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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>
100 lines
3.6 KiB
Rust
100 lines
3.6 KiB
Rust
//! This example illustrates various ways to load assets.
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use bevy::{asset::LoadedFolder, prelude::*};
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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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.run();
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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meshes: Res<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// By default AssetServer will load assets from inside the "assets" folder.
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// For example, the next line will load GltfAssetLabel::Primitive{mesh:0,primitive:0}.from_asset("ROOT/assets/models/cube/cube.gltf"),
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// where "ROOT" is the directory of the Application.
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//
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// This can be overridden by setting [`AssetPlugin.file_path`].
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let cube_handle = asset_server.load(
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GltfAssetLabel::Primitive {
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mesh: 0,
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primitive: 0,
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}
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.from_asset("models/cube/cube.gltf"),
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);
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let sphere_handle = asset_server.load(
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GltfAssetLabel::Primitive {
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mesh: 0,
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primitive: 0,
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}
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.from_asset("models/sphere/sphere.gltf"),
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);
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// All assets end up in their Assets<T> collection once they are done loading:
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if let Some(sphere) = meshes.get(&sphere_handle) {
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// You might notice that this doesn't run! This is because assets load in parallel without
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// blocking. When an asset has loaded, it will appear in relevant Assets<T>
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// collection.
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info!("{:?}", sphere.primitive_topology());
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} else {
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info!("sphere hasn't loaded yet");
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}
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// You can load all assets in a folder like this. They will be loaded in parallel without
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// blocking. The LoadedFolder asset holds handles to each asset in the folder. These are all
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// dependencies of the LoadedFolder asset, meaning you can wait for the LoadedFolder asset to
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// fire AssetEvent::LoadedWithDependencies if you want to wait for all assets in the folder
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// to load.
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// If you want to keep the assets in the folder alive, make sure you store the returned handle
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// somewhere.
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let _loaded_folder: Handle<LoadedFolder> = asset_server.load_folder("models/torus");
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// If you want a handle to a specific asset in a loaded folder, the easiest way to get one is to call load.
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// It will _not_ be loaded a second time.
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// The LoadedFolder asset will ultimately also hold handles to the assets, but waiting for it to load
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// and finding the right handle is more work!
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let torus_handle = asset_server.load(
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GltfAssetLabel::Primitive {
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mesh: 0,
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primitive: 0,
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}
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.from_asset("models/torus/torus.gltf"),
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);
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// You can also add assets directly to their Assets<T> storage:
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let material_handle = materials.add(StandardMaterial {
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base_color: Color::srgb(0.8, 0.7, 0.6),
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..default()
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});
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// torus
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commands.spawn((
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Mesh3d(torus_handle),
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MeshMaterial3d(material_handle.clone()),
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Transform::from_xyz(-3.0, 0.0, 0.0),
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));
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// cube
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commands.spawn((
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Mesh3d(cube_handle),
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MeshMaterial3d(material_handle.clone()),
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Transform::from_xyz(0.0, 0.0, 0.0),
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));
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// sphere
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commands.spawn((
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Mesh3d(sphere_handle),
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MeshMaterial3d(material_handle),
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Transform::from_xyz(3.0, 0.0, 0.0),
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));
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// light
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commands.spawn((PointLight::default(), Transform::from_xyz(4.0, 5.0, 4.0)));
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 3.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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