 54006b107b
			
		
	
	
		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>
		
			
				
	
	
		
			165 lines
		
	
	
		
			5.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			165 lines
		
	
	
		
			5.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Skinned mesh example with mesh and joints data defined in code.
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| //! Example taken from <https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_019_SimpleSkin.md>
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| 
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| use std::f32::consts::*;
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| 
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| use bevy::{
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|     math::ops,
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|     prelude::*,
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|     render::{
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|         mesh::{
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|             skinning::{SkinnedMesh, SkinnedMeshInverseBindposes},
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|             Indices, PrimitiveTopology, VertexAttributeValues,
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|         },
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|         render_asset::RenderAssetUsages,
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|     },
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| };
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| use rand::{Rng, 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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|         .insert_resource(AmbientLight {
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|             brightness: 3000.0,
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|             ..default()
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|         })
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, joint_animation)
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|         .run();
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| }
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| 
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| /// Used to mark a joint to be animated in the [`joint_animation`] system.
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| #[derive(Component)]
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| struct AnimatedJoint;
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| 
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| /// Construct a mesh and a skeleton with 2 joints for that mesh,
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| ///   and mark the second joint to be animated.
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| /// It is similar to the scene defined in `models/SimpleSkin/SimpleSkin.gltf`
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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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|     mut skinned_mesh_inverse_bindposes_assets: ResMut<Assets<SkinnedMeshInverseBindposes>>,
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| ) {
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|     // Create a camera
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|     commands.spawn(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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|     // Create inverse bindpose matrices for a skeleton consists of 2 joints
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|     let inverse_bindposes = skinned_mesh_inverse_bindposes_assets.add(vec![
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|         Mat4::from_translation(Vec3::new(-0.5, -1.0, 0.0)),
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|         Mat4::from_translation(Vec3::new(-0.5, -1.0, 0.0)),
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|     ]);
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| 
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|     // Create a mesh
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|     let mesh = Mesh::new(
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|         PrimitiveTopology::TriangleList,
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|         RenderAssetUsages::RENDER_WORLD,
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|     )
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|     // Set mesh vertex positions
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|     .with_inserted_attribute(
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|         Mesh::ATTRIBUTE_POSITION,
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|         vec![
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|             [0.0, 0.0, 0.0],
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|             [1.0, 0.0, 0.0],
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|             [0.0, 0.5, 0.0],
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|             [1.0, 0.5, 0.0],
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|             [0.0, 1.0, 0.0],
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|             [1.0, 1.0, 0.0],
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|             [0.0, 1.5, 0.0],
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|             [1.0, 1.5, 0.0],
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|             [0.0, 2.0, 0.0],
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|             [1.0, 2.0, 0.0],
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|         ],
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|     )
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|     // Set mesh vertex normals
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|     .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vec![[0.0, 0.0, 1.0]; 10])
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|     // Set mesh vertex joint indices for mesh skinning.
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|     // Each vertex gets 4 indices used to address the `JointTransforms` array in the vertex shader
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|     //  as well as `SkinnedMeshJoint` array in the `SkinnedMesh` component.
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|     // This means that a maximum of 4 joints can affect a single vertex.
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|     .with_inserted_attribute(
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|         Mesh::ATTRIBUTE_JOINT_INDEX,
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|         // Need to be explicit here as [u16; 4] could be either Uint16x4 or Unorm16x4.
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|         VertexAttributeValues::Uint16x4(vec![
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|             [0, 0, 0, 0],
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|             [0, 0, 0, 0],
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|             [0, 1, 0, 0],
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|             [0, 1, 0, 0],
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|             [0, 1, 0, 0],
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|             [0, 1, 0, 0],
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|             [0, 1, 0, 0],
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|             [0, 1, 0, 0],
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|             [0, 1, 0, 0],
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|             [0, 1, 0, 0],
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|         ]),
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|     )
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|     // Set mesh vertex joint weights for mesh skinning.
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|     // Each vertex gets 4 joint weights corresponding to the 4 joint indices assigned to it.
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|     // The sum of these weights should equal to 1.
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|     .with_inserted_attribute(
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|         Mesh::ATTRIBUTE_JOINT_WEIGHT,
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|         vec![
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|             [1.00, 0.00, 0.0, 0.0],
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|             [1.00, 0.00, 0.0, 0.0],
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|             [0.75, 0.25, 0.0, 0.0],
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|             [0.75, 0.25, 0.0, 0.0],
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|             [0.50, 0.50, 0.0, 0.0],
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|             [0.50, 0.50, 0.0, 0.0],
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|             [0.25, 0.75, 0.0, 0.0],
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|             [0.25, 0.75, 0.0, 0.0],
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|             [0.00, 1.00, 0.0, 0.0],
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|             [0.00, 1.00, 0.0, 0.0],
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|         ],
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|     )
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|     // Tell bevy to construct triangles from a list of vertex indices,
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|     //  where each 3 vertex indices form an triangle.
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|     .with_inserted_indices(Indices::U16(vec![
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|         0, 1, 3, 0, 3, 2, 2, 3, 5, 2, 5, 4, 4, 5, 7, 4, 7, 6, 6, 7, 9, 6, 9, 8,
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|     ]));
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| 
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|     let mesh = meshes.add(mesh);
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| 
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|     // We're seeding the PRNG here to make this example deterministic for testing purposes.
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|     // This isn't strictly required in practical use unless you need your app to be deterministic.
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|     let mut rng = ChaCha8Rng::seed_from_u64(42);
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| 
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|     for i in -5..5 {
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|         // Create joint entities
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|         let joint_0 = commands
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|             .spawn(Transform::from_xyz(i as f32 * 1.5, 0.0, i as f32 * 0.1))
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|             .id();
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|         let joint_1 = commands.spawn((AnimatedJoint, Transform::IDENTITY)).id();
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| 
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|         // Set joint_1 as a child of joint_0.
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|         commands.entity(joint_0).add_children(&[joint_1]);
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| 
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|         // Each joint in this vector corresponds to each inverse bindpose matrix in `SkinnedMeshInverseBindposes`.
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|         let joint_entities = vec![joint_0, joint_1];
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| 
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|         // Create skinned mesh renderer. Note that its transform doesn't affect the position of the mesh.
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|         commands.spawn((
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|             Mesh3d(mesh.clone()),
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|             MeshMaterial3d(materials.add(Color::srgb(
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|                 rng.gen_range(0.0..1.0),
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|                 rng.gen_range(0.0..1.0),
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|                 rng.gen_range(0.0..1.0),
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|             ))),
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|             SkinnedMesh {
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|                 inverse_bindposes: inverse_bindposes.clone(),
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|                 joints: joint_entities,
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|             },
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|         ));
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|     }
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| }
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| 
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| /// Animate the joint marked with [`AnimatedJoint`] component.
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| fn joint_animation(time: Res<Time>, mut query: Query<&mut Transform, With<AnimatedJoint>>) {
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|     for mut transform in &mut query {
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|         transform.rotation = Quat::from_rotation_z(FRAC_PI_2 * ops::sin(time.elapsed_seconds()));
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|     }
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| }
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