//! This example shows how to sample random points from primitive shapes. use bevy::{ input::mouse::{AccumulatedMouseMotion, MouseButtonInput}, 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); /// A container for the handle storing the material used to display sampled points. #[derive(Resource)] struct PointMaterial(Handle); /// 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>, mut materials: ResMut>, ) { // 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(( Mesh3d(meshes.add(Plane3d::default().mesh().size(12.0, 12.0))), MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))), Transform::from_xyz(0.0, -2.5, 0.0), )); // 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(( Mesh3d(meshes.add(shape)), MeshMaterial3d(materials.add(StandardMaterial { base_color: Color::srgba(0.2, 0.1, 0.6, 0.3), alpha_mode: AlphaMode::Blend, cull_mode: None, ..default() })), )); // A light: commands.spawn(( PointLight { shadows_enabled: true, ..default() }, Transform::from_xyz(4.0, 8.0, 4.0), )); // A camera: commands.spawn(( Camera3d::default(), Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y), )); // 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(( Text::new( "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 holding left mouse and panning left/right.", ), Node { 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>, mut mode: ResMut, shape: Res, mut random_source: ResMut, sample_mesh: Res, sample_material: Res, samples: Query>, ) { // 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(( Mesh3d(sample_mesh.0.clone()), MeshMaterial3d(sample_material.0.clone()), Transform::from_translation(sample), 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 = 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(( Mesh3d(sample_mesh.0.clone()), MeshMaterial3d(sample_material.0.clone()), Transform::from_translation(sample), 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( accumulated_mouse_motion: Res, mut button_events: EventReader, mut camera_transform: Single<&mut Transform, With>, mut mouse_pressed: ResMut, ) { // 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; } if accumulated_mouse_motion.delta != Vec2::ZERO { let displacement = accumulated_mouse_motion.delta.x; camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(-displacement / 150.)); } }