time>,
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) {
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gizmos.grid(
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Vec3::ZERO,
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Quat::from_rotation_x(PI / 2.),
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UVec2::splat(20),
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Vec2::new(2., 2.),
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// Light gray
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LinearRgba::gray(0.65),
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);
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gizmos.cuboid(
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Transform::from_translation(Vec3::Y * 0.5).with_scale(Vec3::splat(1.25)),
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BLACK,
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);
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gizmos.rect(
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Vec3::new(time.elapsed_seconds().cos() * 2.5, 1., 0.),
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Quat::from_rotation_y(PI / 2.),
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Vec2::splat(2.),
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GREEN,
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);
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my_gizmos.sphere(Vec3::new(1., 0.5, 0.), Quat::IDENTITY, 0.5, RED);
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for y in [0., 0.5, 1.] {
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gizmos.ray(
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Vec3::new(1., y, 0.),
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Vec3::new(-3., (time.elapsed_seconds() * 3.).sin(), 0.),
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BLUE,
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);
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}
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my_gizmos
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.arc_3d(
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180.0_f32.to_radians(),
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0.2,
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Vec3::ONE,
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Quat::from_rotation_arc(Vec3::Y, Vec3::ONE.normalize()),
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ORANGE,
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)
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.segments(10);
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// Circles have 32 line-segments by default.
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my_gizmos.circle(Vec3::ZERO, Dir3::Y, 3., BLACK);
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// You may want to increase this for larger circles or spheres.
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my_gizmos
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.circle(Vec3::ZERO, Dir3::Y, 3.1, NAVY)
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.segments(64);
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my_gizmos
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.sphere(Vec3::ZERO, Quat::IDENTITY, 3.2, BLACK)
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.circle_segments(64);
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gizmos.arrow(Vec3::ZERO, Vec3::ONE * 1.5, YELLOW);
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}
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fn update_config(
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mut config_store: ResMut<GizmoConfigStore>,
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keyboard: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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) {
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if keyboard.just_pressed(KeyCode::KeyD) {
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for (_, config, _) in config_store.iter_mut() {
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config.depth_bias = if config.depth_bias == 0. { -1. } else { 0. };
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}
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}
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if keyboard.just_pressed(KeyCode::KeyP) {
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for (_, config, _) in config_store.iter_mut() {
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// Toggle line_perspective
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config.line_perspective ^= true;
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// Increase the line width when line_perspective is on
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config.line_width *= if config.line_perspective { 5. } else { 1. / 5. };
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}
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}
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let (config, _) = config_store.config_mut::<DefaultGizmoConfigGroup>();
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if keyboard.pressed(KeyCode::ArrowRight) {
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config.line_width += 5. * time.delta_seconds();
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config.line_width = config.line_width.clamp(0., 50.);
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}
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if keyboard.pressed(KeyCode::ArrowLeft) {
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config.line_width -= 5. * time.delta_seconds();
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config.line_width = config.line_width.clamp(0., 50.);
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}
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if keyboard.just_pressed(KeyCode::Digit1) {
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config.enabled ^= true;
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}
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let (my_config, _) = config_store.config_mut::<MyRoundGizmos>();
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if keyboard.pressed(KeyCode::ArrowUp) {
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my_config.line_width += 5. * time.delta_seconds();
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my_config.line_width = my_config.line_width.clamp(0., 50.);
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}
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if keyboard.pressed(KeyCode::ArrowDown) {
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my_config.line_width -= 5. * time.delta_seconds();
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my_config.line_width = my_config.line_width.clamp(0., 50.);
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}
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if keyboard.just_pressed(KeyCode::Digit2) {
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my_config.enabled ^= true;
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}
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if keyboard.just_pressed(KeyCode::KeyA) {
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// AABB gizmos are normally only drawn on entities with a ShowAabbGizmo component
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// We can change this behaviour in the configuration of AabbGizmoGroup
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config_store.config_mut::<AabbGizmoConfigGroup>().1.draw_all ^= true;
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}
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}
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