 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>
		
			
				
	
	
		
			159 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			159 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how to orbit camera around a static scene using pitch, yaw, and roll.
 | |
| //!
 | |
| //! See also: `first_person_view_model` example, which does something similar but as a first-person
 | |
| //! camera view.
 | |
| 
 | |
| use std::{f32::consts::FRAC_PI_2, ops::Range};
 | |
| 
 | |
| use bevy::{input::mouse::AccumulatedMouseMotion, prelude::*};
 | |
| 
 | |
| #[derive(Debug, Resource)]
 | |
| struct CameraSettings {
 | |
|     pub orbit_distance: f32,
 | |
|     pub pitch_speed: f32,
 | |
|     // Clamp pitch to this range
 | |
|     pub pitch_range: Range<f32>,
 | |
|     pub roll_speed: f32,
 | |
|     pub yaw_speed: f32,
 | |
| }
 | |
| 
 | |
| impl Default for CameraSettings {
 | |
|     fn default() -> Self {
 | |
|         // Limiting pitch stops some unexpected rotation past 90° up or down.
 | |
|         let pitch_limit = FRAC_PI_2 - 0.01;
 | |
|         Self {
 | |
|             // These values are completely arbitrary, chosen because they seem to produce
 | |
|             // "sensible" results for this example. Adjust as required.
 | |
|             orbit_distance: 20.0,
 | |
|             pitch_speed: 0.003,
 | |
|             pitch_range: -pitch_limit..pitch_limit,
 | |
|             roll_speed: 1.0,
 | |
|             yaw_speed: 0.004,
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .init_resource::<CameraSettings>()
 | |
|         .add_systems(Startup, (setup, instructions))
 | |
|         .add_systems(Update, orbit)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| /// Set up a simple 3D scene
 | |
| fn setup(
 | |
|     mut commands: Commands,
 | |
|     mut meshes: ResMut<Assets<Mesh>>,
 | |
|     mut materials: ResMut<Assets<StandardMaterial>>,
 | |
| ) {
 | |
|     commands.spawn((
 | |
|         Name::new("Camera"),
 | |
|         Camera3dBundle {
 | |
|             transform: Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
 | |
|             ..default()
 | |
|         },
 | |
|     ));
 | |
| 
 | |
|     commands.spawn((
 | |
|         Name::new("Plane"),
 | |
|         Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
 | |
|         MeshMaterial3d(materials.add(StandardMaterial {
 | |
|             base_color: Color::srgb(0.3, 0.5, 0.3),
 | |
|             // Turning off culling keeps the plane visible when viewed from beneath.
 | |
|             cull_mode: None,
 | |
|             ..default()
 | |
|         })),
 | |
|     ));
 | |
| 
 | |
|     commands.spawn((
 | |
|         Name::new("Cube"),
 | |
|         Mesh3d(meshes.add(Cuboid::default())),
 | |
|         MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
 | |
|         Transform::from_xyz(1.5, 0.51, 1.5),
 | |
|     ));
 | |
| 
 | |
|     commands.spawn((
 | |
|         Name::new("Light"),
 | |
|         PointLight::default(),
 | |
|         Transform::from_xyz(3.0, 8.0, 5.0),
 | |
|     ));
 | |
| }
 | |
| 
 | |
| fn instructions(mut commands: Commands) {
 | |
|     commands
 | |
|         .spawn((
 | |
|             Name::new("Instructions"),
 | |
|             NodeBundle {
 | |
|                 style: Style {
 | |
|                     align_items: AlignItems::Start,
 | |
|                     flex_direction: FlexDirection::Column,
 | |
|                     justify_content: JustifyContent::Start,
 | |
|                     width: Val::Percent(100.),
 | |
|                     ..default()
 | |
|                 },
 | |
|                 ..default()
 | |
|             },
 | |
|         ))
 | |
|         .with_children(|parent| {
 | |
|             parent.spawn(TextBundle::from_section(
 | |
|                 "Mouse up or down: pitch",
 | |
|                 TextStyle::default(),
 | |
|             ));
 | |
|             parent.spawn(TextBundle::from_section(
 | |
|                 "Mouse left or right: yaw",
 | |
|                 TextStyle::default(),
 | |
|             ));
 | |
|             parent.spawn(TextBundle::from_section(
 | |
|                 "Mouse buttons: roll",
 | |
|                 TextStyle::default(),
 | |
|             ));
 | |
|         });
 | |
| }
 | |
| 
 | |
| fn orbit(
 | |
|     mut camera: Query<&mut Transform, With<Camera>>,
 | |
|     camera_settings: Res<CameraSettings>,
 | |
|     mouse_buttons: Res<ButtonInput<MouseButton>>,
 | |
|     mouse_motion: Res<AccumulatedMouseMotion>,
 | |
|     time: Res<Time>,
 | |
| ) {
 | |
|     let mut transform = camera.single_mut();
 | |
|     let delta = mouse_motion.delta;
 | |
|     let mut delta_roll = 0.0;
 | |
| 
 | |
|     if mouse_buttons.pressed(MouseButton::Left) {
 | |
|         delta_roll -= 1.0;
 | |
|     }
 | |
|     if mouse_buttons.pressed(MouseButton::Right) {
 | |
|         delta_roll += 1.0;
 | |
|     }
 | |
| 
 | |
|     // Mouse motion is one of the few inputs that should not be multiplied by delta time,
 | |
|     // as we are already receiving the full movement since the last frame was rendered. Multiplying
 | |
|     // by delta time here would make the movement slower that it should be.
 | |
|     let delta_pitch = delta.y * camera_settings.pitch_speed;
 | |
|     let delta_yaw = delta.x * camera_settings.yaw_speed;
 | |
| 
 | |
|     // Conversely, we DO need to factor in delta time for mouse button inputs.
 | |
|     delta_roll *= camera_settings.roll_speed * time.delta_seconds();
 | |
| 
 | |
|     // Obtain the existing pitch, yaw, and roll values from the transform.
 | |
|     let (yaw, pitch, roll) = transform.rotation.to_euler(EulerRot::YXZ);
 | |
| 
 | |
|     // Establish the new yaw and pitch, preventing the pitch value from exceeding our limits.
 | |
|     let pitch = (pitch + delta_pitch).clamp(
 | |
|         camera_settings.pitch_range.start,
 | |
|         camera_settings.pitch_range.end,
 | |
|     );
 | |
|     let roll = roll + delta_roll;
 | |
|     let yaw = yaw + delta_yaw;
 | |
|     transform.rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, roll);
 | |
| 
 | |
|     // Adjust the translation to maintain the correct orientation toward the orbit target.
 | |
|     // In our example it's a static target, but this could easily be customised.
 | |
|     let target = Vec3::ZERO;
 | |
|     transform.translation = target - transform.forward() * camera_settings.orbit_distance;
 | |
| }
 |