# 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(); } } ```
		
			
				
	
	
		
			126 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			126 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows how to render UI to a texture. Useful for displaying UI in 3D space.
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use std::f32::consts::PI;
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use bevy::{
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    color::palettes::css::GOLD,
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    prelude::*,
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    render::{
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        camera::RenderTarget,
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        render_asset::RenderAssetUsages,
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        render_resource::{Extent3d, TextureDimension, TextureFormat, TextureUsages},
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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(DefaultPlugins)
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        .add_systems(Startup, setup)
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        .add_systems(Update, rotator_system)
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        .run();
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}
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// Marks the cube, to which the UI texture is applied.
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#[derive(Component)]
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struct Cube;
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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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    mut images: ResMut<Assets<Image>>,
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) {
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    let size = Extent3d {
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        width: 512,
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        height: 512,
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        ..default()
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    };
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    // This is the texture that will be rendered to.
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    let mut image = Image::new_fill(
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        size,
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        TextureDimension::D2,
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        &[0, 0, 0, 0],
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        TextureFormat::Bgra8UnormSrgb,
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        RenderAssetUsages::default(),
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    );
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    // You need to set these texture usage flags in order to use the image as a render target
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    image.texture_descriptor.usage =
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        TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST | TextureUsages::RENDER_ATTACHMENT;
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    let image_handle = images.add(image);
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    // Light
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    commands.spawn(DirectionalLight::default());
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    let texture_camera = commands
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        .spawn((
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            Camera2d,
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            Camera {
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                target: RenderTarget::Image(image_handle.clone()),
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                ..default()
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            },
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        ))
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        .id();
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    commands
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        .spawn((
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            Node {
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                // Cover the whole image
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                width: Val::Percent(100.),
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                height: Val::Percent(100.),
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                flex_direction: FlexDirection::Column,
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                justify_content: JustifyContent::Center,
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                align_items: AlignItems::Center,
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                ..default()
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            },
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            BackgroundColor(GOLD.into()),
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            TargetCamera(texture_camera),
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        ))
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        .with_children(|parent| {
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            parent.spawn((
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                Text::new("This is a cube"),
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                TextFont {
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                    font_size: 40.0,
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                    ..default()
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                },
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                TextColor::BLACK,
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            ));
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        });
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    let cube_size = 4.0;
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    let cube_handle = meshes.add(Cuboid::new(cube_size, cube_size, cube_size));
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    // This material has the texture that has been rendered.
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    let material_handle = materials.add(StandardMaterial {
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        base_color_texture: Some(image_handle),
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        reflectance: 0.02,
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        unlit: false,
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        ..default()
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    });
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    // Cube with material containing the rendered UI texture.
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    commands.spawn((
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        Mesh3d(cube_handle),
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        MeshMaterial3d(material_handle),
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        Transform::from_xyz(0.0, 0.0, 1.5).with_rotation(Quat::from_rotation_x(-PI / 5.0)),
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        Cube,
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    ));
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    // The main pass camera.
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
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    ));
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}
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const ROTATION_SPEED: f32 = 0.5;
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fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<Cube>>) {
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    for mut transform in &mut query {
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        transform.rotate_x(1.0 * time.delta_secs() * ROTATION_SPEED);
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        transform.rotate_y(0.7 * time.delta_secs() * ROTATION_SPEED);
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    }
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}
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