bevy/bevy_render/src/mesh.rs

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use crate::Vertex;
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use bevy_asset::Asset;
use glam::*;
pub enum MeshType {
Cube,
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Plane { size: f32 },
Quad { size: Vec2 },
}
pub struct Mesh {
pub vertices: Vec<Vertex>,
pub indices: Vec<u16>,
}
impl Asset<MeshType> for Mesh {
fn load(descriptor: MeshType) -> Self {
let (vertices, indices) = match descriptor {
MeshType::Cube => create_cube(),
MeshType::Plane { size } => create_plane(size),
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MeshType::Quad { size } => create_quad(size),
};
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Mesh { vertices, indices }
}
}
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pub fn create_quad_from_vertices(
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north_west: Vec2,
north_east: Vec2,
south_west: Vec2,
south_east: Vec2,
) -> (Vec<Vertex>, Vec<u16>) {
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let vertex_data = [
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Vertex::from((
[south_west.x(), south_west.y(), 0.0],
[0.0, 0.0, 1.0],
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[0.0, 1.0],
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)),
Vertex::from((
[north_west.x(), north_west.y(), 0.0],
[0.0, 0.0, 1.0],
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[0.0, 0.0],
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)),
Vertex::from((
[north_east.x(), north_east.y(), 0.0],
[0.0, 0.0, 1.0],
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[1.0, 0.0],
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)),
Vertex::from((
[south_east.x(), south_east.y(), 0.0],
[0.0, 0.0, 1.0],
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[1.0, 1.0],
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)),
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];
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let index_data: &[u16] = &[0, 2, 1, 0, 3, 2];
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return (vertex_data.to_vec(), index_data.to_vec());
}
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pub fn create_quad(dimensions: Vec2) -> (Vec<Vertex>, Vec<u16>) {
let extent_x = dimensions.x() / 2.0;
let extent_y = dimensions.y() / 2.0;
create_quad_from_vertices(
vec2(-extent_x, extent_y),
vec2(extent_x, extent_y),
vec2(-extent_x, -extent_y),
vec2(extent_x, -extent_y),
)
}
pub fn create_cube() -> (Vec<Vertex>, Vec<u16>) {
let vertex_data = [
// top (0, 0, 1)
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Vertex::from(([-1, -1, 1], [0, 0, 1], [0, 0])),
Vertex::from(([1, -1, 1], [0, 0, 1], [1, 0])),
Vertex::from(([1, 1, 1], [0, 0, 1], [1, 1])),
Vertex::from(([-1, 1, 1], [0, 0, 1], [0, 1])),
// bottom (0, 0, -1)
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Vertex::from(([-1, 1, -1], [0, 0, -1], [1, 0])),
Vertex::from(([1, 1, -1], [0, 0, -1], [0, 0])),
Vertex::from(([1, -1, -1], [0, 0, -1], [0, 1])),
Vertex::from(([-1, -1, -1], [0, 0, -1], [1, 1])),
// right (1, 0, 0)
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Vertex::from(([1, -1, -1], [1, 0, 0], [0, 0])),
Vertex::from(([1, 1, -1], [1, 0, 0], [1, 0])),
Vertex::from(([1, 1, 1], [1, 0, 0], [1, 1])),
Vertex::from(([1, -1, 1], [1, 0, 0], [0, 1])),
// left (-1, 0, 0)
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Vertex::from(([-1, -1, 1], [-1, 0, 0], [1, 0])),
Vertex::from(([-1, 1, 1], [-1, 0, 0], [0, 0])),
Vertex::from(([-1, 1, -1], [-1, 0, 0], [0, 1])),
Vertex::from(([-1, -1, -1], [-1, 0, 0], [1, 1])),
// front (0, 1, 0)
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Vertex::from(([1, 1, -1], [0, 1, 0], [1, 0])),
Vertex::from(([-1, 1, -1], [0, 1, 0], [0, 0])),
Vertex::from(([-1, 1, 1], [0, 1, 0], [0, 1])),
Vertex::from(([1, 1, 1], [0, 1, 0], [1, 1])),
// back (0, -1, 0)
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Vertex::from(([1, -1, 1], [0, -1, 0], [0, 0])),
Vertex::from(([-1, -1, 1], [0, -1, 0], [1, 0])),
Vertex::from(([-1, -1, -1], [0, -1, 0], [1, 1])),
Vertex::from(([1, -1, -1], [0, -1, 0], [0, 1])),
];
let index_data: &[u16] = &[
0, 1, 2, 2, 3, 0, // top
4, 5, 6, 6, 7, 4, // bottom
8, 9, 10, 10, 11, 8, // right
12, 13, 14, 14, 15, 12, // left
16, 17, 18, 18, 19, 16, // front
20, 21, 22, 22, 23, 20, // back
];
(vertex_data.to_vec(), index_data.to_vec())
}
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pub fn create_plane(size: f32) -> (Vec<Vertex>, Vec<u16>) {
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create_quad(vec2(size, size))
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}