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https://github.com/bevyengine/bevy
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54006b107b
# Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material: ![Näyttökuva 2024-09-29 181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a) ![Näyttökuva 2024-09-29 181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909) Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
161 lines
5.2 KiB
Rust
161 lines
5.2 KiB
Rust
//! Shows how to iterate over combinations of query results.
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use bevy::{color::palettes::css::ORANGE_RED, math::FloatPow, prelude::*};
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use rand::{Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.insert_resource(ClearColor(Color::BLACK))
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.add_systems(Startup, generate_bodies)
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.add_systems(FixedUpdate, (interact_bodies, integrate))
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.add_systems(Update, look_at_star)
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.run();
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}
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const GRAVITY_CONSTANT: f32 = 0.001;
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const NUM_BODIES: usize = 100;
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#[derive(Component, Default)]
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struct Mass(f32);
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#[derive(Component, Default)]
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struct Acceleration(Vec3);
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#[derive(Component, Default)]
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struct LastPos(Vec3);
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#[derive(Component)]
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struct Star;
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#[derive(Bundle, Default)]
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struct BodyBundle {
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mesh: Mesh3d,
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material: MeshMaterial3d<StandardMaterial>,
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mass: Mass,
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last_pos: LastPos,
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acceleration: Acceleration,
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}
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fn generate_bodies(
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time: Res<Time<Fixed>>,
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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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let mesh = meshes.add(Sphere::new(1.0).mesh().ico(3).unwrap());
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let color_range = 0.5..1.0;
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let vel_range = -0.5..0.5;
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// We're seeding the PRNG here to make this example deterministic for testing purposes.
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// This isn't strictly required in practical use unless you need your app to be deterministic.
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let mut rng = ChaCha8Rng::seed_from_u64(19878367467713);
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for _ in 0..NUM_BODIES {
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let radius: f32 = rng.gen_range(0.1..0.7);
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let mass_value = FloatPow::cubed(radius) * 10.;
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let position = Vec3::new(
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rng.gen_range(-1.0..1.0),
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rng.gen_range(-1.0..1.0),
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rng.gen_range(-1.0..1.0),
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)
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.normalize()
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* ops::cbrt(rng.gen_range(0.2f32..1.0))
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* 15.;
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commands.spawn((
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BodyBundle {
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mesh: Mesh3d(mesh.clone()),
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material: MeshMaterial3d(materials.add(Color::srgb(
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rng.gen_range(color_range.clone()),
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rng.gen_range(color_range.clone()),
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rng.gen_range(color_range.clone()),
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))),
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mass: Mass(mass_value),
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acceleration: Acceleration(Vec3::ZERO),
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last_pos: LastPos(
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position
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- Vec3::new(
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rng.gen_range(vel_range.clone()),
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rng.gen_range(vel_range.clone()),
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rng.gen_range(vel_range.clone()),
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) * time.timestep().as_secs_f32(),
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),
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},
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Transform {
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translation: position,
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scale: Vec3::splat(radius),
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..default()
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},
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));
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}
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// add bigger "star" body in the center
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let star_radius = 1.;
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commands
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.spawn((
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BodyBundle {
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mesh: Mesh3d(meshes.add(Sphere::new(1.0).mesh().ico(5).unwrap())),
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material: MeshMaterial3d(materials.add(StandardMaterial {
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base_color: ORANGE_RED.into(),
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emissive: LinearRgba::from(ORANGE_RED) * 2.,
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..default()
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})),
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mass: Mass(500.0),
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..default()
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},
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Transform::from_scale(Vec3::splat(star_radius)),
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Star,
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))
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.with_child(PointLight {
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color: Color::WHITE,
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range: 100.0,
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radius: star_radius,
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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, 10.5, -30.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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fn interact_bodies(mut query: Query<(&Mass, &GlobalTransform, &mut Acceleration)>) {
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let mut iter = query.iter_combinations_mut();
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while let Some([(Mass(m1), transform1, mut acc1), (Mass(m2), transform2, mut acc2)]) =
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iter.fetch_next()
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{
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let delta = transform2.translation() - transform1.translation();
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let distance_sq: f32 = delta.length_squared();
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let f = GRAVITY_CONSTANT / distance_sq;
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let force_unit_mass = delta * f;
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acc1.0 += force_unit_mass * *m2;
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acc2.0 -= force_unit_mass * *m1;
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}
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}
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fn integrate(time: Res<Time>, mut query: Query<(&mut Acceleration, &mut Transform, &mut LastPos)>) {
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let dt_sq = time.delta_seconds() * time.delta_seconds();
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for (mut acceleration, mut transform, mut last_pos) in &mut query {
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// verlet integration
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// x(t+dt) = 2x(t) - x(t-dt) + a(t)dt^2 + O(dt^4)
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let new_pos = transform.translation * 2.0 - last_pos.0 + acceleration.0 * dt_sq;
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acceleration.0 = Vec3::ZERO;
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last_pos.0 = transform.translation;
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transform.translation = new_pos;
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}
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}
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fn look_at_star(
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mut camera: Query<&mut Transform, (With<Camera>, Without<Star>)>,
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star: Query<&Transform, With<Star>>,
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) {
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let mut camera = camera.single_mut();
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let star = star.single();
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let new_rotation = camera
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.looking_at(star.translation, Vec3::Y)
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.rotation
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.lerp(camera.rotation, 0.1);
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camera.rotation = new_rotation;
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}
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