 61a3494a06
			
		
	
	
		61a3494a06
		
	
	
	
	
		
			
			# Objective - As requested here: https://github.com/bevyengine/bevy/pull/4520#issuecomment-1109302039 - Make it easier to spot issues with built-in shapes ## Solution https://user-images.githubusercontent.com/200550/165624709-c40dfe7e-0e1e-4bd3-ae52-8ae66888c171.mp4 - Add an example showcasing the built-in 3d shapes with lighting/shadows - Rotate objects in such a way that all faces are seen by the camera - Add a UV debug texture ## Discussion I'm not sure if this is what @alice-i-cecile had in mind, but I adapted the little "torus playground" from the issue linked above to include all built-in shapes. This exact arrangement might not be particularly scalable if many more shapes are added. Maybe a slow camera pan, or cycling with the keyboard or on a timer, or a sidebar with buttons would work better. If one of the latter options is used, options for showing wireframes or computed flat normals might add some additional utility. Ideally, I think we'd have a better way of visualizing normals. Happy to rework this or close it if there's not a consensus around it being useful.
		
			
				
	
	
		
			122 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			122 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example demonstrates the built-in 3d shapes in Bevy.
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| //! The scene includes a patterned texture and a rotation for visualizing the normals and UVs.
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| 
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| use bevy::{
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|     prelude::*,
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|     render::render_resource::{Extent3d, TextureDimension, TextureFormat},
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| };
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| 
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| fn main() {
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|     App::new()
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|         .insert_resource(Msaa { samples: 4 })
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup)
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|         .add_system(rotate)
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|         .run();
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| }
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| 
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| /// A marker component for our shapes so we can query them separately from the ground plane
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| #[derive(Component)]
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| struct Shape;
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| 
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| const X_EXTENT: f32 = 14.;
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| 
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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 images: ResMut<Assets<Image>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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| ) {
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|     let debug_material = materials.add(StandardMaterial {
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|         base_color_texture: Some(images.add(uv_debug_texture())),
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|         ..default()
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|     });
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| 
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|     let shapes = [
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|         meshes.add(shape::Cube::default().into()),
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|         meshes.add(shape::Box::default().into()),
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|         meshes.add(shape::Capsule::default().into()),
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|         meshes.add(shape::Torus::default().into()),
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|         meshes.add(shape::Icosphere::default().into()),
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|         meshes.add(shape::UVSphere::default().into()),
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|     ];
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| 
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|     let num_shapes = shapes.len();
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| 
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|     for (i, shape) in shapes.into_iter().enumerate() {
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|         commands
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|             .spawn_bundle(PbrBundle {
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|                 mesh: shape,
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|                 material: debug_material.clone(),
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|                 transform: Transform {
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|                     translation: Vec3::new(
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|                         -X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT,
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|                         2.0,
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|                         0.0,
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|                     ),
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|                     ..default()
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|                 },
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|                 ..Default::default()
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|             })
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|             .insert(Shape);
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|     }
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| 
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|     commands.spawn_bundle(PointLightBundle {
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|         point_light: PointLight {
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|             intensity: 9000.0,
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|             range: 100.,
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|             shadows_enabled: true,
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|             ..Default::default()
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|         },
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|         transform: Transform::from_xyz(8.0, 16.0, 8.0),
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|         ..Default::default()
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|     });
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| 
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|     // ground plane
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|     commands.spawn_bundle(PbrBundle {
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|         mesh: meshes.add(shape::Plane { size: 50. }.into()),
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|         material: materials.add(Color::SILVER.into()),
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|         ..Default::default()
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|     });
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| 
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|     commands.spawn_bundle(PerspectiveCameraBundle {
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|         transform: Transform::from_xyz(0.0, 6., 12.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
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|         ..Default::default()
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|     });
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| }
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| 
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| fn rotate(mut query: Query<&mut Transform, With<Shape>>, time: Res<Time>) {
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|     for mut transform in query.iter_mut() {
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|         transform.rotation = Quat::from_rotation_y(time.seconds_since_startup() as f32 / 2.)
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|             * Quat::from_rotation_x(-std::f32::consts::PI / 4.)
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|     }
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| }
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| 
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| /// Creates a colorful test pattern
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| fn uv_debug_texture() -> Image {
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|     const TEXTURE_SIZE: usize = 8;
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| 
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|     let mut palette: [u8; 32] = [
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|         255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
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|         198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
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|     ];
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| 
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|     let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
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|     for y in 0..TEXTURE_SIZE {
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|         let offset = TEXTURE_SIZE * y * 4;
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|         texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
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|         palette.rotate_right(4);
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|     }
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| 
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|     Image::new_fill(
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|         Extent3d {
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|             width: TEXTURE_SIZE as u32,
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|             height: TEXTURE_SIZE as u32,
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|             depth_or_array_layers: 1,
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|         },
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|         TextureDimension::D2,
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|         &texture_data,
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|         TextureFormat::Rgba8UnormSrgb,
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|     )
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| }
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