bevy/examples/3d/3d_shapes.rs
Joona Aalto ac1f135e20
Add meshing for Cone (#11820)
# Objective

The `Cone` primitive should support meshing.

## Solution

Implement meshing for the `Cone` primitive. The default cone has a
height of 1 and a base radius of 0.5, and is centered at the origin.

An issue with cone meshes is that the tip does not really have a normal
that works, even with duplicated vertices. This PR uses only a single
vertex for the tip, with a normal of zero; this results in an "invalid"
normal that gets ignored by the fragment shader. This seems to be the
only approach we have for perfectly smooth cones. For discussion on the
topic, see #10298 and #5891.

Another thing to note is that the cone uses polar coordinates for the
UVs:

<img
src="https://github.com/bevyengine/bevy/assets/57632562/e101ded9-110a-4ac4-a98d-f1e4d740a24a"
alt="cone" width="400" />

This way, textures are applied as if looking at the cone from above:

<img
src="https://github.com/bevyengine/bevy/assets/57632562/8dea00f1-a283-4bc4-9676-91e8d4adb07a"
alt="texture" width="200" />

<img
src="https://github.com/bevyengine/bevy/assets/57632562/d9d1b5e6-a8ba-4690-b599-904dd85777a1"
alt="cone" width="200" />
2024-05-13 18:00:59 +00:00

127 lines
3.7 KiB
Rust

//! This example demonstrates the built-in 3d shapes in Bevy.
//! The scene includes a patterned texture and a rotation for visualizing the normals and UVs.
use std::f32::consts::PI;
use bevy::{
color::palettes::basic::SILVER,
prelude::*,
render::{
render_asset::RenderAssetUsages,
render_resource::{Extent3d, TextureDimension, TextureFormat},
},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
.add_systems(Startup, setup)
.add_systems(Update, rotate)
.run();
}
/// A marker component for our shapes so we can query them separately from the ground plane
#[derive(Component)]
struct Shape;
const X_EXTENT: f32 = 12.0;
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut images: ResMut<Assets<Image>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let debug_material = materials.add(StandardMaterial {
base_color_texture: Some(images.add(uv_debug_texture())),
..default()
});
let shapes = [
meshes.add(Cuboid::default()),
meshes.add(Capsule3d::default()),
meshes.add(Torus::default()),
meshes.add(Cylinder::default()),
meshes.add(Cone::default()),
meshes.add(Sphere::default().mesh().ico(5).unwrap()),
meshes.add(Sphere::default().mesh().uv(32, 18)),
];
let num_shapes = shapes.len();
for (i, shape) in shapes.into_iter().enumerate() {
commands.spawn((
PbrBundle {
mesh: shape,
material: debug_material.clone(),
transform: Transform::from_xyz(
-X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT,
2.0,
0.0,
)
.with_rotation(Quat::from_rotation_x(-PI / 4.)),
..default()
},
Shape,
));
}
commands.spawn(PointLightBundle {
point_light: PointLight {
shadows_enabled: true,
intensity: 10_000_000.,
range: 100.0,
shadow_depth_bias: 0.2,
..default()
},
transform: Transform::from_xyz(8.0, 16.0, 8.0),
..default()
});
// ground plane
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(50.0, 50.0)),
material: materials.add(Color::from(SILVER)),
..default()
});
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 6., 12.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
..default()
});
}
fn rotate(mut query: Query<&mut Transform, With<Shape>>, time: Res<Time>) {
for mut transform in &mut query {
transform.rotate_y(time.delta_seconds() / 2.);
}
}
/// Creates a colorful test pattern
fn uv_debug_texture() -> Image {
const TEXTURE_SIZE: usize = 8;
let mut palette: [u8; 32] = [
255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
];
let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
for y in 0..TEXTURE_SIZE {
let offset = TEXTURE_SIZE * y * 4;
texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
palette.rotate_right(4);
}
Image::new_fill(
Extent3d {
width: TEXTURE_SIZE as u32,
height: TEXTURE_SIZE as u32,
depth_or_array_layers: 1,
},
TextureDimension::D2,
&texture_data,
TextureFormat::Rgba8UnormSrgb,
RenderAssetUsages::RENDER_WORLD,
)
}