2024-03-29 18:34:04 +00:00
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//! Showcases wireframe rendering for 2d meshes.
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//!
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//! Wireframes currently do not work when using webgl or webgpu.
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//! Supported platforms:
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//! - DX12
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//! - Vulkan
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//! - Metal
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//!
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//! This is a native only feature.
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use bevy::{
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color::palettes::basic::{GREEN, RED, WHITE},
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prelude::*,
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render::{
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render_resource::WgpuFeatures,
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settings::{RenderCreation, WgpuSettings},
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RenderPlugin,
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},
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sprite::{
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MaterialMesh2dBundle, NoWireframe2d, Wireframe2d, Wireframe2dColor, Wireframe2dConfig,
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Wireframe2dPlugin,
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},
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};
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins.set(RenderPlugin {
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render_creation: RenderCreation::Automatic(WgpuSettings {
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// WARN this is a native only feature. It will not work with webgl or webgpu
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features: WgpuFeatures::POLYGON_MODE_LINE,
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..default()
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}),
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..default()
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}),
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// You need to add this plugin to enable wireframe rendering
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Wireframe2dPlugin,
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))
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// Wireframes can be configured with this resource. This can be changed at runtime.
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.insert_resource(Wireframe2dConfig {
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// The global wireframe config enables drawing of wireframes on every mesh,
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// except those with `NoWireframe2d`. Meshes with `Wireframe2d` will always have a wireframe,
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// regardless of the global configuration.
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global: true,
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// Controls the default color of all wireframes. Used as the default color for global wireframes.
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// Can be changed per mesh using the `Wireframe2dColor` component.
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default_color: WHITE,
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})
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.add_systems(Startup, setup)
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.add_systems(Update, update_colors)
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.run();
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}
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/// Set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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// Triangle: Never renders a wireframe
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commands.spawn((
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MaterialMesh2dBundle {
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mesh: meshes
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.add(Triangle2d::new(
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Vec2::new(0.0, 50.0),
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Vec2::new(-50.0, -50.0),
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Vec2::new(50.0, -50.0),
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))
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.into(),
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material: materials.add(Color::BLACK),
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transform: Transform::from_xyz(-150.0, 0.0, 0.0),
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..default()
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},
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NoWireframe2d,
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));
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// Rectangle: Follows global wireframe setting
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commands.spawn(MaterialMesh2dBundle {
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mesh: meshes.add(Rectangle::new(100.0, 100.0)).into(),
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material: materials.add(Color::BLACK),
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transform: Transform::from_xyz(0.0, 0.0, 0.0),
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..default()
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});
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// Circle: Always renders a wireframe
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commands.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.add(Circle::new(50.0)).into(),
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material: materials.add(Color::BLACK),
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transform: Transform::from_xyz(150.0, 0.0, 0.0),
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..default()
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},
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Wireframe2d,
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// This lets you configure the wireframe color of this entity.
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// If not set, this will use the color in `WireframeConfig`
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Wireframe2dColor { color: GREEN },
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));
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// Camera
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commands.spawn(Camera2dBundle::default());
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// Text used to show controls
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commands.spawn(
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2024-05-31 16:41:27 +00:00
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TextBundle::from_section("", TextStyle::default()).with_style(Style {
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2024-03-29 18:34:04 +00:00
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position_type: PositionType::Absolute,
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2024-05-30 23:11:23 +00:00
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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2024-03-29 18:34:04 +00:00
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..default()
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}),
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);
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}
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/// This system lets you toggle various wireframe settings
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fn update_colors(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut config: ResMut<Wireframe2dConfig>,
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mut wireframe_colors: Query<&mut Wireframe2dColor>,
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mut text: Query<&mut Text>,
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) {
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text.single_mut().sections[0].value = format!(
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2024-05-30 23:11:23 +00:00
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"Controls
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2024-03-29 18:34:04 +00:00
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---------------
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Z - Toggle global
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X - Change global color
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C - Change color of the circle wireframe
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Wireframe2dConfig
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-------------
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Global: {}
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2024-05-30 23:11:23 +00:00
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Color: {:?}",
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2024-03-29 18:34:04 +00:00
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config.global, config.default_color,
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);
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// Toggle showing a wireframe on all meshes
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if keyboard_input.just_pressed(KeyCode::KeyZ) {
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config.global = !config.global;
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}
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// Toggle the global wireframe color
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if keyboard_input.just_pressed(KeyCode::KeyX) {
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config.default_color = if config.default_color == WHITE {
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RED
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} else {
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WHITE
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};
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}
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// Toggle the color of a wireframe using `Wireframe2dColor` and not the global color
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if keyboard_input.just_pressed(KeyCode::KeyC) {
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for mut color in &mut wireframe_colors {
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color.color = if color.color == GREEN { RED } else { GREEN };
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}
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}
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}
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