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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>
		
			
				
	
	
		
			131 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			131 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates UV mappings of the [`CircularSector`] and [`CircularSegment`] primitives.
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| //!
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| //! Also draws the bounding boxes and circles of the primitives.
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| 
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| use std::f32::consts::FRAC_PI_2;
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| 
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| use bevy::{
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|     color::palettes::css::{BLUE, DARK_SLATE_GREY, RED},
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|     math::{
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|         bounding::{Bounded2d, BoundingVolume},
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|         Isometry2d,
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|     },
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|     prelude::*,
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|     render::mesh::{CircularMeshUvMode, CircularSectorMeshBuilder, CircularSegmentMeshBuilder},
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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_systems(Startup, setup)
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|         .add_systems(
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|             Update,
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|             (
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|                 draw_bounds::<CircularSector>,
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|                 draw_bounds::<CircularSegment>,
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|             ),
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|         )
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|         .run();
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| }
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| 
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| #[derive(Component, Debug)]
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| struct DrawBounds<Shape: Bounded2d + Send + Sync + 'static>(Shape);
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| 
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| fn setup(
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|     mut commands: Commands,
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|     asset_server: Res<AssetServer>,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<ColorMaterial>>,
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| ) {
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|     let material = materials.add(asset_server.load("branding/icon.png"));
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| 
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|     commands.spawn(Camera2dBundle {
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|         camera: Camera {
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|             clear_color: ClearColorConfig::Custom(DARK_SLATE_GREY.into()),
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|             ..default()
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|         },
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|         ..default()
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|     });
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| 
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|     const UPPER_Y: f32 = 50.0;
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|     const LOWER_Y: f32 = -50.0;
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|     const FIRST_X: f32 = -450.0;
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|     const OFFSET: f32 = 100.0;
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|     const NUM_SLICES: i32 = 8;
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| 
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|     // This draws NUM_SLICES copies of the Bevy logo as circular sectors and segments,
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|     // with successively larger angles up to a complete circle.
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|     for i in 0..NUM_SLICES {
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|         let fraction = (i + 1) as f32 / NUM_SLICES as f32;
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| 
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|         let sector = CircularSector::from_turns(40.0, fraction);
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|         // We want to rotate the circular sector so that the sectors appear clockwise from north.
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|         // We must rotate it both in the Transform and in the mesh's UV mappings.
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|         let sector_angle = -sector.half_angle();
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|         let sector_mesh =
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|             CircularSectorMeshBuilder::new(sector).uv_mode(CircularMeshUvMode::Mask {
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|                 angle: sector_angle,
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|             });
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|         commands.spawn((
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|             Mesh2d(meshes.add(sector_mesh)),
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|             MeshMaterial2d(material.clone()),
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|             Transform {
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|                 translation: Vec3::new(FIRST_X + OFFSET * i as f32, 2.0 * UPPER_Y, 0.0),
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|                 rotation: Quat::from_rotation_z(sector_angle),
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|                 ..default()
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|             },
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|             DrawBounds(sector),
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|         ));
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| 
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|         let segment = CircularSegment::from_turns(40.0, fraction);
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|         // For the circular segment, we will draw Bevy charging forward, which requires rotating the
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|         // shape and texture by 90 degrees.
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|         //
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|         // Note that this may be unintuitive; it may feel like we should rotate the texture by the
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|         // opposite angle to preserve the orientation of Bevy. But the angle is not the angle of the
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|         // texture itself, rather it is the angle at which the vertices are mapped onto the texture.
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|         // so it is the negative of what you might otherwise expect.
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|         let segment_angle = -FRAC_PI_2;
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|         let segment_mesh =
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|             CircularSegmentMeshBuilder::new(segment).uv_mode(CircularMeshUvMode::Mask {
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|                 angle: -segment_angle,
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|             });
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|         commands.spawn((
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|             Mesh2d(meshes.add(segment_mesh)),
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|             MeshMaterial2d(material.clone()),
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|             Transform {
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|                 translation: Vec3::new(FIRST_X + OFFSET * i as f32, LOWER_Y, 0.0),
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|                 rotation: Quat::from_rotation_z(segment_angle),
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|                 ..default()
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|             },
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|             DrawBounds(segment),
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|         ));
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|     }
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| }
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| 
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| fn draw_bounds<Shape: Bounded2d + Send + Sync + 'static>(
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|     q: Query<(&DrawBounds<Shape>, &GlobalTransform)>,
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|     mut gizmos: Gizmos,
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| ) {
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|     for (shape, transform) in &q {
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|         let (_, rotation, translation) = transform.to_scale_rotation_translation();
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|         let translation = translation.truncate();
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|         let rotation = rotation.to_euler(EulerRot::XYZ).2;
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|         let isometry = Isometry2d::new(translation, Rot2::radians(rotation));
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| 
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|         let aabb = shape.0.aabb_2d(isometry);
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|         gizmos.rect_2d(
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|             Isometry2d::from_translation(aabb.center()),
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|             aabb.half_size() * 2.0,
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|             RED,
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|         );
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| 
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|         let bounding_circle = shape.0.bounding_circle(isometry);
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|         gizmos.circle_2d(
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|             Isometry2d::from_translation(bounding_circle.center),
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|             bounding_circle.radius(),
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|             BLUE,
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|         );
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|     }
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| }
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