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# Objective - Implement `Meshable` for `Extrusion<T>` ## Solution - `Meshable` requires `Meshable::Output: MeshBuilder` now. This means that all `some_primitive.mesh()` calls now return a `MeshBuilder`. These were added for primitives that did not have one prior to this. - A new trait `Extrudable: MeshBuilder` has been added. This trait allows you to specify the indices of the perimeter of the mesh created by this `MeshBuilder` and whether they are to be shaded smooth or flat. - `Extrusion<P: Primitive2d + Meshable>` is now `Meshable` aswell. The associated `MeshBuilder` is `ExtrusionMeshBuilder` which is generic over `P` and uses the `MeshBuilder` of its baseshape internally. - `ExtrusionMeshBuilder` exposes the configuration functions of its base-shapes builder. - Updated the `3d_shapes` example to include `Extrusion`s ## Migration Guide - Depending on the context, you may need to explicitly call `.mesh().build()` on primitives where you have previously called `.mesh()` - The `Output` type of custom `Meshable` implementations must now derive `MeshBuilder`. ## Additional information - The extrusions UVs are done so that - the front face (`+Z`) is in the area between `(0, 0)` and `(0.5, 0.5)`, - the back face (`-Z`) is in the area between `(0.5, 0)` and `(1, 0.5)` - the mantle is in the area between `(0, 0.5)` and `(1, 1)`. Each `PerimeterSegment` you specified in the `Extrudable` implementation will be allocated an equal portion of this area. - The UVs of the base shape are scaled to be in the front/back area so whatever method of filling the full UV-space the base shape used is how these areas will be filled. Here is an example of what that looks like on a capsule: https://github.com/bevyengine/bevy/assets/62256001/425ad288-fbbc-4634-9d3f-5e846cdce85f This is the texture used: ![extrusion uvs](https://github.com/bevyengine/bevy/assets/62256001/4e54e421-bfda-44b9-8571-412525cebddf) The `3d_shapes` example now looks like this: ![image_2024-05-22_235915753](https://github.com/bevyengine/bevy/assets/62256001/3d8bc86d-9ed1-47f2-899a-27aac0a265dd) --------- Co-authored-by: Lynn Büttgenbach <62256001+solis-lumine-vorago@users.noreply.github.com> Co-authored-by: Matty <weatherleymatthew@gmail.com> Co-authored-by: Matty <2975848+mweatherley@users.noreply.github.com>
184 lines
5.6 KiB
Rust
184 lines
5.6 KiB
Rust
//! This example demonstrates the built-in 3d shapes in Bevy.
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//! The scene includes a patterned texture and a rotation for visualizing the normals and UVs.
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use std::f32::consts::PI;
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use bevy::{
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color::palettes::basic::SILVER,
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pbr::wireframe::{WireframeConfig, WireframePlugin},
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prelude::*,
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render::{
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render_asset::RenderAssetUsages,
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render_resource::{Extent3d, TextureDimension, TextureFormat},
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},
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};
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins.set(ImagePlugin::default_nearest()),
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WireframePlugin,
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))
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.add_systems(Startup, setup)
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.add_systems(Update, (rotate, toggle_wireframe))
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.run();
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}
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/// A marker component for our shapes so we can query them separately from the ground plane
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#[derive(Component)]
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struct Shape;
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const SHAPES_X_EXTENT: f32 = 14.0;
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const EXTRUSION_X_EXTENT: f32 = 16.0;
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const Z_EXTENT: f32 = 5.0;
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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 images: ResMut<Assets<Image>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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let debug_material = materials.add(StandardMaterial {
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base_color_texture: Some(images.add(uv_debug_texture())),
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..default()
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});
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let shapes = [
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meshes.add(Cuboid::default()),
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meshes.add(Tetrahedron::default()),
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meshes.add(Capsule3d::default()),
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meshes.add(Torus::default()),
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meshes.add(Cylinder::default()),
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meshes.add(Cone::default()),
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meshes.add(ConicalFrustum::default()),
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meshes.add(Sphere::default().mesh().ico(5).unwrap()),
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meshes.add(Sphere::default().mesh().uv(32, 18)),
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];
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let extrusions = [
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meshes.add(Extrusion::new(Rectangle::default(), 1.)),
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meshes.add(Extrusion::new(Capsule2d::default(), 1.)),
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meshes.add(Extrusion::new(Annulus::default(), 1.)),
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meshes.add(Extrusion::new(Circle::default(), 1.)),
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meshes.add(Extrusion::new(Ellipse::default(), 1.)),
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meshes.add(Extrusion::new(RegularPolygon::default(), 1.)),
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meshes.add(Extrusion::new(Triangle2d::default(), 1.)),
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];
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let num_shapes = shapes.len();
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for (i, shape) in shapes.into_iter().enumerate() {
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commands.spawn((
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PbrBundle {
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mesh: shape,
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material: debug_material.clone(),
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transform: Transform::from_xyz(
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-SHAPES_X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * SHAPES_X_EXTENT,
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2.0,
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Z_EXTENT / 2.,
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)
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.with_rotation(Quat::from_rotation_x(-PI / 4.)),
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..default()
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},
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Shape,
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));
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}
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let num_extrusions = extrusions.len();
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for (i, shape) in extrusions.into_iter().enumerate() {
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commands.spawn((
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PbrBundle {
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mesh: shape,
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material: debug_material.clone(),
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transform: Transform::from_xyz(
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-EXTRUSION_X_EXTENT / 2.
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+ i as f32 / (num_extrusions - 1) as f32 * EXTRUSION_X_EXTENT,
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2.0,
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-Z_EXTENT / 2.,
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)
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.with_rotation(Quat::from_rotation_x(-PI / 4.)),
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..default()
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},
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Shape,
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));
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}
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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shadows_enabled: true,
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intensity: 10_000_000.,
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range: 100.0,
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shadow_depth_bias: 0.2,
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..default()
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},
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transform: Transform::from_xyz(8.0, 16.0, 8.0),
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..default()
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});
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// ground plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(50.0, 50.0).subdivisions(10)),
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material: materials.add(Color::from(SILVER)),
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..default()
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});
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 7., 14.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
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..default()
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});
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commands.spawn(
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TextBundle::from_section("Press space to toggle wireframes", TextStyle::default())
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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(mut query: Query<&mut Transform, With<Shape>>, time: Res<Time>) {
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for mut transform in &mut query {
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transform.rotate_y(time.delta_seconds() / 2.);
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}
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}
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/// Creates a colorful test pattern
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fn uv_debug_texture() -> Image {
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const TEXTURE_SIZE: usize = 8;
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let mut palette: [u8; 32] = [
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255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
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198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
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];
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let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
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for y in 0..TEXTURE_SIZE {
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let offset = TEXTURE_SIZE * y * 4;
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texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
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palette.rotate_right(4);
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}
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Image::new_fill(
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Extent3d {
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width: TEXTURE_SIZE as u32,
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height: TEXTURE_SIZE as u32,
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depth_or_array_layers: 1,
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},
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TextureDimension::D2,
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&texture_data,
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TextureFormat::Rgba8UnormSrgb,
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RenderAssetUsages::RENDER_WORLD,
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)
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}
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fn toggle_wireframe(
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mut wireframe_config: ResMut<WireframeConfig>,
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keyboard: Res<ButtonInput<KeyCode>>,
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) {
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if keyboard.just_pressed(KeyCode::Space) {
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wireframe_config.global = !wireframe_config.global;
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}
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}
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