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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:   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>
		
			
				
	
	
		
			247 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			247 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example shows how to sample random points from primitive shapes.
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| 
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| use bevy::{
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|     input::mouse::{AccumulatedMouseMotion, MouseButtonInput},
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|     math::prelude::*,
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|     prelude::*,
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|     render::mesh::SphereKind,
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| };
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| use rand::{distributions::Distribution, SeedableRng};
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| use rand_chacha::ChaCha8Rng;
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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_systems(Startup, setup)
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|         .add_systems(Update, (handle_mouse, handle_keypress))
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|         .run();
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| }
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| 
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| /// Resource for the random sampling mode, telling whether to sample the interior or the boundary.
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| #[derive(Resource)]
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| enum Mode {
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|     Interior,
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|     Boundary,
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| }
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| 
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| /// Resource storing the shape being sampled.
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| #[derive(Resource)]
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| struct SampledShape(Cuboid);
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| 
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| /// The source of randomness used by this example.
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| #[derive(Resource)]
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| struct RandomSource(ChaCha8Rng);
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| 
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| /// A container for the handle storing the mesh used to display sampled points as spheres.
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| #[derive(Resource)]
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| struct PointMesh(Handle<Mesh>);
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| 
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| /// A container for the handle storing the material used to display sampled points.
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| #[derive(Resource)]
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| struct PointMaterial(Handle<StandardMaterial>);
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| 
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| /// Marker component for sampled points.
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| #[derive(Component)]
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| struct SamplePoint;
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| 
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| /// The pressed state of the mouse, used for camera motion.
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| #[derive(Resource)]
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| struct MousePressed(bool);
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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<StandardMaterial>>,
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| ) {
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|     // Use seeded rng and store it in a resource; this makes the random output reproducible.
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|     let seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712);
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|     commands.insert_resource(RandomSource(seeded_rng));
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| 
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|     // Make a plane for establishing space.
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|     commands.spawn((
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|         Mesh3d(meshes.add(Plane3d::default().mesh().size(12.0, 12.0))),
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|         MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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|         Transform::from_xyz(0.0, -2.5, 0.0),
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|     ));
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| 
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|     // Store the shape we sample from in a resource:
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|     let shape = Cuboid::from_length(2.9);
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|     commands.insert_resource(SampledShape(shape));
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| 
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|     // The sampled shape shown transparently:
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|     commands.spawn((
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|         Mesh3d(meshes.add(shape)),
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|         MeshMaterial3d(materials.add(StandardMaterial {
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|             base_color: Color::srgba(0.2, 0.1, 0.6, 0.3),
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|             alpha_mode: AlphaMode::Blend,
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|             cull_mode: None,
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|             ..default()
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|         })),
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|     ));
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| 
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|     // A 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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| 
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|     // A camera:
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(-2.0, 3.0, 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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|     // Store the mesh and material for sample points in resources:
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|     commands.insert_resource(PointMesh(
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|         meshes.add(
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|             Sphere::new(0.03)
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|                 .mesh()
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|                 .kind(SphereKind::Ico { subdivisions: 3 }),
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|         ),
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|     ));
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|     commands.insert_resource(PointMaterial(materials.add(StandardMaterial {
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|         base_color: Color::srgb(1.0, 0.8, 0.8),
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|         metallic: 0.8,
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|         ..default()
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|     })));
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| 
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|     // Instructions for the example:
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|     commands.spawn(
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|         TextBundle::from_section(
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|             "Controls:\n\
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|             M: Toggle between sampling boundary and interior.\n\
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|             R: Restart (erase all samples).\n\
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|             S: Add one random sample.\n\
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|             D: Add 100 random samples.\n\
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|             Rotate camera by holding left mouse and panning left/right.",
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|             TextStyle::default(),
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|         )
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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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|     // The mode starts with interior points.
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|     commands.insert_resource(Mode::Interior);
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| 
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|     // Starting mouse-pressed state is false.
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|     commands.insert_resource(MousePressed(false));
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| }
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| 
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| // Handle user inputs from the keyboard:
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| #[allow(clippy::too_many_arguments)]
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| fn handle_keypress(
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|     mut commands: Commands,
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|     keyboard: Res<ButtonInput<KeyCode>>,
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|     mut mode: ResMut<Mode>,
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|     shape: Res<SampledShape>,
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|     mut random_source: ResMut<RandomSource>,
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|     sample_mesh: Res<PointMesh>,
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|     sample_material: Res<PointMaterial>,
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|     samples: Query<Entity, With<SamplePoint>>,
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| ) {
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|     // R => restart, deleting all samples
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|     if keyboard.just_pressed(KeyCode::KeyR) {
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|         for entity in &samples {
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|             commands.entity(entity).despawn();
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|         }
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|     }
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| 
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|     // S => sample once
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|     if keyboard.just_pressed(KeyCode::KeyS) {
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|         let rng = &mut random_source.0;
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| 
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|         // Get a single random Vec3:
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|         let sample: Vec3 = match *mode {
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|             Mode::Interior => shape.0.sample_interior(rng),
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|             Mode::Boundary => shape.0.sample_boundary(rng),
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|         };
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| 
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|         // Spawn a sphere at the random location:
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|         commands.spawn((
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|             Mesh3d(sample_mesh.0.clone()),
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|             MeshMaterial3d(sample_material.0.clone()),
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|             Transform::from_translation(sample),
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|             SamplePoint,
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|         ));
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| 
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|         // NOTE: The point is inside the cube created at setup just because of how the
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|         // scene is constructed; in general, you would want to use something like
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|         // `cube_transform.transform_point(sample)` to get the position of where the sample
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|         // would be after adjusting for the position and orientation of the cube.
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|         //
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|         // If the spawned point also needed to follow the position of the cube as it moved,
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|         // then making it a child entity of the cube would be a good approach.
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|     }
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| 
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|     // D => generate many samples
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|     if keyboard.just_pressed(KeyCode::KeyD) {
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|         let mut rng = &mut random_source.0;
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| 
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|         // Get 100 random Vec3s:
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|         let samples: Vec<Vec3> = match *mode {
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|             Mode::Interior => {
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|                 let dist = shape.0.interior_dist();
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|                 dist.sample_iter(&mut rng).take(100).collect()
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|             }
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|             Mode::Boundary => {
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|                 let dist = shape.0.boundary_dist();
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|                 dist.sample_iter(&mut rng).take(100).collect()
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|             }
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|         };
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| 
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|         // For each sample point, spawn a sphere:
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|         for sample in samples {
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|             commands.spawn((
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|                 Mesh3d(sample_mesh.0.clone()),
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|                 MeshMaterial3d(sample_material.0.clone()),
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|                 Transform::from_translation(sample),
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|                 SamplePoint,
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|             ));
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|         }
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| 
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|         // NOTE: See the previous note above regarding the positioning of these samples
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|         // relative to the transform of the cube containing them.
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|     }
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| 
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|     // M => toggle mode between interior and boundary.
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|     if keyboard.just_pressed(KeyCode::KeyM) {
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|         match *mode {
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|             Mode::Interior => *mode = Mode::Boundary,
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|             Mode::Boundary => *mode = Mode::Interior,
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|         }
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|     }
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| }
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| 
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| // Handle user mouse input for panning the camera around:
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| fn handle_mouse(
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|     accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
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|     mut button_events: EventReader<MouseButtonInput>,
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|     mut camera: Query<&mut Transform, With<Camera>>,
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|     mut mouse_pressed: ResMut<MousePressed>,
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| ) {
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|     // Store left-pressed state in the MousePressed resource
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|     for button_event in button_events.read() {
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|         if button_event.button != MouseButton::Left {
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|             continue;
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|         }
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|         *mouse_pressed = MousePressed(button_event.state.is_pressed());
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|     }
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| 
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|     // If the mouse is not pressed, just ignore motion events
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|     if !mouse_pressed.0 {
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|         return;
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|     }
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|     if accumulated_mouse_motion.delta != Vec2::ZERO {
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|         let displacement = accumulated_mouse_motion.delta.x;
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|         let mut camera_transform = camera.single_mut();
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|         camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(-displacement / 150.));
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|     }
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| }
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