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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()); ```
83 lines
2.6 KiB
Rust
83 lines
2.6 KiB
Rust
//! This example shows various ways to configure texture materials in 3D.
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use std::f32::consts::PI;
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use bevy::prelude::*;
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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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.run();
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}
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/// sets up a scene with textured entities
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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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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// load a texture and retrieve its aspect ratio
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let texture_handle = asset_server.load("branding/bevy_logo_dark_big.png");
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let aspect = 0.25;
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// create a new quad mesh. this is what we will apply the texture to
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let quad_width = 8.0;
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let quad_handle = meshes.add(Rectangle::new(quad_width, quad_width * aspect));
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// this material renders the texture normally
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let material_handle = materials.add(StandardMaterial {
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base_color_texture: Some(texture_handle.clone()),
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alpha_mode: AlphaMode::Blend,
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unlit: true,
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..default()
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});
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// this material modulates the texture to make it red (and slightly transparent)
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let red_material_handle = materials.add(StandardMaterial {
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base_color: Color::rgba(1.0, 0.0, 0.0, 0.5),
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base_color_texture: Some(texture_handle.clone()),
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alpha_mode: AlphaMode::Blend,
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unlit: true,
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..default()
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});
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// and lets make this one blue! (and also slightly transparent)
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let blue_material_handle = materials.add(StandardMaterial {
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base_color: Color::rgba(0.0, 0.0, 1.0, 0.5),
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base_color_texture: Some(texture_handle),
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alpha_mode: AlphaMode::Blend,
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unlit: true,
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..default()
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});
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// textured quad - normal
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commands.spawn(PbrBundle {
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mesh: quad_handle.clone(),
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material: material_handle,
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transform: Transform::from_xyz(0.0, 0.0, 1.5)
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.with_rotation(Quat::from_rotation_x(-PI / 5.0)),
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..default()
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});
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// textured quad - modulated
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commands.spawn(PbrBundle {
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mesh: quad_handle.clone(),
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material: red_material_handle,
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transform: Transform::from_rotation(Quat::from_rotation_x(-PI / 5.0)),
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..default()
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});
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// textured quad - modulated
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commands.spawn(PbrBundle {
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mesh: quad_handle,
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material: blue_material_handle,
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transform: Transform::from_xyz(0.0, 0.0, -1.5)
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.with_rotation(Quat::from_rotation_x(-PI / 5.0)),
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..default()
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});
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(3.0, 5.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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