
# Motivation When spawning entities into a scene, it is very common to create assets like meshes and materials and to add them via asset handles. A common setup might look like this: ```rust fn setup( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardMaterial>>, ) { commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ..default() }); } ``` Let's take a closer look at the part that adds the assets using `add`. ```rust mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ``` Here, "mesh" and "material" are both repeated three times. It's very explicit, but I find it to be a bit verbose. In addition to being more code to read and write, the extra characters can sometimes also lead to the code being formatted to span multiple lines even though the core task, adding e.g. a primitive mesh, is extremely simple. A way to address this is by using `.into()`: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }.into()), material: materials.add(Color::RED.into()), ``` This is fine, but from the names and the type of `meshes`, we already know what the type should be. It's very clear that `Cube` should be turned into a `Mesh` because of the context it's used in. `.into()` is just seven characters, but it's so common that it quickly adds up and gets annoying. It would be nice if you could skip all of the conversion and let Bevy handle it for you: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ``` # Objective Make adding assets more ergonomic by making `Assets::add` take an `impl Into<A>` instead of `A`. ## Solution `Assets::add` now takes an `impl Into<A>` instead of `A`, so e.g. this works: ```rust commands.spawn(PbrBundle { mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ..default() }); ``` I also changed all examples to use this API, which increases consistency as well because `Mesh::from` and `into` were being used arbitrarily even in the same file. This also gets rid of some lines of code because formatting is nicer. --- ## Changelog - `Assets::add` now takes an `impl Into<A>` instead of `A` - Examples don't use `T::from(K)` or `K.into()` when adding assets ## Migration Guide Some `into` calls that worked previously might now be broken because of the new trait bounds. You need to either remove `into` or perform the conversion explicitly with `from`: ```rust // Doesn't compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }.into()), // These compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }), let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 })), ``` ## Concerns I believe the primary concerns might be: 1. Is this too implicit? 2. Does this increase codegen bloat? Previously, the two APIs were using `into` or `from`, and now it's "nothing" or `from`. You could argue that `into` is slightly more explicit than "nothing" in cases like the earlier examples where a `Color` gets converted to e.g. a `StandardMaterial`, but I personally don't think `into` adds much value even in this case, and you could still see the actual type from the asset type. As for codegen bloat, I doubt it adds that much, but I'm not very familiar with the details of codegen. I personally value the user-facing code reduction and ergonomics improvements that these changes would provide, but it might be worth checking the other effects in more detail. Another slight concern is migration pain; apps might have a ton of `into` calls that would need to be removed, and it did take me a while to do so for Bevy itself (maybe around 20-40 minutes). However, I think the fact that there *are* so many `into` calls just highlights that the API could be made nicer, and I'd gladly migrate my own projects for it.
317 lines
9.1 KiB
Rust
317 lines
9.1 KiB
Rust
//! This interactive example shows how to use distance fog,
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//! and allows playing around with different fog settings.
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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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//! | `1` / `2` / `3` | Fog Falloff Mode |
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//! | `A` / `S` | Move Start Distance (Linear Fog) |
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//! | | Change Density (Exponential Fogs) |
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//! | `Z` / `X` | Move End Distance (Linear Fog) |
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//! | `-` / `=` | Adjust Fog Red Channel |
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//! | `[` / `]` | Adjust Fog Green Channel |
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//! | `;` / `'` | Adjust Fog Blue Channel |
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//! | `.` / `?` | Adjust Fog Alpha Channel |
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use bevy::{
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pbr::{NotShadowCaster, NotShadowReceiver},
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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_pyramid_scene, setup_instructions),
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)
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.add_systems(Update, update_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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Camera3dBundle::default(),
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FogSettings {
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color: Color::rgba(0.25, 0.25, 0.25, 1.0),
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falloff: FogFalloff::Linear {
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start: 5.0,
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end: 20.0,
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},
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..default()
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},
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));
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}
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fn setup_pyramid_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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) {
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let stone = materials.add(StandardMaterial {
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base_color: Color::hex("28221B").unwrap(),
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perceptual_roughness: 1.0,
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..default()
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});
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// pillars
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for (x, z) in &[(-1.5, -1.5), (1.5, -1.5), (1.5, 1.5), (-1.5, 1.5)] {
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commands.spawn(PbrBundle {
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mesh: meshes.add(shape::Box {
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min_x: -0.5,
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max_x: 0.5,
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min_z: -0.5,
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max_z: 0.5,
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min_y: 0.0,
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max_y: 3.0,
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}),
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material: stone.clone(),
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transform: Transform::from_xyz(*x, 0.0, *z),
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..default()
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});
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}
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// orb
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Mesh::try_from(shape::Icosphere::default()).unwrap()),
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material: materials.add(StandardMaterial {
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base_color: Color::hex("126212CC").unwrap(),
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reflectance: 1.0,
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perceptual_roughness: 0.0,
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metallic: 0.5,
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alpha_mode: AlphaMode::Blend,
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..default()
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}),
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transform: Transform::from_scale(Vec3::splat(1.75))
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.with_translation(Vec3::new(0.0, 4.0, 0.0)),
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..default()
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},
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NotShadowCaster,
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NotShadowReceiver,
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));
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// steps
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for i in 0..50 {
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let size = i as f32 / 2.0 + 3.0;
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let y = -i as f32 / 2.0;
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commands.spawn(PbrBundle {
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mesh: meshes.add(shape::Box {
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min_x: -size,
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max_x: size,
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min_z: -size,
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max_z: size,
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min_y: 0.0,
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max_y: 0.5,
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}),
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material: stone.clone(),
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transform: Transform::from_xyz(0.0, y, 0.0),
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..default()
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});
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}
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// sky
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commands.spawn(PbrBundle {
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mesh: meshes.add(shape::Box::default()),
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material: materials.add(StandardMaterial {
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base_color: Color::hex("888888").unwrap(),
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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: Transform::from_scale(Vec3::splat(1_000_000.0)),
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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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transform: Transform::from_xyz(0.0, 1.0, 0.0),
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point_light: PointLight {
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intensity: 1500.,
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range: 100.,
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shadows_enabled: true,
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..default()
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},
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..default()
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});
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}
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fn setup_instructions(mut commands: Commands) {
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commands.spawn(
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TextBundle::from_section(
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"",
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TextStyle {
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font_size: 20.0,
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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 update_system(
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mut camera: Query<(&mut FogSettings, &mut Transform)>,
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mut text: Query<&mut Text>,
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time: Res<Time>,
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keycode: Res<ButtonInput<KeyCode>>,
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) {
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let now = time.elapsed_seconds();
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let delta = time.delta_seconds();
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let (mut fog, mut transform) = camera.single_mut();
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let mut text = text.single_mut();
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// Orbit camera around pyramid
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let orbit_scale = 8.0 + (now / 10.0).sin() * 7.0;
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*transform = Transform::from_xyz(
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(now / 5.0).cos() * orbit_scale,
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12.0 - orbit_scale / 2.0,
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(now / 5.0).sin() * orbit_scale,
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)
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.looking_at(Vec3::ZERO, Vec3::Y);
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// Fog Information
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text.sections[0].value = format!("Fog Falloff: {:?}\nFog Color: {:?}", fog.falloff, fog.color);
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// Fog Falloff Mode Switching
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text.sections[0]
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.value
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.push_str("\n\n1 / 2 / 3 - Fog Falloff Mode");
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if keycode.pressed(KeyCode::Digit1) {
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if let FogFalloff::Linear { .. } = fog.falloff {
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// No change
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} else {
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fog.falloff = FogFalloff::Linear {
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start: 5.0,
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end: 20.0,
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};
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};
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}
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if keycode.pressed(KeyCode::Digit2) {
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if let FogFalloff::Exponential { .. } = fog.falloff {
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// No change
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} else if let FogFalloff::ExponentialSquared { density } = fog.falloff {
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fog.falloff = FogFalloff::Exponential { density };
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} else {
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fog.falloff = FogFalloff::Exponential { density: 0.07 };
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};
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}
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if keycode.pressed(KeyCode::Digit3) {
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if let FogFalloff::Exponential { density } = fog.falloff {
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fog.falloff = FogFalloff::ExponentialSquared { density };
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} else if let FogFalloff::ExponentialSquared { .. } = fog.falloff {
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// No change
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} else {
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fog.falloff = FogFalloff::Exponential { density: 0.07 };
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};
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}
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// Linear Fog Controls
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if let FogFalloff::Linear {
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ref mut start,
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ref mut end,
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} = &mut fog.falloff
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{
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text.sections[0]
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.value
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.push_str("\nA / S - Move Start Distance\nZ / X - Move End Distance");
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if keycode.pressed(KeyCode::KeyA) {
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*start -= delta * 3.0;
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}
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if keycode.pressed(KeyCode::KeyS) {
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*start += delta * 3.0;
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}
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if keycode.pressed(KeyCode::KeyZ) {
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*end -= delta * 3.0;
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}
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if keycode.pressed(KeyCode::KeyX) {
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*end += delta * 3.0;
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}
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}
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// Exponential Fog Controls
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if let FogFalloff::Exponential { ref mut density } = &mut fog.falloff {
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text.sections[0].value.push_str("\nA / S - Change Density");
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if keycode.pressed(KeyCode::KeyA) {
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*density -= delta * 0.5 * *density;
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if *density < 0.0 {
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*density = 0.0;
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}
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}
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if keycode.pressed(KeyCode::KeyS) {
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*density += delta * 0.5 * *density;
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}
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}
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// ExponentialSquared Fog Controls
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if let FogFalloff::ExponentialSquared { ref mut density } = &mut fog.falloff {
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text.sections[0].value.push_str("\nA / S - Change Density");
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if keycode.pressed(KeyCode::KeyA) {
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*density -= delta * 0.5 * *density;
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if *density < 0.0 {
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*density = 0.0;
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}
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}
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if keycode.pressed(KeyCode::KeyS) {
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*density += delta * 0.5 * *density;
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}
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}
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// RGBA Controls
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text.sections[0]
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.value
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.push_str("\n\n- / = - Red\n[ / ] - Green\n; / ' - Blue\n. / ? - Alpha");
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if keycode.pressed(KeyCode::Minus) {
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let r = (fog.color.r() - 0.1 * delta).max(0.0);
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fog.color.set_r(r);
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}
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if keycode.any_pressed([KeyCode::Equal, KeyCode::NumpadEqual]) {
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let r = (fog.color.r() + 0.1 * delta).min(1.0);
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fog.color.set_r(r);
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}
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if keycode.pressed(KeyCode::BracketLeft) {
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let g = (fog.color.g() - 0.1 * delta).max(0.0);
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fog.color.set_g(g);
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}
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if keycode.pressed(KeyCode::BracketRight) {
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let g = (fog.color.g() + 0.1 * delta).min(1.0);
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fog.color.set_g(g);
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}
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if keycode.pressed(KeyCode::Semicolon) {
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let b = (fog.color.b() - 0.1 * delta).max(0.0);
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fog.color.set_b(b);
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}
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if keycode.pressed(KeyCode::Quote) {
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let b = (fog.color.b() + 0.1 * delta).min(1.0);
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fog.color.set_b(b);
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}
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if keycode.pressed(KeyCode::Period) {
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let a = (fog.color.a() - 0.1 * delta).max(0.0);
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fog.color.set_a(a);
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}
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if keycode.pressed(KeyCode::Slash) {
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let a = (fog.color.a() + 0.1 * delta).min(1.0);
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fog.color.set_a(a);
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}
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}
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