mirror of
https://github.com/bevyengine/bevy
synced 2024-11-14 00:47:32 +00:00
Remove the Component
trait implementation from Handle
(#15796)
# Objective - Closes #15716 - Closes #15718 ## Solution - Replace `Handle<MeshletMesh>` with a new `MeshletMesh3d` component - As expected there were some random things that needed fixing: - A couple tests were storing handles just to prevent them from being dropped I believe, which seems to have been unnecessary in some. - The `SpriteBundle` still had a `Handle<Image>` field. I've removed this. - Tests in `bevy_sprite` incorrectly added a `Handle<Image>` field outside of the `Sprite` component. - A few examples were still inserting `Handle`s, switched those to their corresponding wrappers. - 2 examples that were still querying for `Handle<Image>` were changed to query `Sprite` ## Testing - I've verified that the changed example work now ## Migration Guide `Handle` can no longer be used as a `Component`. All existing Bevy types using this pattern have been wrapped in their own semantically meaningful type. You should do the same for any custom `Handle` components your project needs. The `Handle<MeshletMesh>` component is now `MeshletMesh3d`. The `WithMeshletMesh` type alias has been removed. Use `With<MeshletMesh3d>` instead.
This commit is contained in:
parent
a6be9b4ccd
commit
3da0ef048e
17 changed files with 87 additions and 79 deletions
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@ -58,7 +58,7 @@ pub(crate) fn trigger_animation_event(
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/// let mut player = AnimationPlayer::default();
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/// player.play(animation_index).repeat();
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///
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/// commands.spawn((graphs.add(graph), player));
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/// commands.spawn((AnimationGraphHandle(graphs.add(graph)), player));
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/// }
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/// #
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/// # bevy_ecs::system::assert_is_system(setup_animation);
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@ -3,7 +3,6 @@ use crate::{
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UntypedAssetId,
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};
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use alloc::sync::Arc;
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use bevy_ecs::prelude::*;
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use bevy_reflect::{std_traits::ReflectDefault, Reflect, TypePath};
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use core::{
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any::TypeId,
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@ -122,8 +121,8 @@ impl core::fmt::Debug for StrongHandle {
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/// of the [`Handle`] are dropped.
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///
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/// [`Handle::Strong`] also provides access to useful [`Asset`] metadata, such as the [`AssetPath`] (if it exists).
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#[derive(Component, Reflect)]
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#[reflect(Default, Component, Debug, Hash, PartialEq)]
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#[derive(Reflect)]
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#[reflect(Default, Debug, Hash, PartialEq)]
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pub enum Handle<A: Asset> {
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/// A "strong" reference to a live (or loading) [`Asset`]. If a [`Handle`] is [`Handle::Strong`], the [`Asset`] will be kept
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/// alive until the [`Handle`] is dropped. Strong handles also provide access to additional asset metadata.
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@ -900,7 +900,6 @@ mod tests {
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let asset_server = app.world().resource::<AssetServer>().clone();
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let handle: Handle<CoolText> = asset_server.load(a_path);
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let a_id = handle.id();
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let entity = app.world_mut().spawn(handle).id();
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app.update();
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{
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let a_text = get::<CoolText>(app.world(), a_id);
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@ -1090,7 +1089,8 @@ mod tests {
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a.text = "Changed".to_string();
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}
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app.world_mut().despawn(entity);
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drop(handle);
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app.update();
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assert_eq!(
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app.world().resource::<Assets<CoolText>>().len(),
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@ -1225,7 +1225,6 @@ mod tests {
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);
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}
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app.world_mut().spawn(handle);
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gate_opener.open(a_path);
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gate_opener.open(b_path);
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gate_opener.open(c_path);
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@ -1345,7 +1344,6 @@ mod tests {
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let asset_server = app.world().resource::<AssetServer>().clone();
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let handle: Handle<CoolText> = asset_server.load(a_path);
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let a_id = handle.id();
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app.world_mut().spawn(handle);
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gate_opener.open(a_path);
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run_app_until(&mut app, |world| {
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@ -1746,8 +1744,6 @@ mod tests {
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let a_handle: Handle<CoolText> = asset_server.load(a_path);
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let a_id = a_handle.id();
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app.world_mut().spawn(a_handle);
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run_app_until(&mut app, |world| {
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let tracker = world.resource::<ErrorTracker>();
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match tracker.finished_asset {
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@ -2229,7 +2229,7 @@ mod test {
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AssetApp, AssetPlugin, AssetServer, Assets, Handle, LoadState,
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};
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use bevy_core::TaskPoolPlugin;
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use bevy_ecs::world::World;
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use bevy_ecs::{system::Resource, world::World};
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use bevy_log::LogPlugin;
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use bevy_render::mesh::{skinning::SkinnedMeshInverseBindposes, MeshPlugin};
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use bevy_scene::ScenePlugin;
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@ -2270,6 +2270,10 @@ mod test {
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}
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fn load_gltf_into_app(gltf_path: &str, gltf: &str) -> App {
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#[expect(unused)]
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#[derive(Resource)]
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struct GltfHandle(Handle<Gltf>);
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let dir = Dir::default();
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dir.insert_asset_text(Path::new(gltf_path), gltf);
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let mut app = test_app(dir);
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@ -2277,7 +2281,7 @@ mod test {
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let asset_server = app.world().resource::<AssetServer>().clone();
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let handle: Handle<Gltf> = asset_server.load(gltf_path.to_string());
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let handle_id = handle.id();
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app.world_mut().spawn(handle.clone());
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app.insert_resource(GltfHandle(handle));
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app.update();
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run_app_until(&mut app, |_world| {
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let load_state = asset_server.get_load_state(handle_id).unwrap();
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@ -2509,7 +2513,6 @@ mod test {
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let asset_server = app.world().resource::<AssetServer>().clone();
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let handle: Handle<Gltf> = asset_server.load(gltf_path);
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let handle_id = handle.id();
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app.world_mut().spawn(handle.clone());
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app.update();
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run_app_until(&mut app, |_world| {
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let load_state = asset_server.get_load_state(handle_id).unwrap();
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@ -2552,7 +2555,6 @@ mod test {
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let asset_server = app.world().resource::<AssetServer>().clone();
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let handle: Handle<Gltf> = asset_server.load(gltf_path);
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let handle_id = handle.id();
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app.world_mut().spawn(handle.clone());
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app.update();
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run_app_until(&mut app, |_world| {
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let load_state = asset_server.get_load_state(handle_id).unwrap();
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@ -36,7 +36,7 @@ pub const MESHLET_MESH_ASSET_VERSION: u64 = 1;
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/// * Materials must use the [`crate::Material::meshlet_mesh_fragment_shader`] method (and similar variants for prepass/deferred shaders)
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/// which requires certain shader patterns that differ from the regular material shaders.
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///
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/// See also [`super::MaterialMeshletMeshBundle`] and [`super::MeshletPlugin`].
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/// See also [`super::MeshletMesh3d`] and [`super::MeshletPlugin`].
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#[derive(Asset, TypePath, Clone)]
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pub struct MeshletMesh {
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/// Quantized and bitstream-packed vertex positions for meshlet vertices.
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@ -1,9 +1,9 @@
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use super::{meshlet_mesh_manager::MeshletMeshManager, MeshletMesh};
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use super::{meshlet_mesh_manager::MeshletMeshManager, MeshletMesh, MeshletMesh3d};
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use crate::{
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Material, MeshFlags, MeshTransforms, MeshUniform, NotShadowCaster, NotShadowReceiver,
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PreviousGlobalTransform, RenderMaterialInstances,
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};
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use bevy_asset::{AssetEvent, AssetServer, Assets, Handle, UntypedAssetId};
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use bevy_asset::{AssetEvent, AssetServer, Assets, UntypedAssetId};
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use bevy_ecs::{
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entity::{Entities, Entity, EntityHashMap},
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event::EventReader,
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@ -168,7 +168,7 @@ pub fn extract_meshlet_mesh_entities(
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SystemState<(
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Query<(
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Entity,
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&Handle<MeshletMesh>,
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&MeshletMesh3d,
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&GlobalTransform,
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Option<&PreviousGlobalTransform>,
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Option<&RenderLayers>,
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@ -1,3 +1,4 @@
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#![expect(deprecated)]
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//! Render high-poly 3d meshes using an efficient GPU-driven method. See [`MeshletPlugin`] and [`MeshletMesh`] for details.
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mod asset;
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@ -57,19 +58,23 @@ use self::{
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};
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use crate::{graph::NodePbr, Material, MeshMaterial3d};
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use bevy_app::{App, Plugin, PostUpdate};
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use bevy_asset::{load_internal_asset, AssetApp, Handle};
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use bevy_asset::{load_internal_asset, AssetApp, AssetId, Handle};
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use bevy_core_pipeline::{
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core_3d::graph::{Core3d, Node3d},
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prepass::{DeferredPrepass, MotionVectorPrepass, NormalPrepass},
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};
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use bevy_derive::{Deref, DerefMut};
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use bevy_ecs::{
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bundle::Bundle,
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component::Component,
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entity::Entity,
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prelude::With,
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query::Has,
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reflect::ReflectComponent,
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schedule::IntoSystemConfigs,
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system::{Commands, Query},
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};
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use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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use bevy_render::{
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render_graph::{RenderGraphApp, ViewNodeRunner},
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render_resource::Shader,
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@ -83,6 +88,7 @@ use bevy_render::{
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};
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use bevy_transform::components::{GlobalTransform, Transform};
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use bevy_utils::tracing::error;
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use derive_more::From;
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const MESHLET_BINDINGS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(1325134235233421);
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const MESHLET_MESH_MATERIAL_SHADER_HANDLE: Handle<Shader> =
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@ -206,7 +212,7 @@ impl Plugin for MeshletPlugin {
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.register_asset_loader(MeshletMeshLoader)
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.add_systems(
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PostUpdate,
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check_visibility::<WithMeshletMesh>.in_set(VisibilitySystems::CheckVisibility),
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check_visibility::<With<MeshletMesh3d>>.in_set(VisibilitySystems::CheckVisibility),
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);
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}
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@ -284,10 +290,31 @@ impl Plugin for MeshletPlugin {
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}
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}
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#[derive(Component, Clone, Debug, Default, Deref, DerefMut, Reflect, PartialEq, Eq, From)]
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#[reflect(Component, Default)]
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#[require(Transform, Visibility)]
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pub struct MeshletMesh3d(pub Handle<MeshletMesh>);
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impl From<MeshletMesh3d> for AssetId<MeshletMesh> {
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fn from(mesh: MeshletMesh3d) -> Self {
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mesh.id()
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}
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}
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impl From<&MeshletMesh3d> for AssetId<MeshletMesh> {
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fn from(mesh: &MeshletMesh3d) -> Self {
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mesh.id()
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}
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}
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/// A component bundle for entities with a [`MeshletMesh`] and a [`Material`].
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#[derive(Bundle, Clone)]
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#[deprecated(
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since = "0.15.0",
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note = "Use the `MeshletMesh3d` and `MeshMaterial3d` components instead. Inserting them will now also insert the other components required by them automatically."
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)]
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pub struct MaterialMeshletMeshBundle<M: Material> {
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pub meshlet_mesh: Handle<MeshletMesh>,
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pub meshlet_mesh: MeshletMesh3d,
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pub material: MeshMaterial3d<M>,
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pub transform: Transform,
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pub global_transform: GlobalTransform,
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}
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}
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/// A convenient alias for `With<Handle<MeshletMesh>>`, for use with
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/// [`bevy_render::view::VisibleEntities`].
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pub type WithMeshletMesh = With<Handle<MeshletMesh>>;
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fn configure_meshlet_views(
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mut views_3d: Query<(
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Entity,
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@ -35,7 +35,7 @@ use bevy_utils::tracing::error;
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#[cfg(feature = "meshlet")]
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use crate::meshlet::{
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prepare_material_meshlet_meshes_prepass, queue_material_meshlet_meshes, InstanceManager,
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MeshletMesh,
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MeshletMesh3d,
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};
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use crate::*;
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@ -221,7 +221,7 @@ pub struct PreviousGlobalTransform(pub Affine3A);
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#[cfg(not(feature = "meshlet"))]
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type PreviousMeshFilter = With<Mesh3d>;
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#[cfg(feature = "meshlet")]
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type PreviousMeshFilter = Or<(With<Mesh3d>, With<Handle<MeshletMesh>>)>;
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type PreviousMeshFilter = Or<(With<Mesh3d>, With<MeshletMesh3d>)>;
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pub fn update_mesh_previous_global_transforms(
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mut commands: Commands,
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@ -1,10 +1,8 @@
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#![expect(deprecated)]
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use crate::Sprite;
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use bevy_asset::Handle;
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use bevy_ecs::bundle::Bundle;
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use bevy_render::{
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sync_world::SyncToRenderWorld,
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texture::Image,
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view::{InheritedVisibility, ViewVisibility, Visibility},
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};
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use bevy_transform::components::{GlobalTransform, Transform};
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@ -28,8 +26,6 @@ pub struct SpriteBundle {
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pub transform: Transform,
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/// The absolute transform of the sprite. This should generally not be written to directly.
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pub global_transform: GlobalTransform,
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/// A reference-counted handle to the image asset to be drawn.
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pub texture: Handle<Image>,
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/// User indication of whether an entity is visible
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pub visibility: Visibility,
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/// Inherited visibility of an entity.
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@ -299,13 +299,11 @@ mod test {
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// Add entities
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let entity = app
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.world_mut()
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.spawn((
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Sprite {
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custom_size: Some(Vec2::ZERO),
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..default()
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},
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image_handle,
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))
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.spawn(Sprite {
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custom_size: Some(Vec2::ZERO),
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image: image_handle,
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..default()
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})
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.id();
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// Create initial AABB
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@ -364,14 +362,12 @@ mod test {
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// Add entities
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let entity = app
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.world_mut()
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.spawn((
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Sprite {
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rect: Some(Rect::new(0., 0., 0.5, 1.)),
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anchor: Anchor::TopRight,
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..default()
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},
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image_handle,
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))
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.spawn(Sprite {
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rect: Some(Rect::new(0., 0., 0.5, 1.)),
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anchor: Anchor::TopRight,
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image: image_handle,
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..default()
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})
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.id();
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// Create AABB
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@ -98,7 +98,7 @@ fn spawn_car_paint_sphere(
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commands
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.spawn((
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Mesh3d(sphere.clone()),
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materials.add(StandardMaterial {
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MeshMaterial3d(materials.add(StandardMaterial {
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clearcoat: 1.0,
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clearcoat_perceptual_roughness: 0.1,
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normal_map_texture: Some(asset_server.load_with_settings(
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@ -109,7 +109,7 @@ fn spawn_car_paint_sphere(
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perceptual_roughness: 0.5,
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base_color: BLUE.into(),
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..default()
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}),
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})),
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Transform::from_xyz(-1.0, 1.0, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)),
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))
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.insert(ExampleSphere);
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|
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@ -7,7 +7,7 @@ mod camera_controller;
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use bevy::{
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pbr::{
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experimental::meshlet::{MaterialMeshletMeshBundle, MeshletPlugin},
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experimental::meshlet::{MeshletMesh3d, MeshletPlugin},
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CascadeShadowConfigBuilder, DirectionalLightShadowMap,
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},
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prelude::*,
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|
@ -84,9 +84,9 @@ fn setup(
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let debug_material = debug_materials.add(MeshletDebugMaterial::default());
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for x in -2..=2 {
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commands.spawn(MaterialMeshletMeshBundle {
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meshlet_mesh: meshlet_mesh_handle.clone(),
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material: MeshMaterial3d(standard_materials.add(StandardMaterial {
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commands.spawn((
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MeshletMesh3d(meshlet_mesh_handle.clone()),
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MeshMaterial3d(standard_materials.add(StandardMaterial {
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base_color: match x {
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-2 => Srgba::hex("#dc2626").unwrap().into(),
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-1 => Srgba::hex("#ea580c").unwrap().into(),
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|
@ -98,22 +98,20 @@ fn setup(
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perceptual_roughness: (x + 2) as f32 / 4.0,
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..default()
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})),
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transform: Transform::default()
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Transform::default()
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.with_scale(Vec3::splat(0.2))
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.with_translation(Vec3::new(x as f32 / 2.0, 0.0, -0.3)),
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..default()
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});
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));
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}
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for x in -2..=2 {
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commands.spawn(MaterialMeshletMeshBundle {
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meshlet_mesh: meshlet_mesh_handle.clone(),
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material: debug_material.clone().into(),
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transform: Transform::default()
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commands.spawn((
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MeshletMesh3d(meshlet_mesh_handle.clone()),
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MeshMaterial3d(debug_material.clone()),
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Transform::default()
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.with_scale(Vec3::splat(0.2))
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.with_rotation(Quat::from_rotation_y(PI))
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.with_translation(Vec3::new(x as f32 / 2.0, 0.0, 0.3)),
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..default()
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});
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));
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}
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commands.spawn((
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|
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|
@ -43,7 +43,7 @@ fn setup(
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Transform::from_translation(vec3(-6., 2., 0.)),
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animation_target_name,
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animation_player,
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animation_graph,
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AnimationGraphHandle(animation_graph),
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))
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.id();
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|
|
|
@ -105,22 +105,20 @@ fn spawn_text(mut commands: Commands) {
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},
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))
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.with_children(|parent| {
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parent.spawn(Text::new("Space: swap the right sprite's image handle"));
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parent.spawn(Text::new(
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"Space: swap image texture paths by mutating a Handle<Image>",
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));
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parent.spawn(Text::new(
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"Return: mutate the image Asset itself, changing all copies of it",
|
||||
"Return: modify the image Asset of the left sprite, affecting all uses of it",
|
||||
));
|
||||
});
|
||||
}
|
||||
|
||||
fn alter_handle(
|
||||
asset_server: Res<AssetServer>,
|
||||
mut right_bird: Query<(&mut Bird, &mut Handle<Image>), Without<Left>>,
|
||||
mut right_bird: Query<(&mut Bird, &mut Sprite), Without<Left>>,
|
||||
) {
|
||||
// Image handles, like other parts of the ECS, can be queried as mutable and modified at
|
||||
// runtime. We only spawned one bird without the `Left` marker component.
|
||||
let Ok((mut bird, mut handle)) = right_bird.get_single_mut() else {
|
||||
let Ok((mut bird, mut sprite)) = right_bird.get_single_mut() else {
|
||||
return;
|
||||
};
|
||||
|
||||
|
@ -130,18 +128,18 @@ fn alter_handle(
|
|||
// Modify the handle associated with the Bird on the right side. Note that we will only
|
||||
// have to load the same path from storage media once: repeated attempts will re-use the
|
||||
// asset.
|
||||
*handle = asset_server.load(bird.get_texture_path());
|
||||
sprite.image = asset_server.load(bird.get_texture_path());
|
||||
}
|
||||
|
||||
fn alter_asset(mut images: ResMut<Assets<Image>>, left_bird: Query<&Handle<Image>, With<Left>>) {
|
||||
fn alter_asset(mut images: ResMut<Assets<Image>>, left_bird: Query<&Sprite, With<Left>>) {
|
||||
// It's convenient to retrieve the asset handle stored with the bird on the left. However,
|
||||
// we could just as easily have retained this in a resource or a dedicated component.
|
||||
let Ok(handle) = left_bird.get_single() else {
|
||||
let Ok(sprite) = left_bird.get_single() else {
|
||||
return;
|
||||
};
|
||||
|
||||
// Obtain a mutable reference to the Image asset.
|
||||
let Some(image) = images.get_mut(handle) else {
|
||||
let Some(image) = images.get_mut(&sprite.image) else {
|
||||
return;
|
||||
};
|
||||
|
||||
|
|
|
@ -84,12 +84,12 @@ fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
|
|||
}
|
||||
|
||||
// Switch texture to display every frame to show the one that was written to most recently.
|
||||
fn switch_textures(images: Res<GameOfLifeImages>, mut displayed: Query<&mut Handle<Image>>) {
|
||||
let mut displayed = displayed.single_mut();
|
||||
if *displayed == images.texture_a {
|
||||
*displayed = images.texture_b.clone_weak();
|
||||
fn switch_textures(images: Res<GameOfLifeImages>, mut displayed: Query<&mut Sprite>) {
|
||||
let mut sprite = displayed.single_mut();
|
||||
if sprite.image == images.texture_a {
|
||||
sprite.image = images.texture_b.clone_weak();
|
||||
} else {
|
||||
*displayed = images.texture_a.clone_weak();
|
||||
sprite.image = images.texture_a.clone_weak();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -47,7 +47,7 @@ fn main() {
|
|||
|
||||
fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>) {
|
||||
commands.spawn((
|
||||
meshes.add(Cuboid::new(0.5, 0.5, 0.5)),
|
||||
Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
|
||||
SpatialBundle::INHERITED_IDENTITY,
|
||||
InstanceMaterialData(
|
||||
(1..=10)
|
||||
|
|
|
@ -79,7 +79,7 @@ fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>) {
|
|||
// with our specialized pipeline
|
||||
CustomRenderedEntity,
|
||||
// We need to add the mesh handle to the entity
|
||||
meshes.add(mesh.clone()),
|
||||
Mesh3d(meshes.add(mesh.clone())),
|
||||
// This bundle's components are needed for something to be rendered
|
||||
SpatialBundle {
|
||||
transform: Transform::from_xyz(x, y, 0.0),
|
||||
|
|
Loading…
Reference in a new issue