bevy/examples/3d/generate_custom_mesh.rs
Carter Anderson 015f2c69ca
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975)
# Objective

Continue improving the user experience of our UI Node API in the
direction specified by [Bevy's Next Generation Scene / UI
System](https://github.com/bevyengine/bevy/discussions/14437)

## Solution

As specified in the document above, merge `Style` fields into `Node`,
and move "computed Node fields" into `ComputedNode` (I chose this name
over something like `ComputedNodeLayout` because it currently contains
more than just layout info. If we want to break this up / rename these
concepts, lets do that in a separate PR). `Style` has been removed.

This accomplishes a number of goals:

## Ergonomics wins

Specifying both `Node` and `Style` is now no longer required for
non-default styles

Before:
```rust
commands.spawn((
    Node::default(),
    Style {
        width:  Val::Px(100.),
        ..default()
    },
));
```

After:

```rust
commands.spawn(Node {
    width:  Val::Px(100.),
    ..default()
});
```

## Conceptual clarity

`Style` was never a comprehensive "style sheet". It only defined "core"
style properties that all `Nodes` shared. Any "styled property" that
couldn't fit that mold had to be in a separate component. A "real" style
system would style properties _across_ components (`Node`, `Button`,
etc). We have plans to build a true style system (see the doc linked
above).

By moving the `Style` fields to `Node`, we fully embrace `Node` as the
driving concept and remove the "style system" confusion.

## Next Steps

* Consider identifying and splitting out "style properties that aren't
core to Node". This should not happen for Bevy 0.15.

---

## Migration Guide

Move any fields set on `Style` into `Node` and replace all `Style`
component usage with `Node`.

Before:
```rust
commands.spawn((
    Node::default(),
    Style {
        width:  Val::Px(100.),
        ..default()
    },
));
```

After:

```rust
commands.spawn(Node {
    width:  Val::Px(100.),
    ..default()
});
```

For any usage of the "computed node properties" that used to live on
`Node`, use `ComputedNode` instead:

Before:
```rust
fn system(nodes: Query<&Node>) {
    for node in &nodes {
        let computed_size = node.size();
    }
}
```

After:
```rust
fn system(computed_nodes: Query<&ComputedNode>) {
    for computed_node in &computed_nodes {
        let computed_size = computed_node.size();
    }
}
```
2024-10-18 22:25:33 +00:00

275 lines
10 KiB
Rust

//! This example demonstrates how to create a custom mesh,
//! assign a custom UV mapping for a custom texture,
//! and how to change the UV mapping at run-time.
use bevy::{
prelude::*,
render::{
mesh::{Indices, VertexAttributeValues},
render_asset::RenderAssetUsages,
render_resource::PrimitiveTopology,
},
};
// Define a "marker" component to mark the custom mesh. Marker components are often used in Bevy for
// filtering entities in queries with `With`, they're usually not queried directly since they don't
// contain information within them.
#[derive(Component)]
struct CustomUV;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, input_handler)
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
) {
// Import the custom texture.
let custom_texture_handle: Handle<Image> = asset_server.load("textures/array_texture.png");
// Create and save a handle to the mesh.
let cube_mesh_handle: Handle<Mesh> = meshes.add(create_cube_mesh());
// Render the mesh with the custom texture, and add the marker.
commands.spawn((
Mesh3d(cube_mesh_handle),
MeshMaterial3d(materials.add(StandardMaterial {
base_color_texture: Some(custom_texture_handle),
..default()
})),
CustomUV,
));
// Transform for the camera and lighting, looking at (0,0,0) (the position of the mesh).
let camera_and_light_transform =
Transform::from_xyz(1.8, 1.8, 1.8).looking_at(Vec3::ZERO, Vec3::Y);
// Camera in 3D space.
commands.spawn((Camera3d::default(), camera_and_light_transform));
// Light up the scene.
commands.spawn((PointLight::default(), camera_and_light_transform));
// Text to describe the controls.
commands.spawn((
Text::new("Controls:\nSpace: Change UVs\nX/Y/Z: Rotate\nR: Reset orientation"),
Node {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
));
}
// System to receive input from the user,
// check out examples/input/ for more examples about user input.
fn input_handler(
keyboard_input: Res<ButtonInput<KeyCode>>,
mesh_query: Query<&Mesh3d, With<CustomUV>>,
mut meshes: ResMut<Assets<Mesh>>,
mut query: Query<&mut Transform, With<CustomUV>>,
time: Res<Time>,
) {
if keyboard_input.just_pressed(KeyCode::Space) {
let mesh_handle = mesh_query.get_single().expect("Query not successful");
let mesh = meshes.get_mut(mesh_handle).unwrap();
toggle_texture(mesh);
}
if keyboard_input.pressed(KeyCode::KeyX) {
for mut transform in &mut query {
transform.rotate_x(time.delta_secs() / 1.2);
}
}
if keyboard_input.pressed(KeyCode::KeyY) {
for mut transform in &mut query {
transform.rotate_y(time.delta_secs() / 1.2);
}
}
if keyboard_input.pressed(KeyCode::KeyZ) {
for mut transform in &mut query {
transform.rotate_z(time.delta_secs() / 1.2);
}
}
if keyboard_input.pressed(KeyCode::KeyR) {
for mut transform in &mut query {
transform.look_to(Vec3::NEG_Z, Vec3::Y);
}
}
}
#[rustfmt::skip]
fn create_cube_mesh() -> Mesh {
// Keep the mesh data accessible in future frames to be able to mutate it in toggle_texture.
Mesh::new(PrimitiveTopology::TriangleList, RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD)
.with_inserted_attribute(
Mesh::ATTRIBUTE_POSITION,
// Each array is an [x, y, z] coordinate in local space.
// The camera coordinate space is right-handed x-right, y-up, z-back. This means "forward" is -Z.
// Meshes always rotate around their local [0, 0, 0] when a rotation is applied to their Transform.
// By centering our mesh around the origin, rotating the mesh preserves its center of mass.
vec![
// top (facing towards +y)
[-0.5, 0.5, -0.5], // vertex with index 0
[0.5, 0.5, -0.5], // vertex with index 1
[0.5, 0.5, 0.5], // etc. until 23
[-0.5, 0.5, 0.5],
// bottom (-y)
[-0.5, -0.5, -0.5],
[0.5, -0.5, -0.5],
[0.5, -0.5, 0.5],
[-0.5, -0.5, 0.5],
// right (+x)
[0.5, -0.5, -0.5],
[0.5, -0.5, 0.5],
[0.5, 0.5, 0.5], // This vertex is at the same position as vertex with index 2, but they'll have different UV and normal
[0.5, 0.5, -0.5],
// left (-x)
[-0.5, -0.5, -0.5],
[-0.5, -0.5, 0.5],
[-0.5, 0.5, 0.5],
[-0.5, 0.5, -0.5],
// back (+z)
[-0.5, -0.5, 0.5],
[-0.5, 0.5, 0.5],
[0.5, 0.5, 0.5],
[0.5, -0.5, 0.5],
// forward (-z)
[-0.5, -0.5, -0.5],
[-0.5, 0.5, -0.5],
[0.5, 0.5, -0.5],
[0.5, -0.5, -0.5],
],
)
// Set-up UV coordinates to point to the upper (V < 0.5), "dirt+grass" part of the texture.
// Take a look at the custom image (assets/textures/array_texture.png)
// so the UV coords will make more sense
// Note: (0.0, 0.0) = Top-Left in UV mapping, (1.0, 1.0) = Bottom-Right in UV mapping
.with_inserted_attribute(
Mesh::ATTRIBUTE_UV_0,
vec![
// Assigning the UV coords for the top side.
[0.0, 0.2], [0.0, 0.0], [1.0, 0.0], [1.0, 0.2],
// Assigning the UV coords for the bottom side.
[0.0, 0.45], [0.0, 0.25], [1.0, 0.25], [1.0, 0.45],
// Assigning the UV coords for the right side.
[1.0, 0.45], [0.0, 0.45], [0.0, 0.2], [1.0, 0.2],
// Assigning the UV coords for the left side.
[1.0, 0.45], [0.0, 0.45], [0.0, 0.2], [1.0, 0.2],
// Assigning the UV coords for the back side.
[0.0, 0.45], [0.0, 0.2], [1.0, 0.2], [1.0, 0.45],
// Assigning the UV coords for the forward side.
[0.0, 0.45], [0.0, 0.2], [1.0, 0.2], [1.0, 0.45],
],
)
// For meshes with flat shading, normals are orthogonal (pointing out) from the direction of
// the surface.
// Normals are required for correct lighting calculations.
// Each array represents a normalized vector, which length should be equal to 1.0.
.with_inserted_attribute(
Mesh::ATTRIBUTE_NORMAL,
vec![
// Normals for the top side (towards +y)
[0.0, 1.0, 0.0],
[0.0, 1.0, 0.0],
[0.0, 1.0, 0.0],
[0.0, 1.0, 0.0],
// Normals for the bottom side (towards -y)
[0.0, -1.0, 0.0],
[0.0, -1.0, 0.0],
[0.0, -1.0, 0.0],
[0.0, -1.0, 0.0],
// Normals for the right side (towards +x)
[1.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
// Normals for the left side (towards -x)
[-1.0, 0.0, 0.0],
[-1.0, 0.0, 0.0],
[-1.0, 0.0, 0.0],
[-1.0, 0.0, 0.0],
// Normals for the back side (towards +z)
[0.0, 0.0, 1.0],
[0.0, 0.0, 1.0],
[0.0, 0.0, 1.0],
[0.0, 0.0, 1.0],
// Normals for the forward side (towards -z)
[0.0, 0.0, -1.0],
[0.0, 0.0, -1.0],
[0.0, 0.0, -1.0],
[0.0, 0.0, -1.0],
],
)
// Create the triangles out of the 24 vertices we created.
// To construct a square, we need 2 triangles, therefore 12 triangles in total.
// To construct a triangle, we need the indices of its 3 defined vertices, adding them one
// by one, in a counter-clockwise order (relative to the position of the viewer, the order
// should appear counter-clockwise from the front of the triangle, in this case from outside the cube).
// Read more about how to correctly build a mesh manually in the Bevy documentation of a Mesh,
// further examples and the implementation of the built-in shapes.
//
// The first two defined triangles look like this (marked with the vertex indices,
// and the axis), when looking down at the top (+y) of the cube:
// -Z
// ^
// 0---1
// | /|
// | / | -> +X
// |/ |
// 3---2
//
// The right face's (+x) triangles look like this, seen from the outside of the cube.
// +Y
// ^
// 10--11
// | /|
// | / | -> -Z
// |/ |
// 9---8
//
// The back face's (+z) triangles look like this, seen from the outside of the cube.
// +Y
// ^
// 17--18
// |\ |
// | \ | -> +X
// | \|
// 16--19
.with_inserted_indices(Indices::U32(vec![
0,3,1 , 1,3,2, // triangles making up the top (+y) facing side.
4,5,7 , 5,6,7, // bottom (-y)
8,11,9 , 9,11,10, // right (+x)
12,13,15 , 13,14,15, // left (-x)
16,19,17 , 17,19,18, // back (+z)
20,21,23 , 21,22,23, // forward (-z)
]))
}
// Function that changes the UV mapping of the mesh, to apply the other texture.
fn toggle_texture(mesh_to_change: &mut Mesh) {
// Get a mutable reference to the values of the UV attribute, so we can iterate over it.
let uv_attribute = mesh_to_change.attribute_mut(Mesh::ATTRIBUTE_UV_0).unwrap();
// The format of the UV coordinates should be Float32x2.
let VertexAttributeValues::Float32x2(uv_attribute) = uv_attribute else {
panic!("Unexpected vertex format, expected Float32x2.");
};
// Iterate over the UV coordinates, and change them as we want.
for uv_coord in uv_attribute.iter_mut() {
// If the UV coordinate points to the upper, "dirt+grass" part of the texture...
if (uv_coord[1] + 0.5) < 1.0 {
// ... point to the equivalent lower, "sand+water" part instead,
uv_coord[1] += 0.5;
} else {
// else, point back to the upper, "dirt+grass" part.
uv_coord[1] -= 0.5;
}
}
}