# 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(); } } ```
		
			
				
	
	
		
			109 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			109 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example showcases atmospheric fog
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//!
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//! ## Controls
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//!
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//! | Key Binding        | Action                                 |
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//! |:-------------------|:---------------------------------------|
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//! | `Spacebar`         | Toggle Atmospheric Fog                 |
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//! | `S`                | Toggle Directional Light Fog Influence |
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use bevy::{
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    pbr::{CascadeShadowConfigBuilder, NotShadowCaster},
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    prelude::*,
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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(
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            Startup,
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            (setup_camera_fog, setup_terrain_scene, setup_instructions),
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        )
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        .add_systems(Update, toggle_system)
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        .run();
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}
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fn setup_camera_fog(mut commands: Commands) {
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(-1.0, 0.1, 1.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
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        DistanceFog {
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            color: Color::srgba(0.35, 0.48, 0.66, 1.0),
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            directional_light_color: Color::srgba(1.0, 0.95, 0.85, 0.5),
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            directional_light_exponent: 30.0,
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            falloff: FogFalloff::from_visibility_colors(
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                15.0, // distance in world units up to which objects retain visibility (>= 5% contrast)
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                Color::srgb(0.35, 0.5, 0.66), // atmospheric extinction color (after light is lost due to absorption by atmospheric particles)
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                Color::srgb(0.8, 0.844, 1.0), // atmospheric inscattering color (light gained due to scattering from the sun)
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            ),
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        },
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    ));
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}
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fn setup_terrain_scene(
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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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    asset_server: Res<AssetServer>,
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) {
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    // Configure a properly scaled cascade shadow map for this scene (defaults are too large, mesh units are in km)
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    let cascade_shadow_config = CascadeShadowConfigBuilder {
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        first_cascade_far_bound: 0.3,
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        maximum_distance: 3.0,
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        ..default()
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    }
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    .build();
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    // Sun
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    commands.spawn((
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        DirectionalLight {
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            color: Color::srgb(0.98, 0.95, 0.82),
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            shadows_enabled: true,
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            ..default()
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        },
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        Transform::from_xyz(0.0, 0.0, 0.0).looking_at(Vec3::new(-0.15, -0.05, 0.25), Vec3::Y),
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        cascade_shadow_config,
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    ));
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    // Terrain
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    commands.spawn(SceneRoot(asset_server.load(
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        GltfAssetLabel::Scene(0).from_asset("models/terrain/Mountains.gltf"),
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    )));
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    // Sky
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    commands.spawn((
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        Mesh3d(meshes.add(Cuboid::new(2.0, 1.0, 1.0))),
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        MeshMaterial3d(materials.add(StandardMaterial {
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            base_color: Srgba::hex("888888").unwrap().into(),
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            unlit: true,
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            cull_mode: None,
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            ..default()
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        })),
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        Transform::from_scale(Vec3::splat(20.0)),
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        NotShadowCaster,
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    ));
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}
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fn setup_instructions(mut commands: Commands) {
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    commands.spawn((Text::new("Press Spacebar to Toggle Atmospheric Fog.\nPress S to Toggle Directional Light Fog Influence."),
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        Node {
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            position_type: PositionType::Absolute,
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            bottom: 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 toggle_system(keycode: Res<ButtonInput<KeyCode>>, mut fog: Single<&mut DistanceFog>) {
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    if keycode.just_pressed(KeyCode::Space) {
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        let a = fog.color.alpha();
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        fog.color.set_alpha(1.0 - a);
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    }
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    if keycode.just_pressed(KeyCode::KeyS) {
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        let a = fog.directional_light_color.alpha();
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        fog.directional_light_color.set_alpha(0.5 - a);
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    }
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}
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