bevy/examples/2d/mesh2d_arcs.rs
Joona Aalto 54006b107b
Migrate meshes and materials to required components (#15524)
# 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>
2024-10-01 21:33:17 +00:00

130 lines
4.5 KiB
Rust

//! Demonstrates UV mappings of the [`CircularSector`] and [`CircularSegment`] primitives.
//!
//! Also draws the bounding boxes and circles of the primitives.
use std::f32::consts::FRAC_PI_2;
use bevy::{
color::palettes::css::{BLUE, DARK_SLATE_GREY, RED},
math::{
bounding::{Bounded2d, BoundingVolume},
Isometry2d,
},
prelude::*,
render::mesh::{CircularMeshUvMode, CircularSectorMeshBuilder, CircularSegmentMeshBuilder},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(
Update,
(
draw_bounds::<CircularSector>,
draw_bounds::<CircularSegment>,
),
)
.run();
}
#[derive(Component, Debug)]
struct DrawBounds<Shape: Bounded2d + Send + Sync + 'static>(Shape);
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
let material = materials.add(asset_server.load("branding/icon.png"));
commands.spawn(Camera2dBundle {
camera: Camera {
clear_color: ClearColorConfig::Custom(DARK_SLATE_GREY.into()),
..default()
},
..default()
});
const UPPER_Y: f32 = 50.0;
const LOWER_Y: f32 = -50.0;
const FIRST_X: f32 = -450.0;
const OFFSET: f32 = 100.0;
const NUM_SLICES: i32 = 8;
// This draws NUM_SLICES copies of the Bevy logo as circular sectors and segments,
// with successively larger angles up to a complete circle.
for i in 0..NUM_SLICES {
let fraction = (i + 1) as f32 / NUM_SLICES as f32;
let sector = CircularSector::from_turns(40.0, fraction);
// We want to rotate the circular sector so that the sectors appear clockwise from north.
// We must rotate it both in the Transform and in the mesh's UV mappings.
let sector_angle = -sector.half_angle();
let sector_mesh =
CircularSectorMeshBuilder::new(sector).uv_mode(CircularMeshUvMode::Mask {
angle: sector_angle,
});
commands.spawn((
Mesh2d(meshes.add(sector_mesh)),
MeshMaterial2d(material.clone()),
Transform {
translation: Vec3::new(FIRST_X + OFFSET * i as f32, 2.0 * UPPER_Y, 0.0),
rotation: Quat::from_rotation_z(sector_angle),
..default()
},
DrawBounds(sector),
));
let segment = CircularSegment::from_turns(40.0, fraction);
// For the circular segment, we will draw Bevy charging forward, which requires rotating the
// shape and texture by 90 degrees.
//
// Note that this may be unintuitive; it may feel like we should rotate the texture by the
// opposite angle to preserve the orientation of Bevy. But the angle is not the angle of the
// texture itself, rather it is the angle at which the vertices are mapped onto the texture.
// so it is the negative of what you might otherwise expect.
let segment_angle = -FRAC_PI_2;
let segment_mesh =
CircularSegmentMeshBuilder::new(segment).uv_mode(CircularMeshUvMode::Mask {
angle: -segment_angle,
});
commands.spawn((
Mesh2d(meshes.add(segment_mesh)),
MeshMaterial2d(material.clone()),
Transform {
translation: Vec3::new(FIRST_X + OFFSET * i as f32, LOWER_Y, 0.0),
rotation: Quat::from_rotation_z(segment_angle),
..default()
},
DrawBounds(segment),
));
}
}
fn draw_bounds<Shape: Bounded2d + Send + Sync + 'static>(
q: Query<(&DrawBounds<Shape>, &GlobalTransform)>,
mut gizmos: Gizmos,
) {
for (shape, transform) in &q {
let (_, rotation, translation) = transform.to_scale_rotation_translation();
let translation = translation.truncate();
let rotation = rotation.to_euler(EulerRot::XYZ).2;
let isometry = Isometry2d::new(translation, Rot2::radians(rotation));
let aabb = shape.0.aabb_2d(isometry);
gizmos.rect_2d(
Isometry2d::from_translation(aabb.center()),
aabb.half_size() * 2.0,
RED,
);
let bounding_circle = shape.0.bounding_circle(isometry);
gizmos.circle_2d(
Isometry2d::from_translation(bounding_circle.center),
bounding_circle.radius(),
BLUE,
);
}
}