# 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>
116 lines
4.4 KiB
Rust
116 lines
4.4 KiB
Rust
use std::f32::consts::TAU;
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use bevy_color::Color;
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use bevy_math::{Mat2, Quat, Vec2, Vec3};
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use crate::prelude::{GizmoConfigGroup, Gizmos};
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/// Performs an isometric transformation on 2D vectors.
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///
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/// This function takes angle and a position vector, and returns a closure that applies
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/// the isometric transformation to any given 2D vector. The transformation involves rotating
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/// the vector by the specified angle and then translating it by the given position.
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pub(crate) fn rotate_then_translate_2d(angle: f32, position: Vec2) -> impl Fn(Vec2) -> Vec2 {
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move |v| Mat2::from_angle(angle) * v + position
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}
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/// Performs an isometric transformation on 3D vectors.
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///
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/// This function takes a quaternion representing rotation and a 3D vector representing
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/// translation, and returns a closure that applies the isometric transformation to any
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/// given 3D vector. The transformation involves rotating the vector by the specified
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/// quaternion and then translating it by the given translation vector.
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pub(crate) fn rotate_then_translate_3d(rotation: Quat, translation: Vec3) -> impl Fn(Vec3) -> Vec3 {
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move |v| rotation * v + translation
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}
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/// Calculates the `nth` coordinate of a circle segment.
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///
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/// Given a circle's radiu and the number of segments, this function computes the position
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/// of the `nth` point along the circumference of the circle. The rotation starts at `(0.0, radius)`
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/// and proceeds counter-clockwise.
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pub(crate) fn single_circle_coordinate(radius: f32, segments: usize, nth_point: usize) -> Vec2 {
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let angle = nth_point as f32 * TAU / segments as f32;
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let (x, y) = angle.sin_cos();
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Vec2::new(x, y) * radius
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}
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/// Generates an iterator over the coordinates of a circle segment.
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///
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/// This function creates an iterator that yields the positions of points approximating a
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/// circle with the given radius, divided into linear segments. The iterator produces `segments`
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/// number of points.
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pub(crate) fn circle_coordinates(radius: f32, segments: usize) -> impl Iterator<Item = Vec2> {
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(0..)
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.map(move |p| single_circle_coordinate(radius, segments, p))
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.take(segments)
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}
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/// Draws a semi-sphere.
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///
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/// This function draws a semi-sphere at the specified `center` point with the given `rotation`,
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/// `radius`, and `color`. The `segments` parameter determines the level of detail, and the `top`
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/// argument specifies the shape of the semi-sphere's tip.
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pub(crate) fn draw_semi_sphere<T: GizmoConfigGroup>(
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gizmos: &mut Gizmos<'_, '_, T>,
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radius: f32,
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segments: usize,
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rotation: Quat,
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center: Vec3,
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top: Vec3,
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color: Color,
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) {
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circle_coordinates(radius, segments)
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.map(|p| Vec3::new(p.x, 0.0, p.y))
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.map(rotate_then_translate_3d(rotation, center))
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.for_each(|from| {
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gizmos
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.short_arc_3d_between(center, from, top, color)
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.segments(segments / 2);
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});
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}
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/// Draws a circle in 3D space.
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///
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/// # Note
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///
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/// This function is necessary to use instead of `gizmos.circle` for certain primitives to ensure that points align correctly. For example, the major circles of a torus are drawn with this method, and using `gizmos.circle` would result in the minor circles not being positioned precisely on the major circles' segment points.
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pub(crate) fn draw_circle_3d<T: GizmoConfigGroup>(
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gizmos: &mut Gizmos<'_, '_, T>,
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radius: f32,
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segments: usize,
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rotation: Quat,
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translation: Vec3,
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color: Color,
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) {
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let positions = (0..=segments)
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.map(|frac| frac as f32 / segments as f32)
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.map(|percentage| percentage * TAU)
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.map(|angle| Vec2::from(angle.sin_cos()) * radius)
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.map(|p| Vec3::new(p.x, 0.0, p.y))
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.map(rotate_then_translate_3d(rotation, translation));
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gizmos.linestrip(positions, color);
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}
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/// Draws the connecting lines of a cylinder between the top circle and the bottom circle.
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pub(crate) fn draw_cylinder_vertical_lines<T: GizmoConfigGroup>(
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gizmos: &mut Gizmos<'_, '_, T>,
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radius: f32,
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segments: usize,
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half_height: f32,
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rotation: Quat,
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center: Vec3,
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color: Color,
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) {
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circle_coordinates(radius, segments)
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.map(move |point_2d| {
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[1.0, -1.0]
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.map(|sign| sign * half_height)
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.map(|height| Vec3::new(point_2d.x, height, point_2d.y))
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})
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.map(|ps| ps.map(rotate_then_translate_3d(rotation, center)))
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.for_each(|[start, end]| {
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gizmos.line(start, end, color);
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});
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}
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