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https://github.com/bevyengine/bevy
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# Objective #11431 and #11688 implemented meshing support for Bevy's new geometric primitives. The next step is to deprecate the shapes in `bevy_render::mesh::shape` and to later remove them completely for 0.14. ## Solution Deprecate the shapes and reduce code duplication by utilizing the primitive meshing API for the old shapes where possible. Note that some shapes have behavior that can't be exactly reproduced with the new primitives yet: - `Box` is more of an AABB with min/max extents - `Plane` supports a subdivision count - `Quad` has a `flipped` property These types have not been changed to utilize the new primitives yet. --- ## Changelog - Deprecated all shapes in `bevy_render::mesh::shape` - Changed all examples to use new primitives for meshing ## Migration Guide Bevy has previously used rendering-specific types like `UVSphere` and `Quad` for primitive mesh shapes. These have now been deprecated to use the geometric primitives newly introduced in version 0.13. Some examples: ```rust let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0)); let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0)); let before = meshes.add(shape::Quad::default()); let after = meshes.add(Rectangle::default()); let before = meshes.add(shape::Plane::from_size(5.0)); // The surface normal can now also be specified when using `new` let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0)); let before = meshes.add( Mesh::try_from(shape::Icosphere { radius: 0.5, subdivisions: 5, }) .unwrap(), ); let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap()); ```
102 lines
3.5 KiB
Rust
102 lines
3.5 KiB
Rust
//! Illustrates how to scale an object in each direction.
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use std::f32::consts::PI;
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use bevy::prelude::*;
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// Define a component to keep information for the scaled object.
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#[derive(Component)]
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struct Scaling {
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scale_direction: Vec3,
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scale_speed: f32,
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max_element_size: f32,
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min_element_size: f32,
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}
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// Implement a simple initialization.
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impl Scaling {
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fn new() -> Self {
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Scaling {
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scale_direction: Vec3::X,
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scale_speed: 2.0,
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max_element_size: 5.0,
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min_element_size: 1.0,
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}
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}
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}
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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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.add_systems(Update, (change_scale_direction, scale_cube))
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.run();
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}
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// Startup system to setup the scene and spawn all relevant entities.
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// Spawn a cube to scale.
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Cuboid::default()),
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material: materials.add(Color::WHITE),
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transform: Transform::from_rotation(Quat::from_rotation_y(PI / 4.0)),
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..default()
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},
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Scaling::new(),
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));
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// Spawn a camera looking at the entities to show what's happening in this example.
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// Add a light source for better 3d visibility.
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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intensity: 150_000.0,
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..default()
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},
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transform: Transform::from_translation(Vec3::ONE * 3.0),
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..default()
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});
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}
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// This system will check if a scaled entity went above or below the entities scaling bounds
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// and change the direction of the scaling vector.
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fn change_scale_direction(mut cubes: Query<(&mut Transform, &mut Scaling)>) {
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for (mut transform, mut cube) in &mut cubes {
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// If an entity scaled beyond the maximum of its size in any dimension
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// the scaling vector is flipped so the scaling is gradually reverted.
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// Additionally, to ensure the condition does not trigger again we floor the elements to
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// their next full value, which should be max_element_size at max.
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if transform.scale.max_element() > cube.max_element_size {
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cube.scale_direction *= -1.0;
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transform.scale = transform.scale.floor();
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}
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// If an entity scaled beyond the minimum of its size in any dimension
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// the scaling vector is also flipped.
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// Additionally the Values are ceiled to be min_element_size at least
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// and the scale direction is flipped.
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// This way the entity will change the dimension in which it is scaled any time it
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// reaches its min_element_size.
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if transform.scale.min_element() < cube.min_element_size {
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cube.scale_direction *= -1.0;
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transform.scale = transform.scale.ceil();
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cube.scale_direction = cube.scale_direction.zxy();
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}
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}
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}
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// This system will scale any entity with assigned Scaling in each direction
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// by cycling through the directions to scale.
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fn scale_cube(mut cubes: Query<(&mut Transform, &Scaling)>, timer: Res<Time>) {
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for (mut transform, cube) in &mut cubes {
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transform.scale += cube.scale_direction * cube.scale_speed * timer.delta_seconds();
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}
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}
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