mirror of
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>
220 lines
6.7 KiB
Rust
220 lines
6.7 KiB
Rust
//! This example demonstrates the implementation and behavior of the axes gizmo.
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use bevy::{prelude::*, render::primitives::Aabb};
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use rand::{Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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use std::f32::consts::PI;
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const TRANSITION_DURATION: f32 = 2.0;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, (move_cubes, draw_axes).chain())
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.run();
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}
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/// The `ShowAxes` component is attached to an entity to get the `draw_axes` system to
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/// display axes according to its Transform component.
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#[derive(Component)]
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struct ShowAxes;
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/// The `TransformTracking` component keeps track of the data we need to interpolate
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/// between two transforms in our example.
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#[derive(Component)]
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struct TransformTracking {
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/// The initial transform of the cube during the move
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initial_transform: Transform,
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/// The target transform of the cube during the move
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target_transform: Transform,
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/// The progress of the cube during the move in seconds
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progress: f32,
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}
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#[derive(Resource)]
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struct SeededRng(ChaCha8Rng);
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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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// 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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// Lights...
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commands.spawn((
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PointLight {
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(2., 6., 0.),
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));
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// Camera...
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0., 1.5, -8.).looking_at(Vec3::new(0., -0.5, 0.), Vec3::Y),
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..default()
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});
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// Action! (Our cubes that are going to move)
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(1., 1., 1.))),
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MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
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ShowAxes,
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TransformTracking {
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initial_transform: default(),
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target_transform: random_transform(&mut rng),
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progress: 0.0,
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},
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));
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
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MeshMaterial3d(materials.add(Color::srgb(0.6, 0.7, 0.8))),
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ShowAxes,
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TransformTracking {
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initial_transform: default(),
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target_transform: random_transform(&mut rng),
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progress: 0.0,
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},
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));
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// A plane to give a sense of place
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(20., 20.))),
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MeshMaterial3d(materials.add(Color::srgb(0.1, 0.1, 0.1))),
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Transform::from_xyz(0., -2., 0.),
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));
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commands.insert_resource(SeededRng(rng));
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}
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// This system draws the axes based on the cube's transform, with length based on the size of
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// the entity's axis-aligned bounding box (AABB).
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fn draw_axes(mut gizmos: Gizmos, query: Query<(&Transform, &Aabb), With<ShowAxes>>) {
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for (&transform, &aabb) in &query {
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let length = aabb.half_extents.length();
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gizmos.axes(transform, length);
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}
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}
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// This system changes the cubes' transforms to interpolate between random transforms
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fn move_cubes(
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mut query: Query<(&mut Transform, &mut TransformTracking)>,
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time: Res<Time>,
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mut rng: ResMut<SeededRng>,
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) {
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for (mut transform, mut tracking) in &mut query {
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*transform = interpolate_transforms(
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tracking.initial_transform,
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tracking.target_transform,
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tracking.progress / TRANSITION_DURATION,
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);
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if tracking.progress < TRANSITION_DURATION {
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tracking.progress += time.delta_seconds();
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} else {
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tracking.initial_transform = *transform;
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tracking.target_transform = random_transform(&mut rng.0);
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tracking.progress = 0.0;
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}
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}
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}
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// Helper functions for random transforms and interpolation:
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const TRANSLATION_BOUND_LOWER_X: f32 = -5.;
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const TRANSLATION_BOUND_UPPER_X: f32 = 5.;
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const TRANSLATION_BOUND_LOWER_Y: f32 = -1.;
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const TRANSLATION_BOUND_UPPER_Y: f32 = 1.;
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const TRANSLATION_BOUND_LOWER_Z: f32 = -2.;
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const TRANSLATION_BOUND_UPPER_Z: f32 = 6.;
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const SCALING_BOUND_LOWER_LOG: f32 = -1.2;
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const SCALING_BOUND_UPPER_LOG: f32 = 1.2;
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fn random_transform(rng: &mut impl Rng) -> Transform {
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Transform {
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translation: random_translation(rng),
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rotation: random_rotation(rng),
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scale: random_scale(rng),
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}
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}
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fn random_translation(rng: &mut impl Rng) -> Vec3 {
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let x = rng.gen::<f32>() * (TRANSLATION_BOUND_UPPER_X - TRANSLATION_BOUND_LOWER_X)
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+ TRANSLATION_BOUND_LOWER_X;
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let y = rng.gen::<f32>() * (TRANSLATION_BOUND_UPPER_Y - TRANSLATION_BOUND_LOWER_Y)
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+ TRANSLATION_BOUND_LOWER_Y;
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let z = rng.gen::<f32>() * (TRANSLATION_BOUND_UPPER_Z - TRANSLATION_BOUND_LOWER_Z)
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+ TRANSLATION_BOUND_LOWER_Z;
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Vec3::new(x, y, z)
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}
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fn random_scale(rng: &mut impl Rng) -> Vec3 {
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let x_factor_log = rng.gen::<f32>() * (SCALING_BOUND_UPPER_LOG - SCALING_BOUND_LOWER_LOG)
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+ SCALING_BOUND_LOWER_LOG;
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let y_factor_log = rng.gen::<f32>() * (SCALING_BOUND_UPPER_LOG - SCALING_BOUND_LOWER_LOG)
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+ SCALING_BOUND_LOWER_LOG;
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let z_factor_log = rng.gen::<f32>() * (SCALING_BOUND_UPPER_LOG - SCALING_BOUND_LOWER_LOG)
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+ SCALING_BOUND_LOWER_LOG;
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Vec3::new(
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ops::exp2(x_factor_log),
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ops::exp2(y_factor_log),
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ops::exp2(z_factor_log),
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)
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}
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fn elerp(v1: Vec3, v2: Vec3, t: f32) -> Vec3 {
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let x_factor_log = (1. - t) * ops::log2(v1.x) + t * ops::log2(v2.x);
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let y_factor_log = (1. - t) * ops::log2(v1.y) + t * ops::log2(v2.y);
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let z_factor_log = (1. - t) * ops::log2(v1.z) + t * ops::log2(v2.z);
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Vec3::new(
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ops::exp2(x_factor_log),
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ops::exp2(y_factor_log),
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ops::exp2(z_factor_log),
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)
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}
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fn random_rotation(rng: &mut impl Rng) -> Quat {
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let dir = random_direction(rng);
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let angle = rng.gen::<f32>() * 2. * PI;
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Quat::from_axis_angle(dir, angle)
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}
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fn random_direction(rng: &mut impl Rng) -> Vec3 {
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let height = rng.gen::<f32>() * 2. - 1.;
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let theta = rng.gen::<f32>() * 2. * PI;
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build_direction(height, theta)
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}
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fn build_direction(height: f32, theta: f32) -> Vec3 {
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let z = height;
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let m = ops::sin(ops::acos(z));
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let x = ops::cos(theta) * m;
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let y = ops::sin(theta) * m;
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Vec3::new(x, y, z)
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}
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fn interpolate_transforms(t1: Transform, t2: Transform, t: f32) -> Transform {
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let translation = t1.translation.lerp(t2.translation, t);
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let rotation = t1.rotation.slerp(t2.rotation, t);
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let scale = elerp(t1.scale, t2.scale, t);
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Transform {
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translation,
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rotation,
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scale,
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}
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}
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