 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>
		
			
				
	
	
		
			232 lines
		
	
	
		
			7.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			232 lines
		
	
	
		
			7.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how to modify mesh assets after spawning.
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| 
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| use bevy::{
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|     gltf::GltfLoaderSettings,
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|     input::common_conditions::input_just_pressed,
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|     prelude::*,
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|     render::{mesh::VertexAttributeValues, render_asset::RenderAssetUsages},
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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, spawn_text))
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|         .add_systems(
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|             Update,
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|             alter_handle.run_if(input_just_pressed(KeyCode::Space)),
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|         )
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|         .add_systems(
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|             Update,
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|             alter_mesh.run_if(input_just_pressed(KeyCode::Enter)),
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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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| enum Shape {
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|     Cube,
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|     Sphere,
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| }
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| 
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| impl Shape {
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|     fn get_model_path(&self) -> String {
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|         match self {
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|             Shape::Cube => "models/cube/cube.gltf".into(),
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|             Shape::Sphere => "models/sphere/sphere.gltf".into(),
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|         }
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|     }
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| 
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|     fn set_next_variant(&mut self) {
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|         *self = match self {
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|             Shape::Cube => Shape::Sphere,
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|             Shape::Sphere => Shape::Cube,
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|         }
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|     }
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| }
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| 
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| #[derive(Component, Debug)]
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| struct Left;
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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 materials: ResMut<Assets<StandardMaterial>>,
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| ) {
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|     let left_shape = Shape::Cube;
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|     let right_shape = Shape::Cube;
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| 
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|     // In normal use, you can call `asset_server.load`, however see below for an explanation of
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|     // `RenderAssetUsages`.
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|     let left_shape_model = asset_server.load_with_settings(
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|         GltfAssetLabel::Primitive {
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|             mesh: 0,
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|             // This field stores an index to this primitive in its parent mesh. In this case, we
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|             // want the first one. You might also have seen the syntax:
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|             //
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|             //     models/cube/cube.gltf#Scene0
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|             //
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|             // which accomplishes the same thing.
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|             primitive: 0,
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|         }
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|         .from_asset(left_shape.get_model_path()),
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|         // `RenderAssetUsages::all()` is already the default, so the line below could be omitted.
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|         // It's helpful to know it exists, however.
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|         //
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|         // `RenderAssetUsages` tell Bevy whether to keep the data around:
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|         //   - for the GPU (`RenderAssetUsages::RENDER_WORLD`),
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|         //   - for the CPU (`RenderAssetUsages::MAIN_WORLD`),
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|         //   - or both.
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|         // `RENDER_WORLD` is necessary to render the mesh, `MAIN_WORLD` is necessary to inspect
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|         // and modify the mesh (via `ResMut<Assets<Mesh>>`).
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|         //
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|         // Since most games will not need to modify meshes at runtime, many developers opt to pass
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|         // only `RENDER_WORLD`. This is more memory efficient, as we don't need to keep the mesh in
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|         // RAM. For this example however, this would not work, as we need to inspect and modify the
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|         // mesh at runtime.
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|         |settings: &mut GltfLoaderSettings| settings.load_meshes = RenderAssetUsages::all(),
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|     );
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| 
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|     // Here, we rely on the default loader settings to achieve a similar result to the above.
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|     let right_shape_model = asset_server.load(
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|         GltfAssetLabel::Primitive {
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|             mesh: 0,
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|             primitive: 0,
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|         }
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|         .from_asset(right_shape.get_model_path()),
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|     );
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| 
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|     // Add a material asset directly to the materials storage
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|     let material_handle = materials.add(StandardMaterial {
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|         base_color: Color::srgb(0.6, 0.8, 0.6),
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|         ..default()
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|     });
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| 
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|     commands.spawn((
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|         Left,
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|         Name::new("Left Shape"),
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|         Mesh3d(left_shape_model),
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|         MeshMaterial3d(material_handle.clone()),
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|         Transform::from_xyz(-3.0, 0.0, 0.0),
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|         left_shape,
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|     ));
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| 
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|     commands.spawn((
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|         Name::new("Right Shape"),
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|         Mesh3d(right_shape_model),
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|         MeshMaterial3d(material_handle),
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|         Transform::from_xyz(3.0, 0.0, 0.0),
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|         right_shape,
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|     ));
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| 
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|     commands.spawn((
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|         Name::new("Point Light"),
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|         PointLight::default(),
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|         Transform::from_xyz(4.0, 5.0, 4.0),
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|     ));
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| 
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|     commands.spawn((
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|         Name::new("Camera"),
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|         Camera3dBundle {
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|             transform: Transform::from_xyz(0.0, 3.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
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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 spawn_text(mut commands: Commands) {
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|     commands
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|         .spawn((
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|             Name::new("Instructions"),
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|             NodeBundle {
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|                 style: Style {
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|                     align_items: AlignItems::Start,
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|                     flex_direction: FlexDirection::Column,
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|                     justify_content: JustifyContent::Start,
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|                     width: Val::Percent(100.),
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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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|         .with_children(|parent| {
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|             parent.spawn(TextBundle::from_section(
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|                 "Space: swap meshes by mutating a Handle<Mesh>",
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|                 TextStyle::default(),
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|             ));
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|             parent.spawn(TextBundle::from_section(
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|                 "Return: mutate the mesh itself, changing all copies of it",
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|                 TextStyle::default(),
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|             ));
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|         });
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| }
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| 
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| fn alter_handle(
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|     asset_server: Res<AssetServer>,
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|     mut right_shape: Query<(&mut Mesh3d, &mut Shape), Without<Left>>,
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| ) {
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|     // Mesh handles, like other parts of the ECS, can be queried as mutable and modified at
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|     // runtime. We only spawned one shape without the `Left` marker component.
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|     let Ok((mut mesh, mut shape)) = right_shape.get_single_mut() else {
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|         return;
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|     };
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| 
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|     // Switch to a new Shape variant
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|     shape.set_next_variant();
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| 
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|     // Modify the handle associated with the Shape on the right side. Note that we will only
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|     // have to load the same path from storage media once: repeated attempts will re-use the
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|     // asset.
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|     mesh.0 = asset_server.load(
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|         GltfAssetLabel::Primitive {
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|             mesh: 0,
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|             primitive: 0,
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|         }
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|         .from_asset(shape.get_model_path()),
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|     );
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| }
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| 
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| fn alter_mesh(
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|     mut is_mesh_scaled: Local<bool>,
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|     left_shape: Query<&Mesh3d, With<Left>>,
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|     mut meshes: ResMut<Assets<Mesh>>,
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| ) {
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|     // It's convenient to retrieve the asset handle stored with the shape on the left. However,
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|     // we could just as easily have retained this in a resource or a dedicated component.
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|     let Ok(handle) = left_shape.get_single() else {
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|         return;
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|     };
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| 
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|     // Obtain a mutable reference to the Mesh asset.
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|     let Some(mesh) = meshes.get_mut(handle) else {
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|         return;
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|     };
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| 
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|     // Now we can directly manipulate vertices on the mesh. Here, we're just scaling in and out
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|     // for demonstration purposes. This will affect all entities currently using the asset.
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|     //
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|     // To do this, we need to grab the stored attributes of each vertex. `Float32x3` just describes
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|     // the format in which the attributes will be read: each position consists of an array of three
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|     // f32 corresponding to x, y, and z.
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|     //
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|     // `ATTRIBUTE_POSITION` is a constant indicating that we want to know where the vertex is
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|     // located in space (as opposed to which way its normal is facing, vertex color, or other
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|     // details).
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|     if let Some(VertexAttributeValues::Float32x3(positions)) =
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|         mesh.attribute_mut(Mesh::ATTRIBUTE_POSITION)
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|     {
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|         // Check a Local value (which only this system can make use of) to determine if we're
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|         // currently scaled up or not.
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|         let scale_factor = if *is_mesh_scaled { 0.5 } else { 2.0 };
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| 
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|         for position in positions.iter_mut() {
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|             // Apply the scale factor to each of x, y, and z.
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|             position[0] *= scale_factor;
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|             position[1] *= scale_factor;
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|             position[2] *= scale_factor;
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|         }
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| 
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|         // Flip the local value to reverse the behaviour next time the key is pressed.
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|         *is_mesh_scaled = !*is_mesh_scaled;
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|     }
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| }
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