mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 12:43:34 +00:00
3da0ef048e
# Objective - Closes #15716 - Closes #15718 ## Solution - Replace `Handle<MeshletMesh>` with a new `MeshletMesh3d` component - As expected there were some random things that needed fixing: - A couple tests were storing handles just to prevent them from being dropped I believe, which seems to have been unnecessary in some. - The `SpriteBundle` still had a `Handle<Image>` field. I've removed this. - Tests in `bevy_sprite` incorrectly added a `Handle<Image>` field outside of the `Sprite` component. - A few examples were still inserting `Handle`s, switched those to their corresponding wrappers. - 2 examples that were still querying for `Handle<Image>` were changed to query `Sprite` ## Testing - I've verified that the changed example work now ## Migration Guide `Handle` can no longer be used as a `Component`. All existing Bevy types using this pattern have been wrapped in their own semantically meaningful type. You should do the same for any custom `Handle` components your project needs. The `Handle<MeshletMesh>` component is now `MeshletMesh3d`. The `WithMeshletMesh` type alias has been removed. Use `With<MeshletMesh3d>` instead.
153 lines
5.2 KiB
Rust
153 lines
5.2 KiB
Rust
//! Shows how to modify texture assets after spawning.
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use bevy::{
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input::common_conditions::input_just_pressed,
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prelude::*,
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render::{render_asset::RenderAssetUsages, texture::ImageLoaderSettings},
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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, spawn_text))
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.add_systems(
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Update,
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alter_handle.run_if(input_just_pressed(KeyCode::Space)),
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)
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.add_systems(
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Update,
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alter_asset.run_if(input_just_pressed(KeyCode::Enter)),
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)
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.run();
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}
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#[derive(Component, Debug)]
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enum Bird {
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Normal,
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Logo,
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}
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impl Bird {
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fn get_texture_path(&self) -> String {
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match self {
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Bird::Normal => "branding/bevy_bird_dark.png".into(),
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Bird::Logo => "branding/bevy_logo_dark.png".into(),
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}
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}
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fn set_next_variant(&mut self) {
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*self = match self {
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Bird::Normal => Bird::Logo,
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Bird::Logo => Bird::Normal,
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}
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}
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}
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#[derive(Component, Debug)]
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struct Left;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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let bird_left = Bird::Normal;
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let bird_right = Bird::Normal;
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commands.spawn(Camera2d);
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let texture_left = asset_server.load_with_settings(
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bird_left.get_texture_path(),
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// `RenderAssetUsages::all()` is already the default, so the line below could be omitted.
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// It's helpful to know it exists, however.
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//
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// `RenderAssetUsages` tell Bevy whether to keep the data around:
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// - for the GPU (`RenderAssetUsages::RENDER_WORLD`),
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// - for the CPU (`RenderAssetUsages::MAIN_WORLD`),
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// - or both.
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// `RENDER_WORLD` is necessary to render the image, `MAIN_WORLD` is necessary to inspect
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// and modify the image (via `ResMut<Assets<Image>>`).
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//
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// Since most games will not need to modify textures at runtime, many developers opt to pass
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// only `RENDER_WORLD`. This is more memory efficient, as we don't need to keep the image in
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// RAM. For this example however, this would not work, as we need to inspect and modify the
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// image at runtime.
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|settings: &mut ImageLoaderSettings| settings.asset_usage = RenderAssetUsages::all(),
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);
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commands.spawn((
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Name::new("Bird Left"),
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// This marker component ensures we can easily find either of the Birds by using With and
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// Without query filters.
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Left,
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Sprite::from_image(texture_left),
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Transform::from_xyz(-200.0, 0.0, 0.0),
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bird_left,
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));
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commands.spawn((
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Name::new("Bird Right"),
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// In contrast to the above, here we rely on the default `RenderAssetUsages` loader setting
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Sprite::from_image(asset_server.load(bird_right.get_texture_path())),
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Transform::from_xyz(200.0, 0.0, 0.0),
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bird_right,
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));
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}
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fn spawn_text(mut commands: Commands) {
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commands
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.spawn((
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Name::new("Instructions"),
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NodeBundle {
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style: Style {
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align_items: AlignItems::Start,
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flex_direction: FlexDirection::Column,
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justify_content: JustifyContent::Start,
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width: Val::Percent(100.),
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..default()
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},
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..default()
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},
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))
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.with_children(|parent| {
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parent.spawn(Text::new("Space: swap the right sprite's image handle"));
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parent.spawn(Text::new(
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"Return: modify the image Asset of the left sprite, affecting all uses of it",
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));
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});
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}
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fn alter_handle(
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asset_server: Res<AssetServer>,
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mut right_bird: Query<(&mut Bird, &mut Sprite), Without<Left>>,
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) {
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// Image handles, like other parts of the ECS, can be queried as mutable and modified at
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// runtime. We only spawned one bird without the `Left` marker component.
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let Ok((mut bird, mut sprite)) = right_bird.get_single_mut() else {
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return;
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};
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// Switch to a new Bird variant
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bird.set_next_variant();
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// Modify the handle associated with the Bird on the right side. Note that we will only
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// have to load the same path from storage media once: repeated attempts will re-use the
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// asset.
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sprite.image = asset_server.load(bird.get_texture_path());
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}
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fn alter_asset(mut images: ResMut<Assets<Image>>, left_bird: Query<&Sprite, With<Left>>) {
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// It's convenient to retrieve the asset handle stored with the bird on the left. However,
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// we could just as easily have retained this in a resource or a dedicated component.
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let Ok(sprite) = left_bird.get_single() else {
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return;
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};
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// Obtain a mutable reference to the Image asset.
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let Some(image) = images.get_mut(&sprite.image) else {
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return;
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};
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for pixel in &mut image.data {
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// Directly modify the asset data, which will affect all users of this asset. By
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// contrast, mutating the handle (as we did above) affects only one copy. In this case,
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// we'll just invert the colors, by way of demonstration. Notice that both uses of the
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// asset show the change, not just the one on the left.
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*pixel = 255 - *pixel;
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}
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}
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