bevy/examples/3d/lines.rs
Carter Anderson cd15f0f5be Accept Bundles for insert and remove. Deprecate insert/remove_bundle (#6039)
# Objective

Take advantage of the "impl Bundle for Component" changes in #2975 / add the follow up changes discussed there.

## Solution

- Change `insert` and `remove` to accept a Bundle instead of a Component (for both Commands and World)
- Deprecate `insert_bundle`, `remove_bundle`, and `remove_bundle_intersection`
- Add `remove_intersection`

---

## Changelog

- Change `insert` and `remove` now accept a Bundle instead of a Component (for both Commands and World)
- `insert_bundle` and `remove_bundle` are deprecated
 

## Migration Guide

Replace `insert_bundle` with `insert`:
```rust
// Old (0.8)
commands.spawn().insert_bundle(SomeBundle::default());
// New (0.9)
commands.spawn().insert(SomeBundle::default());
```

Replace `remove_bundle` with `remove`:
```rust
// Old (0.8)
commands.entity(some_entity).remove_bundle::<SomeBundle>();
// New (0.9)
commands.entity(some_entity).remove::<SomeBundle>();
```

Replace `remove_bundle_intersection` with `remove_intersection`:
```rust
// Old (0.8)
world.entity_mut(some_entity).remove_bundle_intersection::<SomeBundle>();
// New (0.9)
world.entity_mut(some_entity).remove_intersection::<SomeBundle>();
```

Consider consolidating as many operations as possible to improve ergonomics and cut down on archetype moves:
```rust
// Old (0.8)
commands.spawn()
  .insert_bundle(SomeBundle::default())
  .insert(SomeComponent);

// New (0.9) - Option 1
commands.spawn().insert((
  SomeBundle::default(),
  SomeComponent,
))

// New (0.9) - Option 2
commands.spawn_bundle((
  SomeBundle::default(),
  SomeComponent,
))
```

## Next Steps

Consider changing `spawn` to accept a bundle and deprecate `spawn_bundle`.
2022-09-21 21:47:53 +00:00

142 lines
4.3 KiB
Rust

//! Create a custom material to draw basic lines in 3D
use bevy::{
pbr::{MaterialPipeline, MaterialPipelineKey},
prelude::*,
reflect::TypeUuid,
render::{
mesh::{MeshVertexBufferLayout, PrimitiveTopology},
render_resource::{
AsBindGroup, PolygonMode, RenderPipelineDescriptor, ShaderRef,
SpecializedMeshPipelineError,
},
},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(MaterialPlugin::<LineMaterial>::default())
.add_startup_system(setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<LineMaterial>>,
) {
// Spawn a list of lines with start and end points for each lines
commands.spawn_bundle(MaterialMeshBundle {
mesh: meshes.add(Mesh::from(LineList {
lines: vec![
(Vec3::ZERO, Vec3::new(1.0, 1.0, 0.0)),
(Vec3::new(1.0, 1.0, 0.0), Vec3::new(1.0, 0.0, 0.0)),
],
})),
transform: Transform::from_xyz(-1.5, 0.0, 0.0),
material: materials.add(LineMaterial {
color: Color::GREEN,
}),
..default()
});
// Spawn a line strip that goes from point to point
commands.spawn_bundle(MaterialMeshBundle {
mesh: meshes.add(Mesh::from(LineStrip {
points: vec![
Vec3::ZERO,
Vec3::new(1.0, 1.0, 0.0),
Vec3::new(1.0, 0.0, 0.0),
],
})),
transform: Transform::from_xyz(0.5, 0.0, 0.0),
material: materials.add(LineMaterial { color: Color::BLUE }),
..default()
});
// camera
commands.spawn_bundle(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
#[derive(Default, AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "050ce6ac-080a-4d8c-b6b5-b5bab7560d8f"]
struct LineMaterial {
#[uniform(0)]
color: Color,
}
impl Material for LineMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/line_material.wgsl".into()
}
fn specialize(
_pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
_layout: &MeshVertexBufferLayout,
_key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
// This is the important part to tell bevy to render this material as a line between vertices
descriptor.primitive.polygon_mode = PolygonMode::Line;
Ok(())
}
}
/// A list of lines with a start and end position
#[derive(Debug, Clone)]
pub struct LineList {
pub lines: Vec<(Vec3, Vec3)>,
}
impl From<LineList> for Mesh {
fn from(line: LineList) -> Self {
let mut vertices = vec![];
let mut normals = vec![];
for (start, end) in line.lines {
vertices.push(start.to_array());
vertices.push(end.to_array());
normals.push(Vec3::ZERO.to_array());
normals.push(Vec3::ZERO.to_array());
}
// This tells wgpu that the positions are list of lines
// where every pair is a start and end point
let mut mesh = Mesh::new(PrimitiveTopology::LineList);
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vertices);
// Normals are currently required by bevy, but they aren't used by the [`LineMaterial`]
mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
mesh
}
}
/// A list of points that will have a line drawn between each consecutive points
#[derive(Debug, Clone)]
pub struct LineStrip {
pub points: Vec<Vec3>,
}
impl From<LineStrip> for Mesh {
fn from(line: LineStrip) -> Self {
let mut vertices = vec![];
let mut normals = vec![];
for pos in line.points {
vertices.push(pos.to_array());
normals.push(Vec3::ZERO.to_array());
}
// This tells wgpu that the positions are a list of points
// where a line will be drawn between each consecutive point
let mut mesh = Mesh::new(PrimitiveTopology::LineStrip);
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vertices);
// Normals are currently required by bevy, but they aren't used by the [`LineMaterial`]
mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
mesh
}
}