mirror of
https://github.com/bevyengine/bevy
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54006b107b
# Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material: ![Näyttökuva 2024-09-29 181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a) ![Näyttökuva 2024-09-29 181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909) Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
280 lines
9.3 KiB
Rust
280 lines
9.3 KiB
Rust
//! Demonstrates different sub view effects.
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//!
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//! A sub view is essentially a smaller section of a larger viewport. Some use
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//! cases include:
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//! - Split one image across multiple cameras, for use in a multimonitor setups
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//! - Magnify a section of the image, by rendering a small sub view in another
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//! camera
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//! - Rapidly change the sub view offset to get a screen shake effect
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use bevy::{
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prelude::*,
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render::camera::{ScalingMode, SubCameraView, Viewport},
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};
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const PADDING: u32 = 10;
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const SMALL_SIZE: u32 = 100;
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const LARGE_SIZE: u32 = 450;
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const WINDOW_HEIGHT: f32 = (LARGE_SIZE + PADDING * 3 + SMALL_SIZE) as f32;
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const WINDOW_WIDTH: f32 = (LARGE_SIZE * 2 + PADDING * 3) as f32;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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// Fix window size to avoid issues with viewports on resizing
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resize_constraints: WindowResizeConstraints {
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min_width: WINDOW_WIDTH,
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min_height: WINDOW_HEIGHT,
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max_width: WINDOW_WIDTH,
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max_height: WINDOW_HEIGHT,
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},
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..default()
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}),
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..default()
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}))
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.add_systems(Startup, setup)
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.add_systems(Update, move_camera_view)
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.run();
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}
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#[derive(Debug, Component)]
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struct MovingCameraMarker;
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/// Set up a simple 3D scene
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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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let transform = Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y);
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// Plane
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
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MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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));
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// Cube
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::default())),
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MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
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Transform::from_xyz(0.0, 0.5, 0.0),
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));
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// Light
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commands.spawn((
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PointLight {
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(4.0, 8.0, 4.0),
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));
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// Main perspective Camera
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commands.spawn(Camera3dBundle {
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camera: Camera {
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viewport: Option::from(Viewport {
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physical_size: UVec2::new(LARGE_SIZE, LARGE_SIZE),
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physical_position: UVec2::new(PADDING, PADDING * 2 + SMALL_SIZE),
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..default()
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}),
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..default()
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},
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transform,
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..default()
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});
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// Perspective camera left half
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commands.spawn(Camera3dBundle {
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camera: Camera {
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viewport: Option::from(Viewport {
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physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
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physical_position: UVec2::new(PADDING, PADDING),
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..default()
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}),
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sub_camera_view: Some(SubCameraView {
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// Set the sub view camera to the right half of the full image
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//
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// The values of `full_size` and `size` do not have to be the
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// exact values of your physical viewport. The important part is
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// the ratio between them.
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full_size: UVec2::new(10, 10),
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// The `offset` is also relative to the values in `full_size`
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// and `size`
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offset: Vec2::new(5.0, 0.0),
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size: UVec2::new(5, 10),
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}),
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order: 1,
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..default()
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},
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transform,
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..default()
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});
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// Perspective camera moving
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commands.spawn((
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Camera3dBundle {
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camera: Camera {
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viewport: Option::from(Viewport {
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physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
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physical_position: UVec2::new(PADDING * 2 + SMALL_SIZE, PADDING),
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..default()
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}),
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sub_camera_view: Some(SubCameraView {
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// Set the sub view camera to a fifth of the full view and
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// move it in another system
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full_size: UVec2::new(500, 500),
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offset: Vec2::ZERO,
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size: UVec2::new(100, 100),
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}),
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order: 2,
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..default()
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},
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transform,
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..default()
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},
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MovingCameraMarker,
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));
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// Perspective camera control
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commands.spawn(Camera3dBundle {
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camera: Camera {
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viewport: Option::from(Viewport {
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physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
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physical_position: UVec2::new(PADDING * 3 + SMALL_SIZE * 2, PADDING),
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..default()
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}),
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sub_camera_view: Some(SubCameraView {
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// Set the sub view to the full image, to ensure that it matches
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// the projection without sub view
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full_size: UVec2::new(450, 450),
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offset: Vec2::ZERO,
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size: UVec2::new(450, 450),
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}),
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order: 3,
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..default()
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},
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transform,
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..default()
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});
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// Main orthographic camera
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commands.spawn(Camera3dBundle {
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projection: OrthographicProjection {
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scaling_mode: ScalingMode::FixedVertical(6.0),
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..OrthographicProjection::default_3d()
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}
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.into(),
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camera: Camera {
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viewport: Option::from(Viewport {
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physical_size: UVec2::new(LARGE_SIZE, LARGE_SIZE),
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physical_position: UVec2::new(PADDING * 2 + LARGE_SIZE, PADDING * 2 + SMALL_SIZE),
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..default()
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}),
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order: 4,
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..default()
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},
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transform,
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..default()
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});
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// Orthographic camera left half
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commands.spawn(Camera3dBundle {
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projection: OrthographicProjection {
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scaling_mode: ScalingMode::FixedVertical(6.0),
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..OrthographicProjection::default_3d()
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}
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.into(),
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camera: Camera {
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viewport: Option::from(Viewport {
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physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
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physical_position: UVec2::new(PADDING * 5 + SMALL_SIZE * 4, PADDING),
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..default()
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}),
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sub_camera_view: Some(SubCameraView {
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// Set the sub view camera to the left half of the full image.
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//
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// The values of `full_size` and `size` do not have to be the
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// exact values of your physical viewport. The important part is
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// the ratio between them.
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full_size: UVec2::new(2, 2),
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offset: Vec2::ZERO,
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size: UVec2::new(1, 2),
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}),
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order: 5,
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..default()
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},
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transform,
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..default()
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});
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// Orthographic camera moving
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commands.spawn((
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Camera3dBundle {
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projection: OrthographicProjection {
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scaling_mode: ScalingMode::FixedVertical(6.0),
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..OrthographicProjection::default_3d()
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}
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.into(),
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camera: Camera {
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viewport: Option::from(Viewport {
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physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
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physical_position: UVec2::new(PADDING * 6 + SMALL_SIZE * 5, PADDING),
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..default()
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}),
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sub_camera_view: Some(SubCameraView {
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// Set the sub view camera to a fifth of the full view and
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// move it in another system
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full_size: UVec2::new(500, 500),
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offset: Vec2::ZERO,
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size: UVec2::new(100, 100),
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}),
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order: 6,
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..default()
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},
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transform,
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..default()
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},
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MovingCameraMarker,
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));
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// Orthographic camera control
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commands.spawn(Camera3dBundle {
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projection: OrthographicProjection {
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scaling_mode: ScalingMode::FixedVertical(6.0),
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..OrthographicProjection::default_3d()
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}
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.into(),
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camera: Camera {
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viewport: Option::from(Viewport {
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physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
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physical_position: UVec2::new(PADDING * 7 + SMALL_SIZE * 6, PADDING),
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..default()
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}),
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sub_camera_view: Some(SubCameraView {
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// Set the sub view to the full image, to ensure that it matches
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// the projection without sub view
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full_size: UVec2::new(450, 450),
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offset: Vec2::ZERO,
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size: UVec2::new(450, 450),
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}),
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order: 7,
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..default()
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},
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transform,
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..default()
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});
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}
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fn move_camera_view(
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mut movable_camera_query: Query<&mut Camera, With<MovingCameraMarker>>,
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time: Res<Time>,
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) {
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for mut camera in movable_camera_query.iter_mut() {
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if let Some(sub_view) = &mut camera.sub_camera_view {
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sub_view.offset.x = (time.elapsed_seconds() * 150.) % 450.0 - 50.0;
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sub_view.offset.y = sub_view.offset.x;
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}
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}
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}
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