bevy/examples/asset/alter_mesh.rs
UkoeHB c2c19e5ae4
Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**

# Objective

- Implement https://github.com/bevyengine/bevy/discussions/15014

## Solution

This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.

Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.

## Testing

- [x] Text examples all work.

---

## Showcase

TODO: showcase-worthy

## Migration Guide

TODO: very breaking

### Accessing text spans by index

Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.

Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
    let text = query.single_mut();
    text.sections[1].value = format_time(time.elapsed());
}
```

After:
```rust
fn refresh_text(
    query: Query<Entity, With<TimeText>>,
    mut writer: UiTextWriter,
    time: Res<Time>
) {
    let entity = query.single();
    *writer.text(entity, 1) = format_time(time.elapsed());
}
```

### Iterating text spans

Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00

225 lines
7.4 KiB
Rust

//! Shows how to modify mesh assets after spawning.
use bevy::{
gltf::GltfLoaderSettings,
input::common_conditions::input_just_pressed,
prelude::*,
render::{mesh::VertexAttributeValues, render_asset::RenderAssetUsages},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, (setup, spawn_text))
.add_systems(
Update,
alter_handle.run_if(input_just_pressed(KeyCode::Space)),
)
.add_systems(
Update,
alter_mesh.run_if(input_just_pressed(KeyCode::Enter)),
)
.run();
}
#[derive(Component, Debug)]
enum Shape {
Cube,
Sphere,
}
impl Shape {
fn get_model_path(&self) -> String {
match self {
Shape::Cube => "models/cube/cube.gltf".into(),
Shape::Sphere => "models/sphere/sphere.gltf".into(),
}
}
fn set_next_variant(&mut self) {
*self = match self {
Shape::Cube => Shape::Sphere,
Shape::Sphere => Shape::Cube,
}
}
}
#[derive(Component, Debug)]
struct Left;
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let left_shape = Shape::Cube;
let right_shape = Shape::Cube;
// In normal use, you can call `asset_server.load`, however see below for an explanation of
// `RenderAssetUsages`.
let left_shape_model = asset_server.load_with_settings(
GltfAssetLabel::Primitive {
mesh: 0,
// This field stores an index to this primitive in its parent mesh. In this case, we
// want the first one. You might also have seen the syntax:
//
// models/cube/cube.gltf#Scene0
//
// which accomplishes the same thing.
primitive: 0,
}
.from_asset(left_shape.get_model_path()),
// `RenderAssetUsages::all()` is already the default, so the line below could be omitted.
// It's helpful to know it exists, however.
//
// `RenderAssetUsages` tell Bevy whether to keep the data around:
// - for the GPU (`RenderAssetUsages::RENDER_WORLD`),
// - for the CPU (`RenderAssetUsages::MAIN_WORLD`),
// - or both.
// `RENDER_WORLD` is necessary to render the mesh, `MAIN_WORLD` is necessary to inspect
// and modify the mesh (via `ResMut<Assets<Mesh>>`).
//
// Since most games will not need to modify meshes at runtime, many developers opt to pass
// only `RENDER_WORLD`. This is more memory efficient, as we don't need to keep the mesh in
// RAM. For this example however, this would not work, as we need to inspect and modify the
// mesh at runtime.
|settings: &mut GltfLoaderSettings| settings.load_meshes = RenderAssetUsages::all(),
);
// Here, we rely on the default loader settings to achieve a similar result to the above.
let right_shape_model = asset_server.load(
GltfAssetLabel::Primitive {
mesh: 0,
primitive: 0,
}
.from_asset(right_shape.get_model_path()),
);
// Add a material asset directly to the materials storage
let material_handle = materials.add(StandardMaterial {
base_color: Color::srgb(0.6, 0.8, 0.6),
..default()
});
commands.spawn((
Left,
Name::new("Left Shape"),
Mesh3d(left_shape_model),
MeshMaterial3d(material_handle.clone()),
Transform::from_xyz(-3.0, 0.0, 0.0),
left_shape,
));
commands.spawn((
Name::new("Right Shape"),
Mesh3d(right_shape_model),
MeshMaterial3d(material_handle),
Transform::from_xyz(3.0, 0.0, 0.0),
right_shape,
));
commands.spawn((
Name::new("Point Light"),
PointLight::default(),
Transform::from_xyz(4.0, 5.0, 4.0),
));
commands.spawn((
Name::new("Camera"),
Camera3d::default(),
Transform::from_xyz(0.0, 3.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
fn spawn_text(mut commands: Commands) {
commands
.spawn((
Name::new("Instructions"),
NodeBundle {
style: Style {
align_items: AlignItems::Start,
flex_direction: FlexDirection::Column,
justify_content: JustifyContent::Start,
width: Val::Percent(100.),
..default()
},
..default()
},
))
.with_children(|parent| {
parent.spawn(Text::new("Space: swap meshes by mutating a Handle<Mesh>"));
parent.spawn(Text::new(
"Return: mutate the mesh itself, changing all copies of it",
));
});
}
fn alter_handle(
asset_server: Res<AssetServer>,
mut right_shape: Query<(&mut Mesh3d, &mut Shape), Without<Left>>,
) {
// Mesh handles, like other parts of the ECS, can be queried as mutable and modified at
// runtime. We only spawned one shape without the `Left` marker component.
let Ok((mut mesh, mut shape)) = right_shape.get_single_mut() else {
return;
};
// Switch to a new Shape variant
shape.set_next_variant();
// Modify the handle associated with the Shape on the right side. Note that we will only
// have to load the same path from storage media once: repeated attempts will re-use the
// asset.
mesh.0 = asset_server.load(
GltfAssetLabel::Primitive {
mesh: 0,
primitive: 0,
}
.from_asset(shape.get_model_path()),
);
}
fn alter_mesh(
mut is_mesh_scaled: Local<bool>,
left_shape: Query<&Mesh3d, With<Left>>,
mut meshes: ResMut<Assets<Mesh>>,
) {
// It's convenient to retrieve the asset handle stored with the shape on the left. However,
// we could just as easily have retained this in a resource or a dedicated component.
let Ok(handle) = left_shape.get_single() else {
return;
};
// Obtain a mutable reference to the Mesh asset.
let Some(mesh) = meshes.get_mut(handle) else {
return;
};
// Now we can directly manipulate vertices on the mesh. Here, we're just scaling in and out
// for demonstration purposes. This will affect all entities currently using the asset.
//
// To do this, we need to grab the stored attributes of each vertex. `Float32x3` just describes
// the format in which the attributes will be read: each position consists of an array of three
// f32 corresponding to x, y, and z.
//
// `ATTRIBUTE_POSITION` is a constant indicating that we want to know where the vertex is
// located in space (as opposed to which way its normal is facing, vertex color, or other
// details).
if let Some(VertexAttributeValues::Float32x3(positions)) =
mesh.attribute_mut(Mesh::ATTRIBUTE_POSITION)
{
// Check a Local value (which only this system can make use of) to determine if we're
// currently scaled up or not.
let scale_factor = if *is_mesh_scaled { 0.5 } else { 2.0 };
for position in positions.iter_mut() {
// Apply the scale factor to each of x, y, and z.
position[0] *= scale_factor;
position[1] *= scale_factor;
position[2] *= scale_factor;
}
// Flip the local value to reverse the behaviour next time the key is pressed.
*is_mesh_scaled = !*is_mesh_scaled;
}
}