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Add Meshable
trait and implement meshing for 2D primitives (#11431)
# Objective The first part of #10569, split up from #11007. The goal is to implement meshing support for Bevy's new geometric primitives, starting with 2D primitives. 3D meshing will be added in a follow-up, and we can consider removing the old mesh shapes completely. ## Solution Add a `Meshable` trait that primitives need to implement to support meshing, as suggested by the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/12-primitive-shapes.md#meshing). ```rust /// A trait for shapes that can be turned into a [`Mesh`]. pub trait Meshable { /// The output of [`Self::mesh`]. This can either be a [`Mesh`] /// or a builder used for creating a [`Mesh`]. type Output; /// Creates a [`Mesh`] for a shape. fn mesh(&self) -> Self::Output; } ``` This PR implements it for the following primitives: - `Circle` - `Ellipse` - `Rectangle` - `RegularPolygon` - `Triangle2d` The `mesh` method typically returns a builder-like struct such as `CircleMeshBuilder`. This is needed to support shape-specific configuration for things like mesh resolution or UV configuration: ```rust meshes.add(Circle { radius: 0.5 }.mesh().resolution(64)); ``` Note that if no configuration is needed, you can even skip calling `mesh` because `From<MyPrimitive>` is implemented for `Mesh`: ```rust meshes.add(Circle { radius: 0.5 }); ``` I also updated the `2d_shapes` example to use primitives, and tweaked the colors to have better contrast against the dark background. Before: ![Old 2D shapes](https://github.com/bevyengine/bevy/assets/57632562/f1d8c2d5-55be-495f-8ed4-5890154b81ca) After: ![New 2D shapes](https://github.com/bevyengine/bevy/assets/57632562/f166c013-34b8-4752-800a-5517b284d978) Here you can see the UVs and different facing directions: (taken from #11007, so excuse the 3D primitives at the bottom left) ![UVs and facing directions](https://github.com/bevyengine/bevy/assets/57632562/eaf0be4e-187d-4b6d-8fb8-c996ba295a8a) --- ## Changelog - Added `bevy_render::mesh::primitives` module - Added `Meshable` trait and implemented it for: - `Circle` - `Ellipse` - `Rectangle` - `RegularPolygon` - `Triangle2d` - Implemented `Default` and `Copy` for several 2D primitives - Updated `2d_shapes` example to use primitives - Tweaked colors in `2d_shapes` example to have better contrast against the (new-ish) dark background --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
This commit is contained in:
parent
149a313850
commit
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8 changed files with 393 additions and 24 deletions
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@ -402,7 +402,7 @@ doc-scrape-examples = true
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[package.metadata.example.2d_shapes]
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name = "2D Shapes"
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description = "Renders a rectangle, circle, and hexagon"
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description = "Renders simple 2D primitive shapes like circles and polygons"
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category = "2D Rendering"
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wasm = true
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@ -90,6 +90,13 @@ pub struct Circle {
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}
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impl Primitive2d for Circle {}
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impl Default for Circle {
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/// Returns the default [`Circle`] with a radius of `0.5`.
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fn default() -> Self {
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Self { radius: 0.5 }
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}
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}
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impl Circle {
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/// Create a new [`Circle`] from a `radius`
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#[inline(always)]
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@ -147,6 +154,15 @@ pub struct Ellipse {
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}
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impl Primitive2d for Ellipse {}
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impl Default for Ellipse {
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/// Returns the default [`Ellipse`] with a half-width of `1.0` and a half-height of `0.5`.
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fn default() -> Self {
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Self {
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half_size: Vec2::new(1.0, 0.5),
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}
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}
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}
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impl Ellipse {
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/// Create a new `Ellipse` from half of its width and height.
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///
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@ -197,6 +213,15 @@ pub struct Plane2d {
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}
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impl Primitive2d for Plane2d {}
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impl Default for Plane2d {
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/// Returns the default [`Plane2d`] with a normal pointing in the `+Y` direction.
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fn default() -> Self {
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Self {
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normal: Direction2d::Y,
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}
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}
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}
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impl Plane2d {
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/// Create a new `Plane2d` from a normal
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///
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@ -343,10 +368,19 @@ pub struct Triangle2d {
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}
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impl Primitive2d for Triangle2d {}
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impl Default for Triangle2d {
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/// Returns the default [`Triangle2d`] with the vertices `[0.0, 0.5]`, `[-0.5, -0.5]`, and `[0.5, -0.5]`.
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fn default() -> Self {
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Self {
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vertices: [Vec2::Y * 0.5, Vec2::new(-0.5, -0.5), Vec2::new(0.5, -0.5)],
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}
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}
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}
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impl Triangle2d {
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/// Create a new `Triangle2d` from points `a`, `b`, and `c`
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#[inline(always)]
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pub fn new(a: Vec2, b: Vec2, c: Vec2) -> Self {
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pub const fn new(a: Vec2, b: Vec2, c: Vec2) -> Self {
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Self {
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vertices: [a, b, c],
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}
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@ -438,6 +472,15 @@ pub struct Rectangle {
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pub half_size: Vec2,
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}
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impl Default for Rectangle {
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/// Returns the default [`Rectangle`] with a half-width and half-height of `0.5`.
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fn default() -> Self {
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Self {
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half_size: Vec2::splat(0.5),
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}
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}
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}
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impl Rectangle {
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/// Create a new `Rectangle` from a full width and height
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#[inline(always)]
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@ -559,9 +602,19 @@ pub struct RegularPolygon {
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}
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impl Primitive2d for RegularPolygon {}
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impl Default for RegularPolygon {
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/// Returns the default [`RegularPolygon`] with six sides (a hexagon) and a circumradius of `0.5`.
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fn default() -> Self {
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Self {
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circumcircle: Circle { radius: 0.5 },
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sides: 6,
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}
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}
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}
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impl RegularPolygon {
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/// Create a new `RegularPolygon`
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/// from the radius of the circumcircle and number of sides
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/// from the radius of the circumcircle and a number of sides
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///
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/// # Panics
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///
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@ -34,7 +34,7 @@ pub mod prelude {
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Projection,
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},
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color::Color,
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mesh::{morph::MorphWeights, shape, Mesh},
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mesh::{morph::MorphWeights, primitives::Meshable, shape, Mesh},
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render_resource::Shader,
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spatial_bundle::SpatialBundle,
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texture::{Image, ImagePlugin},
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@ -1,10 +1,12 @@
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#[allow(clippy::module_inception)]
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mod mesh;
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pub mod morph;
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pub mod primitives;
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/// Generation for some primitive shape meshes.
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pub mod shape;
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pub use mesh::*;
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pub use primitives::*;
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use crate::{prelude::Image, render_asset::RenderAssetPlugin};
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use bevy_app::{App, Plugin};
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268
crates/bevy_render/src/mesh/primitives/dim2.rs
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268
crates/bevy_render/src/mesh/primitives/dim2.rs
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@ -0,0 +1,268 @@
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use crate::{
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mesh::{Indices, Mesh},
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render_asset::RenderAssetPersistencePolicy,
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};
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use super::Meshable;
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use bevy_math::{
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primitives::{Circle, Ellipse, Rectangle, RegularPolygon, Triangle2d, WindingOrder},
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Vec2,
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};
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use wgpu::PrimitiveTopology;
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/// A builder used for creating a [`Mesh`] with a [`Circle`] shape.
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#[derive(Clone, Copy, Debug)]
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pub struct CircleMeshBuilder {
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/// The [`Circle`] shape.
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pub circle: Circle,
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/// The number of vertices used for the circle mesh.
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/// The default is `32`.
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#[doc(alias = "vertices")]
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pub resolution: usize,
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}
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impl Default for CircleMeshBuilder {
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fn default() -> Self {
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Self {
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circle: Circle::default(),
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resolution: 32,
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}
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}
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}
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impl CircleMeshBuilder {
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/// Creates a new [`CircleMeshBuilder`] from a given radius and vertex count.
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#[inline]
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pub const fn new(radius: f32, resolution: usize) -> Self {
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Self {
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circle: Circle { radius },
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resolution,
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}
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}
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/// Sets the number of vertices used for the circle mesh.
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#[inline]
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#[doc(alias = "vertices")]
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pub const fn resolution(mut self, resolution: usize) -> Self {
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self.resolution = resolution;
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self
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}
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/// Builds a [`Mesh`] based on the configuration in `self`.
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pub fn build(&self) -> Mesh {
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RegularPolygon::new(self.circle.radius, self.resolution).mesh()
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}
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}
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impl Meshable for Circle {
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type Output = CircleMeshBuilder;
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fn mesh(&self) -> Self::Output {
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CircleMeshBuilder {
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circle: *self,
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..Default::default()
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}
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}
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}
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impl From<Circle> for Mesh {
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fn from(circle: Circle) -> Self {
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circle.mesh().build()
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}
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}
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impl From<CircleMeshBuilder> for Mesh {
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fn from(circle: CircleMeshBuilder) -> Self {
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circle.build()
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}
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}
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impl Meshable for RegularPolygon {
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type Output = Mesh;
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fn mesh(&self) -> Self::Output {
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// The ellipse mesh is just a regular polygon with two radii
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Ellipse::new(self.circumcircle.radius, self.circumcircle.radius)
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.mesh()
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.resolution(self.sides)
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.build()
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}
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}
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impl From<RegularPolygon> for Mesh {
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fn from(polygon: RegularPolygon) -> Self {
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polygon.mesh()
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}
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}
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/// A builder used for creating a [`Mesh`] with an [`Ellipse`] shape.
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#[derive(Clone, Copy, Debug)]
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pub struct EllipseMeshBuilder {
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/// The [`Ellipse`] shape.
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pub ellipse: Ellipse,
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/// The number of vertices used for the ellipse mesh.
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/// The default is `32`.
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#[doc(alias = "vertices")]
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pub resolution: usize,
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}
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impl Default for EllipseMeshBuilder {
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fn default() -> Self {
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Self {
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ellipse: Ellipse::default(),
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resolution: 32,
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}
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}
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}
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impl EllipseMeshBuilder {
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/// Creates a new [`EllipseMeshBuilder`] from a given half width and half height and a vertex count.
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#[inline]
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pub const fn new(half_width: f32, half_height: f32, resolution: usize) -> Self {
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Self {
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ellipse: Ellipse::new(half_width, half_height),
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resolution,
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}
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}
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/// Sets the number of vertices used for the ellipse mesh.
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#[inline]
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#[doc(alias = "vertices")]
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pub const fn resolution(mut self, resolution: usize) -> Self {
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self.resolution = resolution;
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self
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}
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/// Builds a [`Mesh`] based on the configuration in `self`.
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pub fn build(&self) -> Mesh {
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let mut indices = Vec::with_capacity((self.resolution - 2) * 3);
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let mut positions = Vec::with_capacity(self.resolution);
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let normals = vec![[0.0, 0.0, 1.0]; self.resolution];
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let mut uvs = Vec::with_capacity(self.resolution);
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// Add pi/2 so that there is a vertex at the top (sin is 1.0 and cos is 0.0)
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let start_angle = std::f32::consts::FRAC_PI_2;
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let step = std::f32::consts::TAU / self.resolution as f32;
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for i in 0..self.resolution {
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// Compute vertex position at angle theta
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let theta = start_angle + i as f32 * step;
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let (sin, cos) = theta.sin_cos();
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let x = cos * self.ellipse.half_size.x;
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let y = sin * self.ellipse.half_size.y;
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positions.push([x, y, 0.0]);
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uvs.push([0.5 * (cos + 1.0), 1.0 - 0.5 * (sin + 1.0)]);
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}
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for i in 1..(self.resolution as u32 - 1) {
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indices.extend_from_slice(&[0, i, i + 1]);
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}
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Mesh::new(
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PrimitiveTopology::TriangleList,
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RenderAssetPersistencePolicy::Keep,
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)
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.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions)
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.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals)
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.with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs)
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.with_indices(Some(Indices::U32(indices)))
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}
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}
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impl Meshable for Ellipse {
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type Output = EllipseMeshBuilder;
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fn mesh(&self) -> Self::Output {
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EllipseMeshBuilder {
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ellipse: *self,
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..Default::default()
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}
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}
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}
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impl From<Ellipse> for Mesh {
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fn from(ellipse: Ellipse) -> Self {
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ellipse.mesh().build()
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}
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}
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impl From<EllipseMeshBuilder> for Mesh {
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fn from(ellipse: EllipseMeshBuilder) -> Self {
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ellipse.build()
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}
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}
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impl Meshable for Triangle2d {
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type Output = Mesh;
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fn mesh(&self) -> Self::Output {
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let [a, b, c] = self.vertices;
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let positions = vec![[a.x, a.y, 0.0], [b.x, b.y, 0.0], [c.x, c.y, 0.0]];
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let normals = vec![[0.0, 0.0, 1.0]; 3];
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// The extents of the bounding box of the triangle,
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// used to compute the UV coordinates of the points.
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let extents = a.min(b).min(c).abs().max(a.max(b).max(c)) * Vec2::new(1.0, -1.0);
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let uvs = vec![
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a / extents / 2.0 + 0.5,
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b / extents / 2.0 + 0.5,
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c / extents / 2.0 + 0.5,
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];
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let is_ccw = self.winding_order() == WindingOrder::CounterClockwise;
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let indices = if is_ccw {
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Indices::U32(vec![0, 1, 2])
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} else {
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Indices::U32(vec![0, 2, 1])
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};
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Mesh::new(
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PrimitiveTopology::TriangleList,
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RenderAssetPersistencePolicy::Keep,
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)
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.with_indices(Some(indices))
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.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions)
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.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals)
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.with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs)
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}
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}
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impl From<Triangle2d> for Mesh {
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fn from(triangle: Triangle2d) -> Self {
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triangle.mesh()
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}
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}
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impl Meshable for Rectangle {
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type Output = Mesh;
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fn mesh(&self) -> Self::Output {
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let [hw, hh] = [self.half_size.x, self.half_size.y];
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let positions = vec![
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[hw, hh, 0.0],
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[-hw, hh, 0.0],
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[-hw, -hh, 0.0],
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[hw, -hh, 0.0],
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];
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let normals = vec![[0.0, 0.0, 1.0]; 4];
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let uvs = vec![[1.0, 0.0], [0.0, 0.0], [0.0, 1.0], [1.0, 1.0]];
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let indices = Indices::U32(vec![0, 1, 2, 0, 2, 3]);
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Mesh::new(
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PrimitiveTopology::TriangleList,
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RenderAssetPersistencePolicy::Keep,
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)
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.with_indices(Some(indices))
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.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions)
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.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals)
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.with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs)
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}
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}
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impl From<Rectangle> for Mesh {
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fn from(rectangle: Rectangle) -> Self {
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rectangle.mesh()
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}
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}
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35
crates/bevy_render/src/mesh/primitives/mod.rs
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35
crates/bevy_render/src/mesh/primitives/mod.rs
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//! Mesh generation for [primitive shapes](bevy_math::primitives).
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//!
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//! Primitives that support meshing implement the [`Meshable`] trait.
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//! Calling [`mesh`](Meshable::mesh) will return either a [`Mesh`](super::Mesh) or a builder
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//! that can be used to specify shape-specific configuration for creating the [`Mesh`](super::Mesh).
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//!
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//! ```
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//! # use bevy_asset::Assets;
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//! # use bevy_ecs::prelude::ResMut;
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//! # use bevy_math::prelude::Circle;
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//! # use bevy_render::prelude::*;
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//! #
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//! # fn setup(mut meshes: ResMut<Assets<Mesh>>) {
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//! // Create circle mesh with default configuration
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//! let circle = meshes.add(Circle { radius: 25.0 });
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//!
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//! // Specify number of vertices
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//! let circle = meshes.add(Circle { radius: 25.0 }.mesh().resolution(64));
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//! # }
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//! ```
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#![warn(missing_docs)]
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mod dim2;
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pub use dim2::{CircleMeshBuilder, EllipseMeshBuilder};
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/// A trait for shapes that can be turned into a [`Mesh`](super::Mesh).
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pub trait Meshable {
|
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/// The output of [`Self::mesh`]. This can either be a [`Mesh`](super::Mesh)
|
||||
/// or a builder used for creating a [`Mesh`](super::Mesh).
|
||||
type Output;
|
||||
|
||||
/// Creates a [`Mesh`](super::Mesh) for a shape.
|
||||
fn mesh(&self) -> Self::Output;
|
||||
}
|
|
@ -18,36 +18,47 @@ fn setup(
|
|||
|
||||
// Circle
|
||||
commands.spawn(MaterialMesh2dBundle {
|
||||
mesh: meshes.add(shape::Circle::new(50.)).into(),
|
||||
material: materials.add(Color::PURPLE),
|
||||
transform: Transform::from_translation(Vec3::new(-150., 0., 0.)),
|
||||
mesh: meshes.add(Circle { radius: 50.0 }).into(),
|
||||
material: materials.add(Color::VIOLET),
|
||||
transform: Transform::from_translation(Vec3::new(-225.0, 0.0, 0.0)),
|
||||
..default()
|
||||
});
|
||||
|
||||
// Ellipse
|
||||
commands.spawn(MaterialMesh2dBundle {
|
||||
mesh: meshes.add(Ellipse::new(25.0, 50.0)).into(),
|
||||
material: materials.add(Color::TURQUOISE),
|
||||
transform: Transform::from_translation(Vec3::new(-100.0, 0.0, 0.0)),
|
||||
..default()
|
||||
});
|
||||
|
||||
// Rectangle
|
||||
commands.spawn(SpriteBundle {
|
||||
sprite: Sprite {
|
||||
color: Color::rgb(0.25, 0.25, 0.75),
|
||||
custom_size: Some(Vec2::new(50.0, 100.0)),
|
||||
..default()
|
||||
},
|
||||
transform: Transform::from_translation(Vec3::new(-50., 0., 0.)),
|
||||
..default()
|
||||
});
|
||||
|
||||
// Quad
|
||||
commands.spawn(MaterialMesh2dBundle {
|
||||
mesh: meshes.add(shape::Quad::new(Vec2::new(50., 100.))).into(),
|
||||
mesh: meshes.add(Rectangle::new(50.0, 100.0)).into(),
|
||||
material: materials.add(Color::LIME_GREEN),
|
||||
transform: Transform::from_translation(Vec3::new(50., 0., 0.)),
|
||||
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 0.0)),
|
||||
..default()
|
||||
});
|
||||
|
||||
// Hexagon
|
||||
commands.spawn(MaterialMesh2dBundle {
|
||||
mesh: meshes.add(shape::RegularPolygon::new(50., 6)).into(),
|
||||
material: materials.add(Color::TURQUOISE),
|
||||
transform: Transform::from_translation(Vec3::new(150., 0., 0.)),
|
||||
mesh: meshes.add(RegularPolygon::new(50.0, 6)).into(),
|
||||
material: materials.add(Color::YELLOW),
|
||||
transform: Transform::from_translation(Vec3::new(125.0, 0.0, 0.0)),
|
||||
..default()
|
||||
});
|
||||
|
||||
// Triangle
|
||||
commands.spawn(MaterialMesh2dBundle {
|
||||
mesh: meshes
|
||||
.add(Triangle2d::new(
|
||||
Vec2::Y * 50.0,
|
||||
Vec2::new(-50.0, -50.0),
|
||||
Vec2::new(50.0, -50.0),
|
||||
))
|
||||
.into(),
|
||||
material: materials.add(Color::ORANGE),
|
||||
transform: Transform::from_translation(Vec3::new(250.0, 0.0, 0.0)),
|
||||
..default()
|
||||
});
|
||||
}
|
||||
|
|
|
@ -95,7 +95,7 @@ Example | Description
|
|||
[2D Bloom](../examples/2d/bloom_2d.rs) | Illustrates bloom post-processing in 2d
|
||||
[2D Gizmos](../examples/2d/2d_gizmos.rs) | A scene showcasing 2D gizmos
|
||||
[2D Rotation](../examples/2d/rotation.rs) | Demonstrates rotating entities in 2D with quaternions
|
||||
[2D Shapes](../examples/2d/2d_shapes.rs) | Renders a rectangle, circle, and hexagon
|
||||
[2D Shapes](../examples/2d/2d_shapes.rs) | Renders simple 2D primitive shapes like circles and polygons
|
||||
[2D Viewport To World](../examples/2d/2d_viewport_to_world.rs) | Demonstrates how to use the `Camera::viewport_to_world_2d` method
|
||||
[Custom glTF vertex attribute 2D](../examples/2d/custom_gltf_vertex_attribute.rs) | Renders a glTF mesh in 2D with a custom vertex attribute
|
||||
[Manual Mesh 2D](../examples/2d/mesh2d_manual.rs) | Renders a custom mesh "manually" with "mid-level" renderer apis
|
||||
|
|
Loading…
Reference in a new issue