 fd82ef8956
			
		
	
	
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			# Objective - Implement `Meshable` for `Extrusion<T>` ## Solution - `Meshable` requires `Meshable::Output: MeshBuilder` now. This means that all `some_primitive.mesh()` calls now return a `MeshBuilder`. These were added for primitives that did not have one prior to this. - A new trait `Extrudable: MeshBuilder` has been added. This trait allows you to specify the indices of the perimeter of the mesh created by this `MeshBuilder` and whether they are to be shaded smooth or flat. - `Extrusion<P: Primitive2d + Meshable>` is now `Meshable` aswell. The associated `MeshBuilder` is `ExtrusionMeshBuilder` which is generic over `P` and uses the `MeshBuilder` of its baseshape internally. - `ExtrusionMeshBuilder` exposes the configuration functions of its base-shapes builder. - Updated the `3d_shapes` example to include `Extrusion`s ## Migration Guide - Depending on the context, you may need to explicitly call `.mesh().build()` on primitives where you have previously called `.mesh()` - The `Output` type of custom `Meshable` implementations must now derive `MeshBuilder`. ## Additional information - The extrusions UVs are done so that - the front face (`+Z`) is in the area between `(0, 0)` and `(0.5, 0.5)`, - the back face (`-Z`) is in the area between `(0.5, 0)` and `(1, 0.5)` - the mantle is in the area between `(0, 0.5)` and `(1, 1)`. Each `PerimeterSegment` you specified in the `Extrudable` implementation will be allocated an equal portion of this area. - The UVs of the base shape are scaled to be in the front/back area so whatever method of filling the full UV-space the base shape used is how these areas will be filled. Here is an example of what that looks like on a capsule: https://github.com/bevyengine/bevy/assets/62256001/425ad288-fbbc-4634-9d3f-5e846cdce85f This is the texture used:  The `3d_shapes` example now looks like this:  --------- Co-authored-by: Lynn Büttgenbach <62256001+solis-lumine-vorago@users.noreply.github.com> Co-authored-by: Matty <weatherleymatthew@gmail.com> Co-authored-by: Matty <2975848+mweatherley@users.noreply.github.com>
		
			
				
	
	
		
			185 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			185 lines
		
	
	
		
			5.6 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 std::f32::consts::PI;
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| 
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| use bevy::{
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|     color::palettes::basic::SILVER,
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|     pbr::wireframe::{WireframeConfig, WireframePlugin},
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|     prelude::*,
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|     render::{
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|         render_asset::RenderAssetUsages,
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|         render_resource::{Extent3d, TextureDimension, TextureFormat},
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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((
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|             DefaultPlugins.set(ImagePlugin::default_nearest()),
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|             WireframePlugin,
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|         ))
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, (rotate, toggle_wireframe))
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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 SHAPES_X_EXTENT: f32 = 14.0;
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| const EXTRUSION_X_EXTENT: f32 = 16.0;
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| const Z_EXTENT: f32 = 5.0;
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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(Cuboid::default()),
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|         meshes.add(Tetrahedron::default()),
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|         meshes.add(Capsule3d::default()),
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|         meshes.add(Torus::default()),
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|         meshes.add(Cylinder::default()),
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|         meshes.add(Cone::default()),
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|         meshes.add(ConicalFrustum::default()),
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|         meshes.add(Sphere::default().mesh().ico(5).unwrap()),
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|         meshes.add(Sphere::default().mesh().uv(32, 18)),
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|     ];
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| 
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|     let extrusions = [
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|         meshes.add(Extrusion::new(Rectangle::default(), 1.)),
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|         meshes.add(Extrusion::new(Capsule2d::default(), 1.)),
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|         meshes.add(Extrusion::new(Annulus::default(), 1.)),
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|         meshes.add(Extrusion::new(Circle::default(), 1.)),
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|         meshes.add(Extrusion::new(Ellipse::default(), 1.)),
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|         meshes.add(Extrusion::new(RegularPolygon::default(), 1.)),
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|         meshes.add(Extrusion::new(Triangle2d::default(), 1.)),
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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.spawn((
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|             PbrBundle {
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|                 mesh: shape,
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|                 material: debug_material.clone(),
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|                 transform: Transform::from_xyz(
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|                     -SHAPES_X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * SHAPES_X_EXTENT,
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|                     2.0,
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|                     Z_EXTENT / 2.,
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|                 )
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|                 .with_rotation(Quat::from_rotation_x(-PI / 4.)),
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|                 ..default()
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|             },
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|             Shape,
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|         ));
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|     }
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| 
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|     let num_extrusions = extrusions.len();
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| 
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|     for (i, shape) in extrusions.into_iter().enumerate() {
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|         commands.spawn((
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|             PbrBundle {
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|                 mesh: shape,
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|                 material: debug_material.clone(),
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|                 transform: Transform::from_xyz(
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|                     -EXTRUSION_X_EXTENT / 2.
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|                         + i as f32 / (num_extrusions - 1) as f32 * EXTRUSION_X_EXTENT,
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|                     2.0,
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|                     -Z_EXTENT / 2.,
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|                 )
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|                 .with_rotation(Quat::from_rotation_x(-PI / 4.)),
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|                 ..default()
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|             },
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|             Shape,
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|         ));
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|     }
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| 
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|     commands.spawn(PointLightBundle {
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|         point_light: PointLight {
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|             shadows_enabled: true,
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|             intensity: 10_000_000.,
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|             range: 100.0,
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|             shadow_depth_bias: 0.2,
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|             ..default()
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|         },
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|         transform: Transform::from_xyz(8.0, 16.0, 8.0),
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|         ..default()
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|     });
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| 
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|     // ground plane
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(Plane3d::default().mesh().size(50.0, 50.0).subdivisions(10)),
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|         material: materials.add(Color::from(SILVER)),
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|         ..default()
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|     });
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| 
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(0.0, 7., 14.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
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|         ..default()
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|     });
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| 
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|     commands.spawn(
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|         TextBundle::from_section("Press space to toggle wireframes", TextStyle::default())
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|             .with_style(Style {
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|                 position_type: PositionType::Absolute,
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|                 top: Val::Px(12.0),
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|                 left: Val::Px(12.0),
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|                 ..default()
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|             }),
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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 &mut query {
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|         transform.rotate_y(time.delta_seconds() / 2.);
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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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|         RenderAssetUsages::RENDER_WORLD,
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|     )
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| }
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| 
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| fn toggle_wireframe(
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|     mut wireframe_config: ResMut<WireframeConfig>,
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|     keyboard: Res<ButtonInput<KeyCode>>,
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| ) {
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|     if keyboard.just_pressed(KeyCode::Space) {
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|         wireframe_config.global = !wireframe_config.global;
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|     }
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| }
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