bevy/examples/3d/wireframe.rs
UkoeHB c2c19e5ae4
Text rework (#15591)
**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>
2024-10-09 18:35:36 +00:00

159 lines
4.9 KiB
Rust

//! Showcases wireframe rendering.
//!
//! Wireframes currently do not work when using webgl or webgpu.
//! Supported platforms:
//! - DX12
//! - Vulkan
//! - Metal
//!
//! This is a native only feature.
use bevy::{
color::palettes::css::*,
pbr::wireframe::{NoWireframe, Wireframe, WireframeColor, WireframeConfig, WireframePlugin},
prelude::*,
render::{
render_resource::WgpuFeatures,
settings::{RenderCreation, WgpuSettings},
RenderPlugin,
},
};
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(RenderPlugin {
render_creation: RenderCreation::Automatic(WgpuSettings {
// WARN this is a native only feature. It will not work with webgl or webgpu
features: WgpuFeatures::POLYGON_MODE_LINE,
..default()
}),
..default()
}),
// You need to add this plugin to enable wireframe rendering
WireframePlugin,
))
// Wireframes can be configured with this resource. This can be changed at runtime.
.insert_resource(WireframeConfig {
// The global wireframe config enables drawing of wireframes on every mesh,
// except those with `NoWireframe`. Meshes with `Wireframe` will always have a wireframe,
// regardless of the global configuration.
global: true,
// Controls the default color of all wireframes. Used as the default color for global wireframes.
// Can be changed per mesh using the `WireframeColor` component.
default_color: WHITE.into(),
})
.add_systems(Startup, setup)
.add_systems(Update, update_colors)
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Red cube: Never renders a wireframe
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(Color::from(RED))),
Transform::from_xyz(-1.0, 0.5, -1.0),
NoWireframe,
));
// Orange cube: Follows global wireframe setting
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(Color::from(ORANGE))),
Transform::from_xyz(0.0, 0.5, 0.0),
));
// Green cube: Always renders a wireframe
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(Color::from(LIME))),
Transform::from_xyz(1.0, 0.5, 1.0),
Wireframe,
// This lets you configure the wireframe color of this entity.
// If not set, this will use the color in `WireframeConfig`
WireframeColor { color: LIME.into() },
));
// plane
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
MeshMaterial3d(materials.add(Color::from(BLUE))),
// You can insert this component without the `Wireframe` component
// to override the color of the global wireframe for this mesh
WireframeColor {
color: BLACK.into(),
},
));
// light
commands.spawn((PointLight::default(), Transform::from_xyz(2.0, 4.0, 2.0)));
// camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
));
// Text used to show controls
commands.spawn((
Text::default(),
Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
));
}
/// This system let's you toggle various wireframe settings
fn update_colors(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut config: ResMut<WireframeConfig>,
mut wireframe_colors: Query<&mut WireframeColor, With<Wireframe>>,
mut text: Query<&mut Text>,
) {
**text.single_mut() = format!(
"Controls
---------------
Z - Toggle global
X - Change global color
C - Change color of the green cube wireframe
WireframeConfig
-------------
Global: {}
Color: {:?}",
config.global, config.default_color,
);
// Toggle showing a wireframe on all meshes
if keyboard_input.just_pressed(KeyCode::KeyZ) {
config.global = !config.global;
}
// Toggle the global wireframe color
if keyboard_input.just_pressed(KeyCode::KeyX) {
config.default_color = if config.default_color == WHITE.into() {
DEEP_PINK.into()
} else {
WHITE.into()
};
}
// Toggle the color of a wireframe using WireframeColor and not the global color
if keyboard_input.just_pressed(KeyCode::KeyC) {
for mut color in &mut wireframe_colors {
color.color = if color.color == LIME.into() {
RED.into()
} else {
LIME.into()
};
}
}
}