2023-09-11 18:52:11 +00:00
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//! This example demonstrates how to use the `Camera::viewport_to_world` method.
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2024-04-01 19:59:08 +00:00
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use bevy::prelude::*;
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2023-09-11 18:52:11 +00:00
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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(Startup, setup)
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.add_systems(Update, draw_cursor)
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.run();
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}
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fn draw_cursor(
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2024-10-13 20:32:06 +00:00
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camera_query: Single<(&Camera, &GlobalTransform)>,
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ground: Single<&GlobalTransform, With<Ground>>,
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windows: Single<&Window>,
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2023-09-11 18:52:11 +00:00
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mut gizmos: Gizmos,
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) {
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2024-10-13 20:32:06 +00:00
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let (camera, camera_transform) = *camera_query;
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2023-09-11 18:52:11 +00:00
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2024-10-13 20:32:06 +00:00
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let Some(cursor_position) = windows.cursor_position() else {
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2023-09-11 18:52:11 +00:00
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return;
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};
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// Calculate a ray pointing from the camera into the world based on the cursor's position.
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2024-09-03 19:45:15 +00:00
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let Ok(ray) = camera.viewport_to_world(camera_transform, cursor_position) else {
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2023-09-11 18:52:11 +00:00
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return;
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};
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// Calculate if and where the ray is hitting the ground plane.
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2024-04-18 14:13:22 +00:00
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let Some(distance) =
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ray.intersect_plane(ground.translation(), InfinitePlane3d::new(ground.up()))
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Split `Ray` into `Ray2d` and `Ray3d` and simplify plane construction (#10856)
# Objective
A better alternative version of #10843.
Currently, Bevy has a single `Ray` struct for 3D. To allow better
interoperability with Bevy's primitive shapes (#10572) and some third
party crates (that handle e.g. spatial queries), it would be very useful
to have separate versions for 2D and 3D respectively.
## Solution
Separate `Ray` into `Ray2d` and `Ray3d`. These new structs also take
advantage of the new primitives by using `Direction2d`/`Direction3d` for
the direction:
```rust
pub struct Ray2d {
pub origin: Vec2,
pub direction: Direction2d,
}
pub struct Ray3d {
pub origin: Vec3,
pub direction: Direction3d,
}
```
and by using `Plane2d`/`Plane3d` in `intersect_plane`:
```rust
impl Ray2d {
// ...
pub fn intersect_plane(&self, plane_origin: Vec2, plane: Plane2d) -> Option<f32> {
// ...
}
}
```
---
## Changelog
### Added
- `Ray2d` and `Ray3d`
- `Ray2d::new` and `Ray3d::new` constructors
- `Plane2d::new` and `Plane3d::new` constructors
### Removed
- Removed `Ray` in favor of `Ray3d`
### Changed
- `direction` is now a `Direction2d`/`Direction3d` instead of a vector,
which provides guaranteed normalization
- `intersect_plane` now takes a `Plane2d`/`Plane3d` instead of just a
vector for the plane normal
- `Direction2d` and `Direction3d` now derive `Serialize` and
`Deserialize` to preserve ray (de)serialization
## Migration Guide
`Ray` has been renamed to `Ray3d`.
### Ray creation
Before:
```rust
Ray {
origin: Vec3::ZERO,
direction: Vec3::new(0.5, 0.6, 0.2).normalize(),
}
```
After:
```rust
// Option 1:
Ray3d {
origin: Vec3::ZERO,
direction: Direction3d::new(Vec3::new(0.5, 0.6, 0.2)).unwrap(),
}
// Option 2:
Ray3d::new(Vec3::ZERO, Vec3::new(0.5, 0.6, 0.2))
```
### Plane intersections
Before:
```rust
let result = ray.intersect_plane(Vec2::X, Vec2::Y);
```
After:
```rust
let result = ray.intersect_plane(Vec2::X, Plane2d::new(Vec2::Y));
```
2023-12-06 14:09:04 +00:00
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else {
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2023-09-11 18:52:11 +00:00
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return;
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};
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let point = ray.get_point(distance);
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// Draw a circle just above the ground plane at that position.
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2024-08-28 01:37:19 +00:00
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gizmos.circle(
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Isometry3d::new(
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point + ground.up() * 0.01,
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Quat::from_rotation_arc(Vec3::Z, ground.up().as_vec3()),
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),
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0.2,
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Color::WHITE,
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);
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2023-09-11 18:52:11 +00:00
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}
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#[derive(Component)]
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struct Ground;
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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<StandardMaterial>>,
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) {
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// plane
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commands.spawn((
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Migrate meshes and materials to required components (#15524)
# Objective
A big step in the migration to required components: meshes and
materials!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):
- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:
![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)
![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)
Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.
## Testing
I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!
## Implementation Notes
- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.
---
## Migration Guide
Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.
Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.
The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.
---------
Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
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Mesh3d(meshes.add(Plane3d::default().mesh().size(20., 20.))),
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MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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2023-09-11 18:52:11 +00:00
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Ground,
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));
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// light
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2024-10-01 03:20:43 +00:00
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commands.spawn((
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DirectionalLight::default(),
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Transform::from_translation(Vec3::ONE).looking_at(Vec3::ZERO, Vec3::Y),
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));
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2023-09-11 18:52:11 +00:00
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// camera
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2024-10-05 01:59:52 +00:00
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(15.0, 5.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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2023-09-11 18:52:11 +00:00
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}
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