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https://github.com/bevyengine/bevy
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# Objective #11431 and #11688 implemented meshing support for Bevy's new geometric primitives. The next step is to deprecate the shapes in `bevy_render::mesh::shape` and to later remove them completely for 0.14. ## Solution Deprecate the shapes and reduce code duplication by utilizing the primitive meshing API for the old shapes where possible. Note that some shapes have behavior that can't be exactly reproduced with the new primitives yet: - `Box` is more of an AABB with min/max extents - `Plane` supports a subdivision count - `Quad` has a `flipped` property These types have not been changed to utilize the new primitives yet. --- ## Changelog - Deprecated all shapes in `bevy_render::mesh::shape` - Changed all examples to use new primitives for meshing ## Migration Guide Bevy has previously used rendering-specific types like `UVSphere` and `Quad` for primitive mesh shapes. These have now been deprecated to use the geometric primitives newly introduced in version 0.13. Some examples: ```rust let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0)); let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0)); let before = meshes.add(shape::Quad::default()); let after = meshes.add(Rectangle::default()); let before = meshes.add(shape::Plane::from_size(5.0)); // The surface normal can now also be specified when using `new` let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0)); let before = meshes.add( Mesh::try_from(shape::Icosphere { radius: 0.5, subdivisions: 5, }) .unwrap(), ); let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap()); ```
408 lines
12 KiB
Rust
408 lines
12 KiB
Rust
//! This example demonstrates Bevy's immediate mode drawing API intended for visual debugging.
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use std::f32::consts::PI;
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use bevy::math::primitives::{
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Capsule3d, Cone, ConicalFrustum, Cuboid, Cylinder, Line3d, Plane3d, Segment3d, Sphere, Torus,
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};
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use bevy::prelude::*;
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fn main() {
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App::new()
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.insert_state(PrimitiveState::Nothing)
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.init_resource::<PrimitiveSegments>()
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.add_plugins(DefaultPlugins)
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.init_gizmo_group::<MyRoundGizmos>()
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.add_systems(Startup, setup)
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.add_systems(Update, rotate_camera)
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.add_systems(Update, (draw_example_collection, update_config))
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.add_systems(Update, (draw_primitives, update_primitives))
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.run();
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}
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// We can create our own gizmo config group!
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#[derive(Default, Reflect, GizmoConfigGroup)]
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struct MyRoundGizmos {}
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#[derive(Debug, Clone, Resource)]
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struct PrimitiveSegments(usize);
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impl Default for PrimitiveSegments {
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fn default() -> Self {
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Self(10)
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}
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}
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, States)]
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enum PrimitiveState {
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Nothing,
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Sphere,
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Plane,
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Line,
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LineSegment,
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Cuboid,
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Cylinder,
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Capsule,
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Cone,
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ConicalFrustum,
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Torus,
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}
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impl PrimitiveState {
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const ALL: [Self; 11] = [
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Self::Sphere,
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Self::Plane,
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Self::Line,
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Self::LineSegment,
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Self::Cuboid,
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Self::Cylinder,
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Self::Capsule,
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Self::Cone,
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Self::ConicalFrustum,
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Self::Torus,
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Self::Nothing,
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];
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fn next(self) -> Self {
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Self::ALL
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.into_iter()
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.cycle()
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.skip_while(|&x| x != self)
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.nth(1)
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.unwrap()
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}
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fn last(self) -> Self {
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Self::ALL
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.into_iter()
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.rev()
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.cycle()
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.skip_while(|&x| x != self)
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.nth(1)
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.unwrap()
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}
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0., 1.5, 6.).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3)),
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..default()
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});
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// cube
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commands.spawn(PbrBundle {
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mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
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material: materials.add(Color::rgb(0.8, 0.7, 0.6)),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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..default()
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});
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// light
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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intensity: 250000.0,
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..default()
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});
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// example instructions
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commands.spawn(
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TextBundle::from_section(
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"Press 'D' to toggle drawing gizmos on top of everything else in the scene\n\
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Press 'P' to toggle perspective for line gizmos\n\
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Hold 'Left' or 'Right' to change the line width of straight gizmos\n\
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Hold 'Up' or 'Down' to change the line width of round gizmos\n\
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Press '1' or '2' to toggle the visibility of straight gizmos or round gizmos\n\
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Press 'A' to show all AABB boxes\n\
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Press 'K' or 'J' to cycle through primitives rendered with gizmos\n\
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Press 'H' or 'L' to decrease/increase the amount of segments in the primitives",
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TextStyle {
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font_size: 20.,
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..default()
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},
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)
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.with_style(Style {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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}),
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);
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}
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fn rotate_camera(mut query: Query<&mut Transform, With<Camera>>, time: Res<Time>) {
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let mut transform = query.single_mut();
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transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(time.delta_seconds() / 2.));
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}
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fn draw_example_collection(
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mut gizmos: Gizmos,
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mut my_gizmos: Gizmos<MyRoundGizmos>,
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time: Res<Time>,
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) {
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gizmos.cuboid(
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Transform::from_translation(Vec3::Y * 0.5).with_scale(Vec3::splat(1.25)),
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Color::BLACK,
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);
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gizmos.rect(
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Vec3::new(time.elapsed_seconds().cos() * 2.5, 1., 0.),
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Quat::from_rotation_y(PI / 2.),
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Vec2::splat(2.),
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Color::GREEN,
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);
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my_gizmos.sphere(Vec3::new(1., 0.5, 0.), Quat::IDENTITY, 0.5, Color::RED);
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for y in [0., 0.5, 1.] {
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gizmos.ray(
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Vec3::new(1., y, 0.),
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Vec3::new(-3., (time.elapsed_seconds() * 3.).sin(), 0.),
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Color::BLUE,
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);
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}
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my_gizmos
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.arc_3d(
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180.0_f32.to_radians(),
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0.2,
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Vec3::ONE,
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Quat::from_rotation_arc(Vec3::Y, Vec3::ONE.normalize()),
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Color::ORANGE,
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)
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.segments(10);
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// Circles have 32 line-segments by default.
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my_gizmos.circle(Vec3::ZERO, Direction3d::Y, 3., Color::BLACK);
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// You may want to increase this for larger circles or spheres.
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my_gizmos
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.circle(Vec3::ZERO, Direction3d::Y, 3.1, Color::NAVY)
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.segments(64);
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my_gizmos
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.sphere(Vec3::ZERO, Quat::IDENTITY, 3.2, Color::BLACK)
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.circle_segments(64);
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gizmos.arrow(Vec3::ZERO, Vec3::ONE * 1.5, Color::YELLOW);
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}
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fn draw_primitives(
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mut gizmos: Gizmos,
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time: Res<Time>,
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primitive_state: Res<State<PrimitiveState>>,
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segments: Res<PrimitiveSegments>,
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) {
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let normal = Vec3::new(
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time.elapsed_seconds().sin(),
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time.elapsed_seconds().cos(),
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time.elapsed_seconds().sin().cos(),
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)
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.try_normalize()
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.unwrap_or(Vec3::X);
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let angle = time.elapsed_seconds().to_radians() * 10.0;
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let center = Quat::from_axis_angle(Vec3::Z, angle) * Vec3::X;
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let rotation = Quat::from_rotation_arc(Vec3::Y, normal);
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let segments = segments.0;
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match primitive_state.get() {
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PrimitiveState::Nothing => {}
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PrimitiveState::Sphere => {
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gizmos
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.primitive_3d(Sphere { radius: 1.0 }, center, rotation, Color::default())
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.segments(segments);
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}
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PrimitiveState::Plane => {
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gizmos
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.primitive_3d(
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Plane3d {
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normal: Direction3d::Y,
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},
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center,
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rotation,
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Color::default(),
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)
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.axis_count((segments / 5).max(4))
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.segment_count(segments)
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.segment_length(1.0 / segments as f32);
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}
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PrimitiveState::Line => {
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gizmos.primitive_3d(
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Line3d {
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direction: Direction3d::X,
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},
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center,
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rotation,
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Color::default(),
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);
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}
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PrimitiveState::LineSegment => {
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gizmos.primitive_3d(
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Segment3d {
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direction: Direction3d::X,
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half_length: 1.0,
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},
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center,
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rotation,
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Color::default(),
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);
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}
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PrimitiveState::Cuboid => {
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gizmos.primitive_3d(
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Cuboid {
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half_size: Vec3::new(1.0, 0.5, 2.0),
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},
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center,
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rotation,
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Color::default(),
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);
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}
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PrimitiveState::Cylinder => {
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gizmos
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.primitive_3d(
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Cylinder {
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radius: 1.0,
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half_height: 1.0,
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},
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center,
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rotation,
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Color::default(),
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)
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.segments(segments);
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}
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PrimitiveState::Capsule => {
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gizmos
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.primitive_3d(
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Capsule3d {
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radius: 1.0,
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half_length: 1.0,
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},
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center,
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rotation,
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Color::default(),
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)
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.segments(segments);
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}
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PrimitiveState::Cone => {
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gizmos
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.primitive_3d(
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Cone {
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radius: 1.0,
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height: 1.0,
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},
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center,
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rotation,
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Color::default(),
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)
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.segments(segments);
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}
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PrimitiveState::ConicalFrustum => {
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gizmos
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.primitive_3d(
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ConicalFrustum {
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radius_top: 0.5,
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radius_bottom: 1.0,
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height: 1.0,
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},
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center,
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rotation,
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Color::default(),
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)
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.segments(segments);
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}
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PrimitiveState::Torus => {
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gizmos
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.primitive_3d(
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Torus {
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minor_radius: 0.3,
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major_radius: 1.0,
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},
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center,
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rotation,
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Color::default(),
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)
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.major_segments(segments)
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.minor_segments((segments / 4).max(1));
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}
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}
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}
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fn update_config(
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mut config_store: ResMut<GizmoConfigStore>,
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keyboard: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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) {
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if keyboard.just_pressed(KeyCode::KeyD) {
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for (_, config, _) in config_store.iter_mut() {
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config.depth_bias = if config.depth_bias == 0. { -1. } else { 0. };
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}
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}
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if keyboard.just_pressed(KeyCode::KeyP) {
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for (_, config, _) in config_store.iter_mut() {
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// Toggle line_perspective
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config.line_perspective ^= true;
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// Increase the line width when line_perspective is on
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config.line_width *= if config.line_perspective { 5. } else { 1. / 5. };
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}
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}
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let (config, _) = config_store.config_mut::<DefaultGizmoConfigGroup>();
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if keyboard.pressed(KeyCode::ArrowRight) {
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config.line_width += 5. * time.delta_seconds();
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config.line_width = config.line_width.clamp(0., 50.);
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}
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if keyboard.pressed(KeyCode::ArrowLeft) {
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config.line_width -= 5. * time.delta_seconds();
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config.line_width = config.line_width.clamp(0., 50.);
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}
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if keyboard.just_pressed(KeyCode::Digit1) {
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config.enabled ^= true;
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}
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let (my_config, _) = config_store.config_mut::<MyRoundGizmos>();
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if keyboard.pressed(KeyCode::ArrowUp) {
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my_config.line_width += 5. * time.delta_seconds();
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my_config.line_width = my_config.line_width.clamp(0., 50.);
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}
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if keyboard.pressed(KeyCode::ArrowDown) {
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my_config.line_width -= 5. * time.delta_seconds();
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my_config.line_width = my_config.line_width.clamp(0., 50.);
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}
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if keyboard.just_pressed(KeyCode::Digit2) {
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my_config.enabled ^= true;
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}
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if keyboard.just_pressed(KeyCode::KeyA) {
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// AABB gizmos are normally only drawn on entities with a ShowAabbGizmo component
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// We can change this behaviour in the configuration of AabbGizmoGroup
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config_store.config_mut::<AabbGizmoConfigGroup>().1.draw_all ^= true;
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}
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}
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fn update_primitives(
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keyboard: Res<ButtonInput<KeyCode>>,
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primitive_state: Res<State<PrimitiveState>>,
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mut next_primitive_state: ResMut<NextState<PrimitiveState>>,
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mut segments: ResMut<PrimitiveSegments>,
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mut segments_f: Local<f32>,
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) {
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if keyboard.just_pressed(KeyCode::KeyK) {
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next_primitive_state.set(primitive_state.get().next());
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}
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if keyboard.just_pressed(KeyCode::KeyJ) {
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next_primitive_state.set(primitive_state.get().last());
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}
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if keyboard.pressed(KeyCode::KeyL) {
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*segments_f = (*segments_f + 0.05).max(2.0);
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segments.0 = segments_f.floor() as usize;
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}
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if keyboard.pressed(KeyCode::KeyH) {
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*segments_f = (*segments_f - 0.05).max(2.0);
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segments.0 = segments_f.floor() as usize;
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}
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}
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