bevy/examples/3d/generate_custom_mesh.rs

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//! This example demonstrates how to create a custom mesh,
//! assign a custom UV mapping for a custom texture,
//! and how to change the UV mapping at run-time.
use bevy::{
prelude::*,
render::{
mesh::{Indices, VertexAttributeValues},
render_asset::RenderAssetUsages,
render_resource::PrimitiveTopology,
},
Unload render assets from RAM (#10520) # Objective - No point in keeping Meshes/Images in RAM once they're going to be sent to the GPU, and kept in VRAM. This saves a _significant_ amount of memory (several GBs) on scenes like bistro. - References - https://github.com/bevyengine/bevy/pull/1782 - https://github.com/bevyengine/bevy/pull/8624 ## Solution - Augment RenderAsset with the capability to unload the underlying asset after extracting to the render world. - Mesh/Image now have a cpu_persistent_access field. If this field is RenderAssetPersistencePolicy::Unload, the asset will be unloaded from Assets<T>. - A new AssetEvent is sent upon dropping the last strong handle for the asset, which signals to the RenderAsset to remove the GPU version of the asset. --- ## Changelog - Added `AssetEvent::NoLongerUsed` and `AssetEvent::is_no_longer_used()`. This event is sent when the last strong handle of an asset is dropped. - Rewrote the API for `RenderAsset` to allow for unloading the asset data from the CPU. - Added `RenderAssetPersistencePolicy`. - Added `Mesh::cpu_persistent_access` for memory savings when the asset is not needed except for on the GPU. - Added `Image::cpu_persistent_access` for memory savings when the asset is not needed except for on the GPU. - Added `ImageLoaderSettings::cpu_persistent_access`. - Added `ExrTextureLoaderSettings`. - Added `HdrTextureLoaderSettings`. ## Migration Guide - Asset loaders (GLTF, etc) now load meshes and textures without `cpu_persistent_access`. These assets will be removed from `Assets<Mesh>` and `Assets<Image>` once `RenderAssets<Mesh>` and `RenderAssets<Image>` contain the GPU versions of these assets, in order to reduce memory usage. If you require access to the asset data from the CPU in future frames after the GLTF asset has been loaded, modify all dependent `Mesh` and `Image` assets and set `cpu_persistent_access` to `RenderAssetPersistencePolicy::Keep`. - `Mesh` now requires a new `cpu_persistent_access` field. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `Image` now requires a new `cpu_persistent_access` field. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `MorphTargetImage::new()` now requires a new `cpu_persistent_access` parameter. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `DynamicTextureAtlasBuilder::add_texture()` now requires that the `TextureAtlas` you pass has an `Image` with `cpu_persistent_access: RenderAssetPersistencePolicy::Keep`. Ensure you construct the image properly for the texture atlas. - The `RenderAsset` trait has significantly changed, and requires adapting your existing implementations. - The trait now requires `Clone`. - The `ExtractedAsset` associated type has been removed (the type itself is now extracted). - The signature of `prepare_asset()` is slightly different - A new `persistence_policy()` method is now required (return RenderAssetPersistencePolicy::Unload to match the previous behavior). - Match on the new `NoLongerUsed` variant for exhaustive matches of `AssetEvent`.
2024-01-03 03:31:04 +00:00
};
// Define a "marker" component to mark the custom mesh. Marker components are often used in Bevy for
// filtering entities in queries with `With`, they're usually not queried directly since they don't
// contain information within them.
#[derive(Component)]
struct CustomUV;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, input_handler)
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
) {
// Import the custom texture.
let custom_texture_handle: Handle<Image> = asset_server.load("textures/array_texture.png");
// Create and save a handle to the mesh.
let cube_mesh_handle: Handle<Mesh> = meshes.add(create_cube_mesh());
// Render the mesh with the custom texture using a PbrBundle, add the marker.
commands.spawn((
PbrBundle {
mesh: cube_mesh_handle,
material: materials.add(StandardMaterial {
base_color_texture: Some(custom_texture_handle),
..default()
}),
..default()
},
CustomUV,
));
// Transform for the camera and lighting, looking at (0,0,0) (the position of the mesh).
let camera_and_light_transform =
Transform::from_xyz(1.8, 1.8, 1.8).looking_at(Vec3::ZERO, Vec3::Y);
// Camera in 3D space.
commands.spawn(Camera3dBundle {
transform: camera_and_light_transform,
..default()
});
// Light up the scene.
commands.spawn((PointLight::default(), camera_and_light_transform));
// Text to describe the controls.
commands.spawn(
TextBundle::from_section(
"Controls:\nSpace: Change UVs\nX/Y/Z: Rotate\nR: Reset orientation",
TextStyle::default(),
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}
// System to receive input from the user,
// check out examples/input/ for more examples about user input.
fn input_handler(
keyboard_input: Res<ButtonInput<KeyCode>>,
mesh_query: Query<&Handle<Mesh>, With<CustomUV>>,
mut meshes: ResMut<Assets<Mesh>>,
mut query: Query<&mut Transform, With<CustomUV>>,
time: Res<Time>,
) {
if keyboard_input.just_pressed(KeyCode::Space) {
let mesh_handle = mesh_query.get_single().expect("Query not successful");
let mesh = meshes.get_mut(mesh_handle).unwrap();
toggle_texture(mesh);
}
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if keyboard_input.pressed(KeyCode::KeyX) {
for mut transform in &mut query {
transform.rotate_x(time.delta_seconds() / 1.2);
}
}
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if keyboard_input.pressed(KeyCode::KeyY) {
for mut transform in &mut query {
transform.rotate_y(time.delta_seconds() / 1.2);
}
}
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if keyboard_input.pressed(KeyCode::KeyZ) {
for mut transform in &mut query {
transform.rotate_z(time.delta_seconds() / 1.2);
}
}
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if keyboard_input.pressed(KeyCode::KeyR) {
for mut transform in &mut query {
transform.look_to(Vec3::NEG_Z, Vec3::Y);
}
}
}
Add consuming builder methods for more ergonomic `Mesh` creation (#10056) # Objective - This PR aims to make creating meshes a little bit more ergonomic, specifically by removing the need for intermediate mutable variables. ## Solution - We add methods that consume the `Mesh` and return a mesh with the specified changes, so that meshes can be entirely constructed via builder-style calls, without intermediate variables; - Methods are flagged with `#[must_use]` to ensure proper use; - Examples are updated to use the new methods where applicable. Some examples are kept with the mutating methods so that users can still easily discover them, and also where the new methods wouldn't really be an improvement. ## Examples Before: ```rust let mut mesh = Mesh::new(PrimitiveTopology::TriangleList); mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vs); mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vns); mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, vts); mesh.set_indices(Some(Indices::U32(tris))); mesh ``` After: ```rust Mesh::new(PrimitiveTopology::TriangleList) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vs) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vns) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, vts) .with_indices(Some(Indices::U32(tris))) ``` Before: ```rust let mut cube = Mesh::from(shape::Cube { size: 1.0 }); cube.generate_tangents().unwrap(); PbrBundle { mesh: meshes.add(cube), ..default() } ``` After: ```rust PbrBundle { mesh: meshes.add( Mesh::from(shape::Cube { size: 1.0 }) .with_generated_tangents() .unwrap(), ), ..default() } ``` --- ## Changelog - Added consuming builder methods for more ergonomic `Mesh` creation: `with_inserted_attribute()`, `with_removed_attribute()`, `with_indices()`, `with_duplicated_vertices()`, `with_computed_flat_normals()`, `with_generated_tangents()`, `with_morph_targets()`, `with_morph_target_names()`.
2023-10-09 19:47:41 +00:00
#[rustfmt::skip]
fn create_cube_mesh() -> Mesh {
Unload render assets from RAM (#10520) # Objective - No point in keeping Meshes/Images in RAM once they're going to be sent to the GPU, and kept in VRAM. This saves a _significant_ amount of memory (several GBs) on scenes like bistro. - References - https://github.com/bevyengine/bevy/pull/1782 - https://github.com/bevyengine/bevy/pull/8624 ## Solution - Augment RenderAsset with the capability to unload the underlying asset after extracting to the render world. - Mesh/Image now have a cpu_persistent_access field. If this field is RenderAssetPersistencePolicy::Unload, the asset will be unloaded from Assets<T>. - A new AssetEvent is sent upon dropping the last strong handle for the asset, which signals to the RenderAsset to remove the GPU version of the asset. --- ## Changelog - Added `AssetEvent::NoLongerUsed` and `AssetEvent::is_no_longer_used()`. This event is sent when the last strong handle of an asset is dropped. - Rewrote the API for `RenderAsset` to allow for unloading the asset data from the CPU. - Added `RenderAssetPersistencePolicy`. - Added `Mesh::cpu_persistent_access` for memory savings when the asset is not needed except for on the GPU. - Added `Image::cpu_persistent_access` for memory savings when the asset is not needed except for on the GPU. - Added `ImageLoaderSettings::cpu_persistent_access`. - Added `ExrTextureLoaderSettings`. - Added `HdrTextureLoaderSettings`. ## Migration Guide - Asset loaders (GLTF, etc) now load meshes and textures without `cpu_persistent_access`. These assets will be removed from `Assets<Mesh>` and `Assets<Image>` once `RenderAssets<Mesh>` and `RenderAssets<Image>` contain the GPU versions of these assets, in order to reduce memory usage. If you require access to the asset data from the CPU in future frames after the GLTF asset has been loaded, modify all dependent `Mesh` and `Image` assets and set `cpu_persistent_access` to `RenderAssetPersistencePolicy::Keep`. - `Mesh` now requires a new `cpu_persistent_access` field. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `Image` now requires a new `cpu_persistent_access` field. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `MorphTargetImage::new()` now requires a new `cpu_persistent_access` parameter. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `DynamicTextureAtlasBuilder::add_texture()` now requires that the `TextureAtlas` you pass has an `Image` with `cpu_persistent_access: RenderAssetPersistencePolicy::Keep`. Ensure you construct the image properly for the texture atlas. - The `RenderAsset` trait has significantly changed, and requires adapting your existing implementations. - The trait now requires `Clone`. - The `ExtractedAsset` associated type has been removed (the type itself is now extracted). - The signature of `prepare_asset()` is slightly different - A new `persistence_policy()` method is now required (return RenderAssetPersistencePolicy::Unload to match the previous behavior). - Match on the new `NoLongerUsed` variant for exhaustive matches of `AssetEvent`.
2024-01-03 03:31:04 +00:00
// Keep the mesh data accessible in future frames to be able to mutate it in toggle_texture.
RenderAssetPersistencePolicy → RenderAssetUsages (#11399) # Objective Right now, all assets in the main world get extracted and prepared in the render world (if the asset's using the RenderAssetPlugin). This is unfortunate for two cases: 1. **TextureAtlas** / **FontAtlas**: This one's huge. The individual `Image` assets that make up the atlas are cloned and prepared individually when there's no reason for them to be. The atlas textures are built on the CPU in the main world. *There can be hundreds of images that get prepared for rendering only not to be used.* 2. If one loads an Image and needs to transform it in a system before rendering it, kind of like the [decompression example](https://github.com/bevyengine/bevy/blob/main/examples/asset/asset_decompression.rs#L120), there's a price paid for extracting & preparing the asset that's not intended to be rendered yet. ------ * References #10520 * References #1782 ## Solution This changes the `RenderAssetPersistencePolicy` enum to bitflags. I felt that the objective with the parameter is so similar in nature to wgpu's [`TextureUsages`](https://docs.rs/wgpu/latest/wgpu/struct.TextureUsages.html) and [`BufferUsages`](https://docs.rs/wgpu/latest/wgpu/struct.BufferUsages.html), that it may as well be just like that. ```rust // This asset only needs to be in the main world. Don't extract and prepare it. RenderAssetUsages::MAIN_WORLD // Keep this asset in the main world and RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD // This asset is only needed in the render world. Remove it from the asset server once extracted. RenderAssetUsages::RENDER_WORLD ``` ### Alternate Solution I considered introducing a third field to `RenderAssetPersistencePolicy` enum: ```rust enum RenderAssetPersistencePolicy { /// Keep the asset in the main world after extracting to the render world. Keep, /// Remove the asset from the main world after extracting to the render world. Unload, /// This doesn't need to be in the render world at all. NoExtract, // <----- } ``` Functional, but this seemed like shoehorning. Another option is renaming the enum to something like: ```rust enum RenderAssetExtractionPolicy { /// Extract the asset and keep it in the main world. Extract, /// Remove the asset from the main world after extracting to the render world. ExtractAndUnload, /// This doesn't need to be in the render world at all. NoExtract, } ``` I think this last one could be a good option if the bitflags are too clunky. ## Migration Guide * `RenderAssetPersistencePolicy::Keep` → `RenderAssetUsage::MAIN_WORLD | RenderAssetUsage::RENDER_WORLD` (or `RenderAssetUsage::default()`) * `RenderAssetPersistencePolicy::Unload` → `RenderAssetUsage::RENDER_WORLD` * For types implementing the `RenderAsset` trait, change `fn persistence_policy(&self) -> RenderAssetPersistencePolicy` to `fn asset_usage(&self) -> RenderAssetUsages`. * Change any references to `cpu_persistent_access` (`RenderAssetPersistencePolicy`) to `asset_usage` (`RenderAssetUsage`). This applies to `Image`, `Mesh`, and a few other types.
2024-01-30 13:22:10 +00:00
Mesh::new(PrimitiveTopology::TriangleList, RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD)
Add consuming builder methods for more ergonomic `Mesh` creation (#10056) # Objective - This PR aims to make creating meshes a little bit more ergonomic, specifically by removing the need for intermediate mutable variables. ## Solution - We add methods that consume the `Mesh` and return a mesh with the specified changes, so that meshes can be entirely constructed via builder-style calls, without intermediate variables; - Methods are flagged with `#[must_use]` to ensure proper use; - Examples are updated to use the new methods where applicable. Some examples are kept with the mutating methods so that users can still easily discover them, and also where the new methods wouldn't really be an improvement. ## Examples Before: ```rust let mut mesh = Mesh::new(PrimitiveTopology::TriangleList); mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vs); mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vns); mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, vts); mesh.set_indices(Some(Indices::U32(tris))); mesh ``` After: ```rust Mesh::new(PrimitiveTopology::TriangleList) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vs) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vns) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, vts) .with_indices(Some(Indices::U32(tris))) ``` Before: ```rust let mut cube = Mesh::from(shape::Cube { size: 1.0 }); cube.generate_tangents().unwrap(); PbrBundle { mesh: meshes.add(cube), ..default() } ``` After: ```rust PbrBundle { mesh: meshes.add( Mesh::from(shape::Cube { size: 1.0 }) .with_generated_tangents() .unwrap(), ), ..default() } ``` --- ## Changelog - Added consuming builder methods for more ergonomic `Mesh` creation: `with_inserted_attribute()`, `with_removed_attribute()`, `with_indices()`, `with_duplicated_vertices()`, `with_computed_flat_normals()`, `with_generated_tangents()`, `with_morph_targets()`, `with_morph_target_names()`.
2023-10-09 19:47:41 +00:00
.with_inserted_attribute(
Mesh::ATTRIBUTE_POSITION,
// Each array is an [x, y, z] coordinate in local space.
// The camera coordinate space is right-handed x-right, y-up, z-back. This means "forward" is -Z.
// Meshes always rotate around their local [0, 0, 0] when a rotation is applied to their Transform.
// By centering our mesh around the origin, rotating the mesh preserves its center of mass.
vec![
// top (facing towards +y)
[-0.5, 0.5, -0.5], // vertex with index 0
[0.5, 0.5, -0.5], // vertex with index 1
[0.5, 0.5, 0.5], // etc. until 23
[-0.5, 0.5, 0.5],
// bottom (-y)
[-0.5, -0.5, -0.5],
[0.5, -0.5, -0.5],
[0.5, -0.5, 0.5],
[-0.5, -0.5, 0.5],
// right (+x)
[0.5, -0.5, -0.5],
[0.5, -0.5, 0.5],
[0.5, 0.5, 0.5], // This vertex is at the same position as vertex with index 2, but they'll have different UV and normal
[0.5, 0.5, -0.5],
// left (-x)
[-0.5, -0.5, -0.5],
[-0.5, -0.5, 0.5],
[-0.5, 0.5, 0.5],
[-0.5, 0.5, -0.5],
// back (+z)
[-0.5, -0.5, 0.5],
[-0.5, 0.5, 0.5],
[0.5, 0.5, 0.5],
[0.5, -0.5, 0.5],
// forward (-z)
[-0.5, -0.5, -0.5],
[-0.5, 0.5, -0.5],
[0.5, 0.5, -0.5],
[0.5, -0.5, -0.5],
],
Add consuming builder methods for more ergonomic `Mesh` creation (#10056) # Objective - This PR aims to make creating meshes a little bit more ergonomic, specifically by removing the need for intermediate mutable variables. ## Solution - We add methods that consume the `Mesh` and return a mesh with the specified changes, so that meshes can be entirely constructed via builder-style calls, without intermediate variables; - Methods are flagged with `#[must_use]` to ensure proper use; - Examples are updated to use the new methods where applicable. Some examples are kept with the mutating methods so that users can still easily discover them, and also where the new methods wouldn't really be an improvement. ## Examples Before: ```rust let mut mesh = Mesh::new(PrimitiveTopology::TriangleList); mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vs); mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vns); mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, vts); mesh.set_indices(Some(Indices::U32(tris))); mesh ``` After: ```rust Mesh::new(PrimitiveTopology::TriangleList) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vs) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vns) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, vts) .with_indices(Some(Indices::U32(tris))) ``` Before: ```rust let mut cube = Mesh::from(shape::Cube { size: 1.0 }); cube.generate_tangents().unwrap(); PbrBundle { mesh: meshes.add(cube), ..default() } ``` After: ```rust PbrBundle { mesh: meshes.add( Mesh::from(shape::Cube { size: 1.0 }) .with_generated_tangents() .unwrap(), ), ..default() } ``` --- ## Changelog - Added consuming builder methods for more ergonomic `Mesh` creation: `with_inserted_attribute()`, `with_removed_attribute()`, `with_indices()`, `with_duplicated_vertices()`, `with_computed_flat_normals()`, `with_generated_tangents()`, `with_morph_targets()`, `with_morph_target_names()`.
2023-10-09 19:47:41 +00:00
)
// Set-up UV coordinates to point to the upper (V < 0.5), "dirt+grass" part of the texture.
// Take a look at the custom image (assets/textures/array_texture.png)
// so the UV coords will make more sense
// Note: (0.0, 0.0) = Top-Left in UV mapping, (1.0, 1.0) = Bottom-Right in UV mapping
Add consuming builder methods for more ergonomic `Mesh` creation (#10056) # Objective - This PR aims to make creating meshes a little bit more ergonomic, specifically by removing the need for intermediate mutable variables. ## Solution - We add methods that consume the `Mesh` and return a mesh with the specified changes, so that meshes can be entirely constructed via builder-style calls, without intermediate variables; - Methods are flagged with `#[must_use]` to ensure proper use; - Examples are updated to use the new methods where applicable. Some examples are kept with the mutating methods so that users can still easily discover them, and also where the new methods wouldn't really be an improvement. ## Examples Before: ```rust let mut mesh = Mesh::new(PrimitiveTopology::TriangleList); mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vs); mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vns); mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, vts); mesh.set_indices(Some(Indices::U32(tris))); mesh ``` After: ```rust Mesh::new(PrimitiveTopology::TriangleList) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vs) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vns) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, vts) .with_indices(Some(Indices::U32(tris))) ``` Before: ```rust let mut cube = Mesh::from(shape::Cube { size: 1.0 }); cube.generate_tangents().unwrap(); PbrBundle { mesh: meshes.add(cube), ..default() } ``` After: ```rust PbrBundle { mesh: meshes.add( Mesh::from(shape::Cube { size: 1.0 }) .with_generated_tangents() .unwrap(), ), ..default() } ``` --- ## Changelog - Added consuming builder methods for more ergonomic `Mesh` creation: `with_inserted_attribute()`, `with_removed_attribute()`, `with_indices()`, `with_duplicated_vertices()`, `with_computed_flat_normals()`, `with_generated_tangents()`, `with_morph_targets()`, `with_morph_target_names()`.
2023-10-09 19:47:41 +00:00
.with_inserted_attribute(
Mesh::ATTRIBUTE_UV_0,
vec![
// Assigning the UV coords for the top side.
[0.0, 0.2], [0.0, 0.0], [1.0, 0.0], [1.0, 0.2],
// Assigning the UV coords for the bottom side.
[0.0, 0.45], [0.0, 0.25], [1.0, 0.25], [1.0, 0.45],
// Assigning the UV coords for the right side.
[1.0, 0.45], [0.0, 0.45], [0.0, 0.2], [1.0, 0.2],
Add consuming builder methods for more ergonomic `Mesh` creation (#10056) # Objective - This PR aims to make creating meshes a little bit more ergonomic, specifically by removing the need for intermediate mutable variables. ## Solution - We add methods that consume the `Mesh` and return a mesh with the specified changes, so that meshes can be entirely constructed via builder-style calls, without intermediate variables; - Methods are flagged with `#[must_use]` to ensure proper use; - Examples are updated to use the new methods where applicable. Some examples are kept with the mutating methods so that users can still easily discover them, and also where the new methods wouldn't really be an improvement. ## Examples Before: ```rust let mut mesh = Mesh::new(PrimitiveTopology::TriangleList); mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vs); mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vns); mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, vts); mesh.set_indices(Some(Indices::U32(tris))); mesh ``` After: ```rust Mesh::new(PrimitiveTopology::TriangleList) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vs) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vns) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, vts) .with_indices(Some(Indices::U32(tris))) ``` Before: ```rust let mut cube = Mesh::from(shape::Cube { size: 1.0 }); cube.generate_tangents().unwrap(); PbrBundle { mesh: meshes.add(cube), ..default() } ``` After: ```rust PbrBundle { mesh: meshes.add( Mesh::from(shape::Cube { size: 1.0 }) .with_generated_tangents() .unwrap(), ), ..default() } ``` --- ## Changelog - Added consuming builder methods for more ergonomic `Mesh` creation: `with_inserted_attribute()`, `with_removed_attribute()`, `with_indices()`, `with_duplicated_vertices()`, `with_computed_flat_normals()`, `with_generated_tangents()`, `with_morph_targets()`, `with_morph_target_names()`.
2023-10-09 19:47:41 +00:00
// Assigning the UV coords for the left side.
[1.0, 0.45], [0.0, 0.45], [0.0, 0.2], [1.0, 0.2],
// Assigning the UV coords for the back side.
[0.0, 0.45], [0.0, 0.2], [1.0, 0.2], [1.0, 0.45],
// Assigning the UV coords for the forward side.
[0.0, 0.45], [0.0, 0.2], [1.0, 0.2], [1.0, 0.45],
],
Add consuming builder methods for more ergonomic `Mesh` creation (#10056) # Objective - This PR aims to make creating meshes a little bit more ergonomic, specifically by removing the need for intermediate mutable variables. ## Solution - We add methods that consume the `Mesh` and return a mesh with the specified changes, so that meshes can be entirely constructed via builder-style calls, without intermediate variables; - Methods are flagged with `#[must_use]` to ensure proper use; - Examples are updated to use the new methods where applicable. Some examples are kept with the mutating methods so that users can still easily discover them, and also where the new methods wouldn't really be an improvement. ## Examples Before: ```rust let mut mesh = Mesh::new(PrimitiveTopology::TriangleList); mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vs); mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vns); mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, vts); mesh.set_indices(Some(Indices::U32(tris))); mesh ``` After: ```rust Mesh::new(PrimitiveTopology::TriangleList) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vs) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vns) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, vts) .with_indices(Some(Indices::U32(tris))) ``` Before: ```rust let mut cube = Mesh::from(shape::Cube { size: 1.0 }); cube.generate_tangents().unwrap(); PbrBundle { mesh: meshes.add(cube), ..default() } ``` After: ```rust PbrBundle { mesh: meshes.add( Mesh::from(shape::Cube { size: 1.0 }) .with_generated_tangents() .unwrap(), ), ..default() } ``` --- ## Changelog - Added consuming builder methods for more ergonomic `Mesh` creation: `with_inserted_attribute()`, `with_removed_attribute()`, `with_indices()`, `with_duplicated_vertices()`, `with_computed_flat_normals()`, `with_generated_tangents()`, `with_morph_targets()`, `with_morph_target_names()`.
2023-10-09 19:47:41 +00:00
)
// For meshes with flat shading, normals are orthogonal (pointing out) from the direction of
// the surface.
// Normals are required for correct lighting calculations.
// Each array represents a normalized vector, which length should be equal to 1.0.
Add consuming builder methods for more ergonomic `Mesh` creation (#10056) # Objective - This PR aims to make creating meshes a little bit more ergonomic, specifically by removing the need for intermediate mutable variables. ## Solution - We add methods that consume the `Mesh` and return a mesh with the specified changes, so that meshes can be entirely constructed via builder-style calls, without intermediate variables; - Methods are flagged with `#[must_use]` to ensure proper use; - Examples are updated to use the new methods where applicable. Some examples are kept with the mutating methods so that users can still easily discover them, and also where the new methods wouldn't really be an improvement. ## Examples Before: ```rust let mut mesh = Mesh::new(PrimitiveTopology::TriangleList); mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vs); mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vns); mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, vts); mesh.set_indices(Some(Indices::U32(tris))); mesh ``` After: ```rust Mesh::new(PrimitiveTopology::TriangleList) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vs) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vns) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, vts) .with_indices(Some(Indices::U32(tris))) ``` Before: ```rust let mut cube = Mesh::from(shape::Cube { size: 1.0 }); cube.generate_tangents().unwrap(); PbrBundle { mesh: meshes.add(cube), ..default() } ``` After: ```rust PbrBundle { mesh: meshes.add( Mesh::from(shape::Cube { size: 1.0 }) .with_generated_tangents() .unwrap(), ), ..default() } ``` --- ## Changelog - Added consuming builder methods for more ergonomic `Mesh` creation: `with_inserted_attribute()`, `with_removed_attribute()`, `with_indices()`, `with_duplicated_vertices()`, `with_computed_flat_normals()`, `with_generated_tangents()`, `with_morph_targets()`, `with_morph_target_names()`.
2023-10-09 19:47:41 +00:00
.with_inserted_attribute(
Mesh::ATTRIBUTE_NORMAL,
vec![
// Normals for the top side (towards +y)
[0.0, 1.0, 0.0],
[0.0, 1.0, 0.0],
[0.0, 1.0, 0.0],
[0.0, 1.0, 0.0],
// Normals for the bottom side (towards -y)
[0.0, -1.0, 0.0],
[0.0, -1.0, 0.0],
[0.0, -1.0, 0.0],
[0.0, -1.0, 0.0],
// Normals for the right side (towards +x)
[1.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
// Normals for the left side (towards -x)
[-1.0, 0.0, 0.0],
[-1.0, 0.0, 0.0],
[-1.0, 0.0, 0.0],
[-1.0, 0.0, 0.0],
// Normals for the back side (towards +z)
[0.0, 0.0, 1.0],
[0.0, 0.0, 1.0],
[0.0, 0.0, 1.0],
[0.0, 0.0, 1.0],
// Normals for the forward side (towards -z)
[0.0, 0.0, -1.0],
[0.0, 0.0, -1.0],
[0.0, 0.0, -1.0],
[0.0, 0.0, -1.0],
],
Add consuming builder methods for more ergonomic `Mesh` creation (#10056) # Objective - This PR aims to make creating meshes a little bit more ergonomic, specifically by removing the need for intermediate mutable variables. ## Solution - We add methods that consume the `Mesh` and return a mesh with the specified changes, so that meshes can be entirely constructed via builder-style calls, without intermediate variables; - Methods are flagged with `#[must_use]` to ensure proper use; - Examples are updated to use the new methods where applicable. Some examples are kept with the mutating methods so that users can still easily discover them, and also where the new methods wouldn't really be an improvement. ## Examples Before: ```rust let mut mesh = Mesh::new(PrimitiveTopology::TriangleList); mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vs); mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vns); mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, vts); mesh.set_indices(Some(Indices::U32(tris))); mesh ``` After: ```rust Mesh::new(PrimitiveTopology::TriangleList) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vs) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vns) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, vts) .with_indices(Some(Indices::U32(tris))) ``` Before: ```rust let mut cube = Mesh::from(shape::Cube { size: 1.0 }); cube.generate_tangents().unwrap(); PbrBundle { mesh: meshes.add(cube), ..default() } ``` After: ```rust PbrBundle { mesh: meshes.add( Mesh::from(shape::Cube { size: 1.0 }) .with_generated_tangents() .unwrap(), ), ..default() } ``` --- ## Changelog - Added consuming builder methods for more ergonomic `Mesh` creation: `with_inserted_attribute()`, `with_removed_attribute()`, `with_indices()`, `with_duplicated_vertices()`, `with_computed_flat_normals()`, `with_generated_tangents()`, `with_morph_targets()`, `with_morph_target_names()`.
2023-10-09 19:47:41 +00:00
)
// Create the triangles out of the 24 vertices we created.
// To construct a square, we need 2 triangles, therefore 12 triangles in total.
// To construct a triangle, we need the indices of its 3 defined vertices, adding them one
// by one, in a counter-clockwise order (relative to the position of the viewer, the order
// should appear counter-clockwise from the front of the triangle, in this case from outside the cube).
// Read more about how to correctly build a mesh manually in the Bevy documentation of a Mesh,
// further examples and the implementation of the built-in shapes.
//
// The first two defined triangles look like this (marked with the vertex indices,
// and the axis), when looking down at the top (+y) of the cube:
// -Z
// ^
// 0---1
// | /|
// | / | -> +X
// |/ |
// 3---2
//
// The right face's (+x) triangles look like this, seen from the outside of the cube.
// +Y
// ^
// 10--11
// | /|
// | / | -> -Z
// |/ |
// 9---8
//
// The back face's (+z) triangles look like this, seen from the outside of the cube.
// +Y
// ^
// 17--18
// |\ |
// | \ | -> +X
// | \|
// 16--19
.with_inserted_indices(Indices::U32(vec![
0,3,1 , 1,3,2, // triangles making up the top (+y) facing side.
Add consuming builder methods for more ergonomic `Mesh` creation (#10056) # Objective - This PR aims to make creating meshes a little bit more ergonomic, specifically by removing the need for intermediate mutable variables. ## Solution - We add methods that consume the `Mesh` and return a mesh with the specified changes, so that meshes can be entirely constructed via builder-style calls, without intermediate variables; - Methods are flagged with `#[must_use]` to ensure proper use; - Examples are updated to use the new methods where applicable. Some examples are kept with the mutating methods so that users can still easily discover them, and also where the new methods wouldn't really be an improvement. ## Examples Before: ```rust let mut mesh = Mesh::new(PrimitiveTopology::TriangleList); mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vs); mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vns); mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, vts); mesh.set_indices(Some(Indices::U32(tris))); mesh ``` After: ```rust Mesh::new(PrimitiveTopology::TriangleList) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vs) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vns) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, vts) .with_indices(Some(Indices::U32(tris))) ``` Before: ```rust let mut cube = Mesh::from(shape::Cube { size: 1.0 }); cube.generate_tangents().unwrap(); PbrBundle { mesh: meshes.add(cube), ..default() } ``` After: ```rust PbrBundle { mesh: meshes.add( Mesh::from(shape::Cube { size: 1.0 }) .with_generated_tangents() .unwrap(), ), ..default() } ``` --- ## Changelog - Added consuming builder methods for more ergonomic `Mesh` creation: `with_inserted_attribute()`, `with_removed_attribute()`, `with_indices()`, `with_duplicated_vertices()`, `with_computed_flat_normals()`, `with_generated_tangents()`, `with_morph_targets()`, `with_morph_target_names()`.
2023-10-09 19:47:41 +00:00
4,5,7 , 5,6,7, // bottom (-y)
8,11,9 , 9,11,10, // right (+x)
12,13,15 , 13,14,15, // left (-x)
16,19,17 , 17,19,18, // back (+z)
20,21,23 , 21,22,23, // forward (-z)
]))
}
// Function that changes the UV mapping of the mesh, to apply the other texture.
fn toggle_texture(mesh_to_change: &mut Mesh) {
// Get a mutable reference to the values of the UV attribute, so we can iterate over it.
let uv_attribute = mesh_to_change.attribute_mut(Mesh::ATTRIBUTE_UV_0).unwrap();
// The format of the UV coordinates should be Float32x2.
let VertexAttributeValues::Float32x2(uv_attribute) = uv_attribute else {
panic!("Unexpected vertex format, expected Float32x2.");
};
// Iterate over the UV coordinates, and change them as we want.
for uv_coord in uv_attribute.iter_mut() {
// If the UV coordinate points to the upper, "dirt+grass" part of the texture...
if (uv_coord[1] + 0.5) < 1.0 {
// ... point to the equivalent lower, "sand+water" part instead,
uv_coord[1] += 0.5;
} else {
// else, point back to the upper, "dirt+grass" part.
uv_coord[1] -= 0.5;
}
}
}