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		6b34e81f00
		
	
	
	
	
		
			
			# Objective - Showcase how to use a `Material` and `Mesh` to spawn 3d lines  ## Solution - Add an example using a simple `Material` and `Mesh` definition to draw a 3d line - Shows how to use `LineList` and `LineStrip` in combination with a specialized `Material` ## Notes This isn't just a primitive shape because it needs a special Material, but I think it's a good showcase of the power of the `Material` and `AsBindGroup` abstractions. All of this is easy to figure out when you know these options are a thing, but I think they are hard to discover which is why I think this should be an example and not shipped with bevy. Co-authored-by: Charles <IceSentry@users.noreply.github.com>
		
			
				
	
	
		
			142 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			142 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Create a custom material to draw basic lines in 3D
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| 
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| use bevy::{
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|     pbr::{MaterialPipeline, MaterialPipelineKey},
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|     prelude::*,
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|     reflect::TypeUuid,
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|     render::{
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|         mesh::{MeshVertexBufferLayout, PrimitiveTopology},
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|         render_resource::{
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|             AsBindGroup, PolygonMode, RenderPipelineDescriptor, ShaderRef,
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|             SpecializedMeshPipelineError,
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|         },
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|     },
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| };
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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_plugin(MaterialPlugin::<LineMaterial>::default())
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|         .add_startup_system(setup)
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|         .run();
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| }
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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 materials: ResMut<Assets<LineMaterial>>,
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| ) {
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|     // Spawn a list of lines with start and end points for each lines
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|     commands.spawn().insert_bundle(MaterialMeshBundle {
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|         mesh: meshes.add(Mesh::from(LineList {
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|             lines: vec![
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|                 (Vec3::ZERO, Vec3::new(1.0, 1.0, 0.0)),
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|                 (Vec3::new(1.0, 1.0, 0.0), Vec3::new(1.0, 0.0, 0.0)),
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|             ],
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|         })),
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|         transform: Transform::from_xyz(-1.5, 0.0, 0.0),
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|         material: materials.add(LineMaterial {
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|             color: Color::GREEN,
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|         }),
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|         ..default()
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|     });
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| 
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|     // Spawn a line strip that goes from point to point
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|     commands.spawn().insert_bundle(MaterialMeshBundle {
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|         mesh: meshes.add(Mesh::from(LineStrip {
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|             points: vec![
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|                 Vec3::ZERO,
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|                 Vec3::new(1.0, 1.0, 0.0),
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|                 Vec3::new(1.0, 0.0, 0.0),
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|             ],
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|         })),
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|         transform: Transform::from_xyz(0.5, 0.0, 0.0),
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|         material: materials.add(LineMaterial { color: Color::BLUE }),
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|         ..default()
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|     });
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| 
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|     // camera
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|     commands.spawn_bundle(Camera3dBundle {
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|         transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| }
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| 
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| #[derive(Default, AsBindGroup, TypeUuid, Debug, Clone)]
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| #[uuid = "050ce6ac-080a-4d8c-b6b5-b5bab7560d8f"]
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| struct LineMaterial {
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|     #[uniform(0)]
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|     color: Color,
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| }
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| 
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| impl Material for LineMaterial {
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|     fn fragment_shader() -> ShaderRef {
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|         "shaders/line_material.wgsl".into()
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|     }
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| 
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|     fn specialize(
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|         _pipeline: &MaterialPipeline<Self>,
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|         descriptor: &mut RenderPipelineDescriptor,
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|         _layout: &MeshVertexBufferLayout,
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|         _key: MaterialPipelineKey<Self>,
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|     ) -> Result<(), SpecializedMeshPipelineError> {
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|         // This is the important part to tell bevy to render this material as a line between vertices
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|         descriptor.primitive.polygon_mode = PolygonMode::Line;
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|         Ok(())
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|     }
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| }
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| 
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| /// A list of lines with a start and end position
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| #[derive(Debug, Clone)]
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| pub struct LineList {
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|     pub lines: Vec<(Vec3, Vec3)>,
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| }
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| 
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| impl From<LineList> for Mesh {
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|     fn from(line: LineList) -> Self {
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|         let mut vertices = vec![];
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|         let mut normals = vec![];
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|         for (start, end) in line.lines {
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|             vertices.push(start.to_array());
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|             vertices.push(end.to_array());
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|             normals.push(Vec3::ZERO.to_array());
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|             normals.push(Vec3::ZERO.to_array());
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|         }
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| 
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|         // This tells wgpu that the positions are list of lines
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|         // where every pair is a start and end point
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|         let mut mesh = Mesh::new(PrimitiveTopology::LineList);
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| 
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|         mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vertices);
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|         // Normals are currently required by bevy, but they aren't used by the [`LineMaterial`]
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|         mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
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|         mesh
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|     }
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| }
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| 
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| /// A list of points that will have a line drawn between each consecutive points
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| #[derive(Debug, Clone)]
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| pub struct LineStrip {
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|     pub points: Vec<Vec3>,
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| }
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| 
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| impl From<LineStrip> for Mesh {
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|     fn from(line: LineStrip) -> Self {
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|         let mut vertices = vec![];
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|         let mut normals = vec![];
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|         for pos in line.points {
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|             vertices.push(pos.to_array());
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|             normals.push(Vec3::ZERO.to_array());
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|         }
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| 
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|         // This tells wgpu that the positions are a list of points
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|         // where a line will be drawn between each consecutive point
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|         let mut mesh = Mesh::new(PrimitiveTopology::LineStrip);
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| 
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|         mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vertices);
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|         // Normals are currently required by bevy, but they aren't used by the [`LineMaterial`]
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|         mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
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|         mesh
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|     }
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| }
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