bevy/examples/transforms/translation.rs
Joona Aalto 0166db33f7
Deprecate shapes in bevy_render::mesh::shape (#11773)
# 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());
```
2024-02-08 18:01:34 +00:00

78 lines
2.3 KiB
Rust

//! Illustrates how to move an object along an axis.
use bevy::prelude::*;
// Define a struct to keep some information about our entity.
// Here it's an arbitrary movement speed, the spawn location, and a maximum distance from it.
#[derive(Component)]
struct Movable {
spawn: Vec3,
max_distance: f32,
speed: f32,
}
// Implement a utility function for easier Movable struct creation.
impl Movable {
fn new(spawn: Vec3) -> Self {
Movable {
spawn,
max_distance: 5.0,
speed: 2.0,
}
}
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, move_cube)
.run();
}
// Startup system to setup the scene and spawn all relevant entities.
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Add a cube to visualize translation.
let entity_spawn = Vec3::ZERO;
commands.spawn((
PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(Color::WHITE),
transform: Transform::from_translation(entity_spawn),
..default()
},
Movable::new(entity_spawn),
));
// Spawn a camera looking at the entities to show what's happening in this example.
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(entity_spawn, Vec3::Y),
..default()
});
// Add a light source for better 3d visibility.
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 150_000.0,
..default()
},
transform: Transform::from_translation(Vec3::ONE * 3.0),
..default()
});
}
// This system will move all Movable entities with a Transform
fn move_cube(mut cubes: Query<(&mut Transform, &mut Movable)>, timer: Res<Time>) {
for (mut transform, mut cube) in &mut cubes {
// Check if the entity moved too far from its spawn, if so invert the moving direction.
if (cube.spawn - transform.translation).length() > cube.max_distance {
cube.speed *= -1.0;
}
let direction = transform.local_x();
transform.translation += direction * cube.speed * timer.delta_seconds();
}
}