mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 06:30:19 +00:00
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>
86 lines
2.6 KiB
Rust
86 lines
2.6 KiB
Rust
//! Shows how to render simple primitive shapes with a single color.
|
|
//!
|
|
//! You can toggle wireframes with the space bar except on wasm. Wasm does not support
|
|
//! `POLYGON_MODE_LINE` on the gpu.
|
|
|
|
use bevy::prelude::*;
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
use bevy::sprite::{Wireframe2dConfig, Wireframe2dPlugin};
|
|
|
|
fn main() {
|
|
let mut app = App::new();
|
|
app.add_plugins((
|
|
DefaultPlugins,
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
Wireframe2dPlugin,
|
|
))
|
|
.add_systems(Startup, setup);
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
app.add_systems(Update, toggle_wireframe);
|
|
app.run();
|
|
}
|
|
|
|
const X_EXTENT: f32 = 900.;
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<ColorMaterial>>,
|
|
) {
|
|
commands.spawn(Camera2dBundle::default());
|
|
|
|
let shapes = [
|
|
meshes.add(Circle::new(50.0)),
|
|
meshes.add(CircularSector::new(50.0, 1.0)),
|
|
meshes.add(CircularSegment::new(50.0, 1.25)),
|
|
meshes.add(Ellipse::new(25.0, 50.0)),
|
|
meshes.add(Annulus::new(25.0, 50.0)),
|
|
meshes.add(Capsule2d::new(25.0, 50.0)),
|
|
meshes.add(Rhombus::new(75.0, 100.0)),
|
|
meshes.add(Rectangle::new(50.0, 100.0)),
|
|
meshes.add(RegularPolygon::new(50.0, 6)),
|
|
meshes.add(Triangle2d::new(
|
|
Vec2::Y * 50.0,
|
|
Vec2::new(-50.0, -50.0),
|
|
Vec2::new(50.0, -50.0),
|
|
)),
|
|
];
|
|
let num_shapes = shapes.len();
|
|
|
|
for (i, shape) in shapes.into_iter().enumerate() {
|
|
// Distribute colors evenly across the rainbow.
|
|
let color = Color::hsl(360. * i as f32 / num_shapes as f32, 0.95, 0.7);
|
|
|
|
commands.spawn((
|
|
Mesh2d(shape),
|
|
MeshMaterial2d(materials.add(color)),
|
|
Transform::from_xyz(
|
|
// Distribute shapes from -X_EXTENT/2 to +X_EXTENT/2.
|
|
-X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT,
|
|
0.0,
|
|
0.0,
|
|
),
|
|
));
|
|
}
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
commands.spawn(
|
|
TextBundle::from_section("Press space to toggle wireframes", TextStyle::default())
|
|
.with_style(Style {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(12.0),
|
|
left: Val::Px(12.0),
|
|
..default()
|
|
}),
|
|
);
|
|
}
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
fn toggle_wireframe(
|
|
mut wireframe_config: ResMut<Wireframe2dConfig>,
|
|
keyboard: Res<ButtonInput<KeyCode>>,
|
|
) {
|
|
if keyboard.just_pressed(KeyCode::Space) {
|
|
wireframe_config.global = !wireframe_config.global;
|
|
}
|
|
}
|