mirror of
https://github.com/bevyengine/bevy
synced 2024-11-28 15:40:21 +00:00
Example for random sampling (#13507)
# Objective We introduced a bunch of neat random sampling stuff in this release; we should do a good job of showing people how to use it, and writing examples is part of this. ## Solution A new Math example, `random_sampling`, shows off the `ShapeSample` API functionality. For the moment, it renders a cube and allows the user to sample points from its interior or boundary in sets of either 1 or 100: <img width="1440" alt="Screenshot 2024-05-25 at 1 16 08 PM" src="https://github.com/bevyengine/bevy/assets/2975848/9cb6f53f-c89a-42c2-8907-b11d294c402a"> On the level of code, these are reflected by two ways of using `ShapeSample`: ```rust // Get a single random Vec3: let sample: Vec3 = match *mode { Mode::Interior => shape.0.sample_interior(rng), Mode::Boundary => shape.0.sample_boundary(rng), }; ``` ```rust // Get 100 random Vec3s: let samples: Vec<Vec3> = match *mode { Mode::Interior => { let dist = shape.0.interior_dist(); dist.sample_iter(&mut rng).take(100).collect() } Mode::Boundary => { let dist = shape.0.boundary_dist(); dist.sample_iter(&mut rng).take(100).collect() } }; ``` ## Testing Run the example! ## Discussion Maybe in the future it would be nice to show off all of the different shapes that we have implemented `ShapeSample` for, but I wanted to start just by demonstrating the functionality. Here, I chose a cube because it's simple and because it looks good rendered transparently with backface culling disabled.
This commit is contained in:
parent
f398674e51
commit
787df44288
3 changed files with 268 additions and 0 deletions
11
Cargo.toml
11
Cargo.toml
|
@ -2970,6 +2970,17 @@ description = "Shows off rendering for all math primitives as both Meshes and Gi
|
||||||
category = "Math"
|
category = "Math"
|
||||||
wasm = true
|
wasm = true
|
||||||
|
|
||||||
|
[[example]]
|
||||||
|
name = "random_sampling"
|
||||||
|
path = "examples/math/random_sampling.rs"
|
||||||
|
doc-scrape-examples = true
|
||||||
|
|
||||||
|
[package.metadata.example.random_sampling]
|
||||||
|
name = "Random Sampling"
|
||||||
|
description = "Demonstrates how to sample random points from mathematical primitives"
|
||||||
|
category = "Math"
|
||||||
|
wasm = true
|
||||||
|
|
||||||
# Gizmos
|
# Gizmos
|
||||||
[[example]]
|
[[example]]
|
||||||
name = "2d_gizmos"
|
name = "2d_gizmos"
|
||||||
|
|
|
@ -320,6 +320,7 @@ Example | Description
|
||||||
|
|
||||||
Example | Description
|
Example | Description
|
||||||
--- | ---
|
--- | ---
|
||||||
|
[Random Sampling](../examples/math/random_sampling.rs) | Demonstrates how to sample random points from mathematical primitives
|
||||||
[Rendering Primitives](../examples/math/render_primitives.rs) | Shows off rendering for all math primitives as both Meshes and Gizmos
|
[Rendering Primitives](../examples/math/render_primitives.rs) | Shows off rendering for all math primitives as both Meshes and Gizmos
|
||||||
|
|
||||||
## Reflection
|
## Reflection
|
||||||
|
|
256
examples/math/random_sampling.rs
Normal file
256
examples/math/random_sampling.rs
Normal file
|
@ -0,0 +1,256 @@
|
||||||
|
//! This example shows how to sample random points from primitive shapes.
|
||||||
|
|
||||||
|
use bevy::{
|
||||||
|
input::mouse::{MouseButtonInput, MouseMotion},
|
||||||
|
math::prelude::*,
|
||||||
|
prelude::*,
|
||||||
|
render::mesh::SphereKind,
|
||||||
|
};
|
||||||
|
use rand::{distributions::Distribution, SeedableRng};
|
||||||
|
use rand_chacha::ChaCha8Rng;
|
||||||
|
|
||||||
|
fn main() {
|
||||||
|
App::new()
|
||||||
|
.add_plugins(DefaultPlugins)
|
||||||
|
.add_systems(Startup, setup)
|
||||||
|
.add_systems(Update, (handle_mouse, handle_keypress))
|
||||||
|
.run();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Resource for the random sampling mode, telling whether to sample the interior or the boundary.
|
||||||
|
#[derive(Resource)]
|
||||||
|
enum Mode {
|
||||||
|
Interior,
|
||||||
|
Boundary,
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Resource storing the shape being sampled.
|
||||||
|
#[derive(Resource)]
|
||||||
|
struct SampledShape(Cuboid);
|
||||||
|
|
||||||
|
/// The source of randomness used by this example.
|
||||||
|
#[derive(Resource)]
|
||||||
|
struct RandomSource(ChaCha8Rng);
|
||||||
|
|
||||||
|
/// A container for the handle storing the mesh used to display sampled points as spheres.
|
||||||
|
#[derive(Resource)]
|
||||||
|
struct PointMesh(Handle<Mesh>);
|
||||||
|
|
||||||
|
/// A container for the handle storing the material used to display sampled points.
|
||||||
|
#[derive(Resource)]
|
||||||
|
struct PointMaterial(Handle<StandardMaterial>);
|
||||||
|
|
||||||
|
/// Marker component for sampled points.
|
||||||
|
#[derive(Component)]
|
||||||
|
struct SamplePoint;
|
||||||
|
|
||||||
|
/// The pressed state of the mouse, used for camera motion.
|
||||||
|
#[derive(Resource)]
|
||||||
|
struct MousePressed(bool);
|
||||||
|
|
||||||
|
fn setup(
|
||||||
|
mut commands: Commands,
|
||||||
|
mut meshes: ResMut<Assets<Mesh>>,
|
||||||
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||||
|
) {
|
||||||
|
// Use seeded rng and store it in a resource; this makes the random output reproducible.
|
||||||
|
let seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712);
|
||||||
|
commands.insert_resource(RandomSource(seeded_rng));
|
||||||
|
|
||||||
|
// Make a plane for establishing space.
|
||||||
|
commands.spawn(PbrBundle {
|
||||||
|
mesh: meshes.add(Plane3d::default().mesh().size(12.0, 12.0)),
|
||||||
|
material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
|
||||||
|
transform: Transform::from_xyz(0.0, -2.5, 0.0),
|
||||||
|
..default()
|
||||||
|
});
|
||||||
|
|
||||||
|
// Store the shape we sample from in a resource:
|
||||||
|
let shape = Cuboid::from_length(2.9);
|
||||||
|
commands.insert_resource(SampledShape(shape));
|
||||||
|
|
||||||
|
// The sampled shape shown transparently:
|
||||||
|
commands.spawn(PbrBundle {
|
||||||
|
mesh: meshes.add(shape),
|
||||||
|
material: materials.add(StandardMaterial {
|
||||||
|
base_color: Color::srgba(0.2, 0.1, 0.6, 0.3),
|
||||||
|
alpha_mode: AlphaMode::Blend,
|
||||||
|
cull_mode: None,
|
||||||
|
..default()
|
||||||
|
}),
|
||||||
|
..default()
|
||||||
|
});
|
||||||
|
|
||||||
|
// A light:
|
||||||
|
commands.spawn(PointLightBundle {
|
||||||
|
point_light: PointLight {
|
||||||
|
shadows_enabled: true,
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
transform: Transform::from_xyz(4.0, 8.0, 4.0),
|
||||||
|
..default()
|
||||||
|
});
|
||||||
|
|
||||||
|
// A camera:
|
||||||
|
commands.spawn(Camera3dBundle {
|
||||||
|
transform: Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||||
|
..default()
|
||||||
|
});
|
||||||
|
|
||||||
|
// Store the mesh and material for sample points in resources:
|
||||||
|
commands.insert_resource(PointMesh(
|
||||||
|
meshes.add(
|
||||||
|
Sphere::new(0.03)
|
||||||
|
.mesh()
|
||||||
|
.kind(SphereKind::Ico { subdivisions: 3 }),
|
||||||
|
),
|
||||||
|
));
|
||||||
|
commands.insert_resource(PointMaterial(materials.add(StandardMaterial {
|
||||||
|
base_color: Color::srgb(1.0, 0.8, 0.8),
|
||||||
|
metallic: 0.8,
|
||||||
|
..default()
|
||||||
|
})));
|
||||||
|
|
||||||
|
// Instructions for the example:
|
||||||
|
commands.spawn(
|
||||||
|
TextBundle::from_section(
|
||||||
|
"Controls:\n\
|
||||||
|
M: Toggle between sampling boundary and interior.\n\
|
||||||
|
R: Restart (erase all samples).\n\
|
||||||
|
S: Add one random sample.\n\
|
||||||
|
D: Add 100 random samples.\n\
|
||||||
|
Rotate camera by panning left/right.",
|
||||||
|
TextStyle {
|
||||||
|
font_size: 20.,
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
)
|
||||||
|
.with_style(Style {
|
||||||
|
position_type: PositionType::Absolute,
|
||||||
|
top: Val::Px(12.0),
|
||||||
|
left: Val::Px(12.0),
|
||||||
|
..default()
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
|
||||||
|
// The mode starts with interior points.
|
||||||
|
commands.insert_resource(Mode::Interior);
|
||||||
|
|
||||||
|
// Starting mouse-pressed state is false.
|
||||||
|
commands.insert_resource(MousePressed(false));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Handle user inputs from the keyboard:
|
||||||
|
#[allow(clippy::too_many_arguments)]
|
||||||
|
fn handle_keypress(
|
||||||
|
mut commands: Commands,
|
||||||
|
keyboard: Res<ButtonInput<KeyCode>>,
|
||||||
|
mut mode: ResMut<Mode>,
|
||||||
|
shape: Res<SampledShape>,
|
||||||
|
mut random_source: ResMut<RandomSource>,
|
||||||
|
sample_mesh: Res<PointMesh>,
|
||||||
|
sample_material: Res<PointMaterial>,
|
||||||
|
samples: Query<Entity, With<SamplePoint>>,
|
||||||
|
) {
|
||||||
|
// R => restart, deleting all samples
|
||||||
|
if keyboard.just_pressed(KeyCode::KeyR) {
|
||||||
|
for entity in &samples {
|
||||||
|
commands.entity(entity).despawn();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// S => sample once
|
||||||
|
if keyboard.just_pressed(KeyCode::KeyS) {
|
||||||
|
let rng = &mut random_source.0;
|
||||||
|
|
||||||
|
// Get a single random Vec3:
|
||||||
|
let sample: Vec3 = match *mode {
|
||||||
|
Mode::Interior => shape.0.sample_interior(rng),
|
||||||
|
Mode::Boundary => shape.0.sample_boundary(rng),
|
||||||
|
};
|
||||||
|
|
||||||
|
// Spawn a sphere at the random location:
|
||||||
|
commands.spawn((
|
||||||
|
PbrBundle {
|
||||||
|
mesh: sample_mesh.0.clone(),
|
||||||
|
material: sample_material.0.clone(),
|
||||||
|
transform: Transform::from_translation(sample),
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
SamplePoint,
|
||||||
|
));
|
||||||
|
|
||||||
|
// NOTE: The point is inside the cube created at setup just because of how the
|
||||||
|
// scene is constructed; in general, you would want to use something like
|
||||||
|
// `cube_transform.transform_point(sample)` to get the position of where the sample
|
||||||
|
// would be after adjusting for the position and orientation of the cube.
|
||||||
|
//
|
||||||
|
// If the spawned point also needed to follow the position of the cube as it moved,
|
||||||
|
// then making it a child entity of the cube would be a good approach.
|
||||||
|
}
|
||||||
|
|
||||||
|
// D => generate many samples
|
||||||
|
if keyboard.just_pressed(KeyCode::KeyD) {
|
||||||
|
let mut rng = &mut random_source.0;
|
||||||
|
|
||||||
|
// Get 100 random Vec3s:
|
||||||
|
let samples: Vec<Vec3> = match *mode {
|
||||||
|
Mode::Interior => {
|
||||||
|
let dist = shape.0.interior_dist();
|
||||||
|
dist.sample_iter(&mut rng).take(100).collect()
|
||||||
|
}
|
||||||
|
Mode::Boundary => {
|
||||||
|
let dist = shape.0.boundary_dist();
|
||||||
|
dist.sample_iter(&mut rng).take(100).collect()
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
// For each sample point, spawn a sphere:
|
||||||
|
for sample in samples {
|
||||||
|
commands.spawn((
|
||||||
|
PbrBundle {
|
||||||
|
mesh: sample_mesh.0.clone(),
|
||||||
|
material: sample_material.0.clone(),
|
||||||
|
transform: Transform::from_translation(sample),
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
SamplePoint,
|
||||||
|
));
|
||||||
|
}
|
||||||
|
|
||||||
|
// NOTE: See the previous note above regarding the positioning of these samples
|
||||||
|
// relative to the transform of the cube containing them.
|
||||||
|
}
|
||||||
|
|
||||||
|
// M => toggle mode between interior and boundary.
|
||||||
|
if keyboard.just_pressed(KeyCode::KeyM) {
|
||||||
|
match *mode {
|
||||||
|
Mode::Interior => *mode = Mode::Boundary,
|
||||||
|
Mode::Boundary => *mode = Mode::Interior,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Handle user mouse input for panning the camera around:
|
||||||
|
fn handle_mouse(
|
||||||
|
mut button_events: EventReader<MouseButtonInput>,
|
||||||
|
mut motion_events: EventReader<MouseMotion>,
|
||||||
|
mut camera: Query<&mut Transform, With<Camera>>,
|
||||||
|
mut mouse_pressed: ResMut<MousePressed>,
|
||||||
|
) {
|
||||||
|
// Store left-pressed state in the MousePressed resource
|
||||||
|
for button_event in button_events.read() {
|
||||||
|
if button_event.button != MouseButton::Left {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
*mouse_pressed = MousePressed(button_event.state.is_pressed());
|
||||||
|
}
|
||||||
|
|
||||||
|
// If the mouse is not pressed, just ignore motion events
|
||||||
|
if !mouse_pressed.0 {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
let displacement: f32 = motion_events.read().map(|motion| motion.delta.x).sum();
|
||||||
|
let mut camera_transform = camera.single_mut();
|
||||||
|
camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(-displacement / 150.));
|
||||||
|
}
|
Loading…
Reference in a new issue