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>
158 lines
5.1 KiB
Rust
158 lines
5.1 KiB
Rust
//! Shows how to orbit camera around a static scene using pitch, yaw, and roll.
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//!
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//! See also: `first_person_view_model` example, which does something similar but as a first-person
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//! camera view.
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use std::{f32::consts::FRAC_PI_2, ops::Range};
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use bevy::{input::mouse::AccumulatedMouseMotion, prelude::*};
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#[derive(Debug, Resource)]
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struct CameraSettings {
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pub orbit_distance: f32,
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pub pitch_speed: f32,
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// Clamp pitch to this range
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pub pitch_range: Range<f32>,
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pub roll_speed: f32,
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pub yaw_speed: f32,
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}
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impl Default for CameraSettings {
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fn default() -> Self {
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// Limiting pitch stops some unexpected rotation past 90° up or down.
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let pitch_limit = FRAC_PI_2 - 0.01;
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Self {
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// These values are completely arbitrary, chosen because they seem to produce
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// "sensible" results for this example. Adjust as required.
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orbit_distance: 20.0,
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pitch_speed: 0.003,
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pitch_range: -pitch_limit..pitch_limit,
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roll_speed: 1.0,
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yaw_speed: 0.004,
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}
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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(DefaultPlugins)
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.init_resource::<CameraSettings>()
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.add_systems(Startup, (setup, instructions))
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.add_systems(Update, orbit)
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.run();
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}
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/// Set up a simple 3D scene
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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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commands.spawn((
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Name::new("Camera"),
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Camera3dBundle {
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transform: Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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));
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commands.spawn((
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Name::new("Plane"),
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Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Color::srgb(0.3, 0.5, 0.3),
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// Turning off culling keeps the plane visible when viewed from beneath.
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cull_mode: None,
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..default()
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})),
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));
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commands.spawn((
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Name::new("Cube"),
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Mesh3d(meshes.add(Cuboid::default())),
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MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
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Transform::from_xyz(1.5, 0.51, 1.5),
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));
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commands.spawn((
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Name::new("Light"),
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PointLight::default(),
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Transform::from_xyz(3.0, 8.0, 5.0),
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));
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}
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fn instructions(mut commands: Commands) {
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commands
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.spawn((
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Name::new("Instructions"),
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NodeBundle {
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style: Style {
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align_items: AlignItems::Start,
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flex_direction: FlexDirection::Column,
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justify_content: JustifyContent::Start,
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width: Val::Percent(100.),
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..default()
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},
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..default()
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},
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))
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(
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"Mouse up or down: pitch",
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TextStyle::default(),
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));
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parent.spawn(TextBundle::from_section(
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"Mouse left or right: yaw",
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TextStyle::default(),
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));
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parent.spawn(TextBundle::from_section(
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"Mouse buttons: roll",
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TextStyle::default(),
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));
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});
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}
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fn orbit(
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mut camera: Query<&mut Transform, With<Camera>>,
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camera_settings: Res<CameraSettings>,
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mouse_buttons: Res<ButtonInput<MouseButton>>,
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mouse_motion: Res<AccumulatedMouseMotion>,
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time: Res<Time>,
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) {
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let mut transform = camera.single_mut();
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let delta = mouse_motion.delta;
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let mut delta_roll = 0.0;
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if mouse_buttons.pressed(MouseButton::Left) {
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delta_roll -= 1.0;
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}
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if mouse_buttons.pressed(MouseButton::Right) {
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delta_roll += 1.0;
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}
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// Mouse motion is one of the few inputs that should not be multiplied by delta time,
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// as we are already receiving the full movement since the last frame was rendered. Multiplying
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// by delta time here would make the movement slower that it should be.
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let delta_pitch = delta.y * camera_settings.pitch_speed;
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let delta_yaw = delta.x * camera_settings.yaw_speed;
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// Conversely, we DO need to factor in delta time for mouse button inputs.
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delta_roll *= camera_settings.roll_speed * time.delta_seconds();
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// Obtain the existing pitch, yaw, and roll values from the transform.
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let (yaw, pitch, roll) = transform.rotation.to_euler(EulerRot::YXZ);
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// Establish the new yaw and pitch, preventing the pitch value from exceeding our limits.
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let pitch = (pitch + delta_pitch).clamp(
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camera_settings.pitch_range.start,
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camera_settings.pitch_range.end,
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);
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let roll = roll + delta_roll;
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let yaw = yaw + delta_yaw;
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transform.rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, roll);
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// Adjust the translation to maintain the correct orientation toward the orbit target.
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// In our example it's a static target, but this could easily be customised.
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let target = Vec3::ZERO;
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transform.translation = target - transform.forward() * camera_settings.orbit_distance;
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}
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