bevy/examples/math/random_sampling.rs
Joona Aalto 54006b107b
Migrate meshes and materials to required components (#15524)
# 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>
2024-10-01 21:33:17 +00:00

246 lines
7.8 KiB
Rust

//! This example shows how to sample random points from primitive shapes.
use bevy::{
input::mouse::{AccumulatedMouseMotion, MouseButtonInput},
math::prelude::*,
prelude::*,
render::mesh::SphereKind,
};
use rand::{distributions::Distribution, SeedableRng};
use rand_chacha::ChaCha8Rng;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, (handle_mouse, handle_keypress))
.run();
}
/// Resource for the random sampling mode, telling whether to sample the interior or the boundary.
#[derive(Resource)]
enum Mode {
Interior,
Boundary,
}
/// Resource storing the shape being sampled.
#[derive(Resource)]
struct SampledShape(Cuboid);
/// The source of randomness used by this example.
#[derive(Resource)]
struct RandomSource(ChaCha8Rng);
/// A container for the handle storing the mesh used to display sampled points as spheres.
#[derive(Resource)]
struct PointMesh(Handle<Mesh>);
/// A container for the handle storing the material used to display sampled points.
#[derive(Resource)]
struct PointMaterial(Handle<StandardMaterial>);
/// Marker component for sampled points.
#[derive(Component)]
struct SamplePoint;
/// The pressed state of the mouse, used for camera motion.
#[derive(Resource)]
struct MousePressed(bool);
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Use seeded rng and store it in a resource; this makes the random output reproducible.
let seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712);
commands.insert_resource(RandomSource(seeded_rng));
// Make a plane for establishing space.
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(12.0, 12.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
Transform::from_xyz(0.0, -2.5, 0.0),
));
// Store the shape we sample from in a resource:
let shape = Cuboid::from_length(2.9);
commands.insert_resource(SampledShape(shape));
// The sampled shape shown transparently:
commands.spawn((
Mesh3d(meshes.add(shape)),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::srgba(0.2, 0.1, 0.6, 0.3),
alpha_mode: AlphaMode::Blend,
cull_mode: None,
..default()
})),
));
// A light:
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
// A camera:
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// Store the mesh and material for sample points in resources:
commands.insert_resource(PointMesh(
meshes.add(
Sphere::new(0.03)
.mesh()
.kind(SphereKind::Ico { subdivisions: 3 }),
),
));
commands.insert_resource(PointMaterial(materials.add(StandardMaterial {
base_color: Color::srgb(1.0, 0.8, 0.8),
metallic: 0.8,
..default()
})));
// Instructions for the example:
commands.spawn(
TextBundle::from_section(
"Controls:\n\
M: Toggle between sampling boundary and interior.\n\
R: Restart (erase all samples).\n\
S: Add one random sample.\n\
D: Add 100 random samples.\n\
Rotate camera by holding left mouse and panning left/right.",
TextStyle::default(),
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
// The mode starts with interior points.
commands.insert_resource(Mode::Interior);
// Starting mouse-pressed state is false.
commands.insert_resource(MousePressed(false));
}
// Handle user inputs from the keyboard:
#[allow(clippy::too_many_arguments)]
fn handle_keypress(
mut commands: Commands,
keyboard: Res<ButtonInput<KeyCode>>,
mut mode: ResMut<Mode>,
shape: Res<SampledShape>,
mut random_source: ResMut<RandomSource>,
sample_mesh: Res<PointMesh>,
sample_material: Res<PointMaterial>,
samples: Query<Entity, With<SamplePoint>>,
) {
// R => restart, deleting all samples
if keyboard.just_pressed(KeyCode::KeyR) {
for entity in &samples {
commands.entity(entity).despawn();
}
}
// S => sample once
if keyboard.just_pressed(KeyCode::KeyS) {
let rng = &mut random_source.0;
// Get a single random Vec3:
let sample: Vec3 = match *mode {
Mode::Interior => shape.0.sample_interior(rng),
Mode::Boundary => shape.0.sample_boundary(rng),
};
// Spawn a sphere at the random location:
commands.spawn((
Mesh3d(sample_mesh.0.clone()),
MeshMaterial3d(sample_material.0.clone()),
Transform::from_translation(sample),
SamplePoint,
));
// NOTE: The point is inside the cube created at setup just because of how the
// scene is constructed; in general, you would want to use something like
// `cube_transform.transform_point(sample)` to get the position of where the sample
// would be after adjusting for the position and orientation of the cube.
//
// If the spawned point also needed to follow the position of the cube as it moved,
// then making it a child entity of the cube would be a good approach.
}
// D => generate many samples
if keyboard.just_pressed(KeyCode::KeyD) {
let mut rng = &mut random_source.0;
// Get 100 random Vec3s:
let samples: Vec<Vec3> = match *mode {
Mode::Interior => {
let dist = shape.0.interior_dist();
dist.sample_iter(&mut rng).take(100).collect()
}
Mode::Boundary => {
let dist = shape.0.boundary_dist();
dist.sample_iter(&mut rng).take(100).collect()
}
};
// For each sample point, spawn a sphere:
for sample in samples {
commands.spawn((
Mesh3d(sample_mesh.0.clone()),
MeshMaterial3d(sample_material.0.clone()),
Transform::from_translation(sample),
SamplePoint,
));
}
// NOTE: See the previous note above regarding the positioning of these samples
// relative to the transform of the cube containing them.
}
// M => toggle mode between interior and boundary.
if keyboard.just_pressed(KeyCode::KeyM) {
match *mode {
Mode::Interior => *mode = Mode::Boundary,
Mode::Boundary => *mode = Mode::Interior,
}
}
}
// Handle user mouse input for panning the camera around:
fn handle_mouse(
accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
mut button_events: EventReader<MouseButtonInput>,
mut camera: Query<&mut Transform, With<Camera>>,
mut mouse_pressed: ResMut<MousePressed>,
) {
// Store left-pressed state in the MousePressed resource
for button_event in button_events.read() {
if button_event.button != MouseButton::Left {
continue;
}
*mouse_pressed = MousePressed(button_event.state.is_pressed());
}
// If the mouse is not pressed, just ignore motion events
if !mouse_pressed.0 {
return;
}
if accumulated_mouse_motion.delta != Vec2::ZERO {
let displacement = accumulated_mouse_motion.delta.x;
let mut camera_transform = camera.single_mut();
camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(-displacement / 150.));
}
}