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https://github.com/bevyengine/bevy
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# 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:   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>
151 lines
5.8 KiB
Rust
151 lines
5.8 KiB
Rust
//! Shows multiple transformations of objects.
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use std::f32::consts::PI;
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use bevy::{color::palettes::basic::YELLOW, prelude::*};
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// A struct for additional data of for a moving cube.
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#[derive(Component)]
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struct CubeState {
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start_pos: Vec3,
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move_speed: f32,
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turn_speed: f32,
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}
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// A struct adding information to a scalable entity,
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// that will be stationary at the center of the scene.
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#[derive(Component)]
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struct Center {
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max_size: f32,
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min_size: f32,
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scale_factor: f32,
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}
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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(
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Update,
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(
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move_cube,
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rotate_cube,
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scale_down_sphere_proportional_to_cube_travel_distance,
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)
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.chain(),
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)
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.run();
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}
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// Startup system to setup the scene and spawn all relevant entities.
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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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// Add an object (sphere) for visualizing scaling.
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commands.spawn((
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Mesh3d(meshes.add(Sphere::new(3.0).mesh().ico(32).unwrap())),
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MeshMaterial3d(materials.add(Color::from(YELLOW))),
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Transform::from_translation(Vec3::ZERO),
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Center {
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max_size: 1.0,
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min_size: 0.1,
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scale_factor: 0.05,
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},
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));
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// Add the cube to visualize rotation and translation.
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// This cube will circle around the center_sphere
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// by changing its rotation each frame and moving forward.
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// Define a start transform for an orbiting cube, that's away from our central object (sphere)
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// and rotate it so it will be able to move around the sphere and not towards it.
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let cube_spawn =
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Transform::from_translation(Vec3::Z * -10.0).with_rotation(Quat::from_rotation_y(PI / 2.));
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::default())),
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MeshMaterial3d(materials.add(Color::WHITE)),
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cube_spawn,
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CubeState {
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start_pos: cube_spawn.translation,
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move_speed: 2.0,
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turn_speed: 0.2,
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},
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));
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// Spawn a camera looking at the entities to show what's happening in this example.
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// Add a light source for better 3d visibility.
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commands.spawn((
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DirectionalLight::default(),
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Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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}
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// This system will move the cube forward.
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fn move_cube(mut cubes: Query<(&mut Transform, &mut CubeState)>, timer: Res<Time>) {
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for (mut transform, cube) in &mut cubes {
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// Move the cube forward smoothly at a given move_speed.
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let forward = transform.forward();
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transform.translation += forward * cube.move_speed * timer.delta_seconds();
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}
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}
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// This system will rotate the cube slightly towards the center_sphere.
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// Due to the forward movement the resulting movement
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// will be a circular motion around the center_sphere.
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fn rotate_cube(
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mut cubes: Query<(&mut Transform, &mut CubeState), Without<Center>>,
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center_spheres: Query<&Transform, With<Center>>,
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timer: Res<Time>,
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) {
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// Calculate the point to circle around. (The position of the center_sphere)
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let mut center: Vec3 = Vec3::ZERO;
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for sphere in ¢er_spheres {
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center += sphere.translation;
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}
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// Update the rotation of the cube(s).
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for (mut transform, cube) in &mut cubes {
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// Calculate the rotation of the cube if it would be looking at the sphere in the center.
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let look_at_sphere = transform.looking_at(center, *transform.local_y());
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// Interpolate between the current rotation and the fully turned rotation
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// when looking a the sphere, with a given turn speed to get a smooth motion.
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// With higher speed the curvature of the orbit would be smaller.
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let incremental_turn_weight = cube.turn_speed * timer.delta_seconds();
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let old_rotation = transform.rotation;
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transform.rotation = old_rotation.lerp(look_at_sphere.rotation, incremental_turn_weight);
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}
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}
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// This system will scale down the sphere in the center of the scene
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// according to the traveling distance of the orbiting cube(s) from their start position(s).
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fn scale_down_sphere_proportional_to_cube_travel_distance(
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cubes: Query<(&Transform, &CubeState), Without<Center>>,
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mut centers: Query<(&mut Transform, &Center)>,
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) {
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// First we need to calculate the length of between
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// the current position of the orbiting cube and the spawn position.
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let mut distances = 0.0;
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for (cube_transform, cube_state) in &cubes {
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distances += (cube_state.start_pos - cube_transform.translation).length();
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}
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// Now we use the calculated value to scale the sphere in the center accordingly.
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for (mut transform, center) in &mut centers {
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// Calculate the new size from the calculated distances and the centers scale_factor.
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// Since we want to have the sphere at its max_size at the cubes spawn location we start by
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// using the max_size as start value and subtract the distances scaled by a scaling factor.
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let mut new_size: f32 = center.max_size - center.scale_factor * distances;
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// The new size should also not be smaller than the centers min_size.
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// Therefore the max value out of (new_size, center.min_size) is used.
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new_size = new_size.max(center.min_size);
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// Now scale the sphere uniformly in all directions using new_size.
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// Here Vec3:splat is used to create a vector with new_size in x, y and z direction.
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transform.scale = Vec3::splat(new_size);
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}
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}
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