mirror of
https://github.com/bevyengine/bevy
synced 2025-02-16 22:18:33 +00:00
# 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>
246 lines
7.8 KiB
Rust
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.));
|
|
}
|
|
}
|