 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>
		
			
				
	
	
		
			162 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			162 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how to iterate over combinations of query results.
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| 
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| use bevy::{color::palettes::css::ORANGE_RED, math::FloatPow, prelude::*};
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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(ClearColor(Color::BLACK))
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|         .add_systems(Startup, generate_bodies)
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|         .add_systems(FixedUpdate, (interact_bodies, integrate))
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|         .add_systems(Update, look_at_star)
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|         .run();
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| }
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| 
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| const GRAVITY_CONSTANT: f32 = 0.001;
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| const NUM_BODIES: usize = 100;
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| 
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| #[derive(Component, Default)]
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| struct Mass(f32);
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| #[derive(Component, Default)]
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| struct Acceleration(Vec3);
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| #[derive(Component, Default)]
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| struct LastPos(Vec3);
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| #[derive(Component)]
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| struct Star;
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| 
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| #[derive(Bundle, Default)]
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| struct BodyBundle {
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|     mesh: Mesh3d,
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|     material: MeshMaterial3d<StandardMaterial>,
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|     mass: Mass,
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|     last_pos: LastPos,
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|     acceleration: Acceleration,
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| }
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| 
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| fn generate_bodies(
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|     time: Res<Time<Fixed>>,
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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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|     let mesh = meshes.add(Sphere::new(1.0).mesh().ico(3).unwrap());
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| 
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|     let color_range = 0.5..1.0;
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|     let vel_range = -0.5..0.5;
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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(19878367467713);
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|     for _ in 0..NUM_BODIES {
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|         let radius: f32 = rng.gen_range(0.1..0.7);
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|         let mass_value = FloatPow::cubed(radius) * 10.;
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| 
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|         let position = Vec3::new(
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|             rng.gen_range(-1.0..1.0),
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|             rng.gen_range(-1.0..1.0),
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|             rng.gen_range(-1.0..1.0),
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|         )
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|         .normalize()
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|             * ops::cbrt(rng.gen_range(0.2f32..1.0))
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|             * 15.;
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| 
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|         commands.spawn((
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|             BodyBundle {
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|                 mesh: Mesh3d(mesh.clone()),
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|                 material: MeshMaterial3d(materials.add(Color::srgb(
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|                     rng.gen_range(color_range.clone()),
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|                     rng.gen_range(color_range.clone()),
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|                     rng.gen_range(color_range.clone()),
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|                 ))),
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|                 mass: Mass(mass_value),
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|                 acceleration: Acceleration(Vec3::ZERO),
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|                 last_pos: LastPos(
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|                     position
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|                         - Vec3::new(
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|                             rng.gen_range(vel_range.clone()),
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|                             rng.gen_range(vel_range.clone()),
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|                             rng.gen_range(vel_range.clone()),
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|                         ) * time.timestep().as_secs_f32(),
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|                 ),
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|             },
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|             Transform {
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|                 translation: position,
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|                 scale: Vec3::splat(radius),
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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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|     // add bigger "star" body in the center
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|     let star_radius = 1.;
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|     commands
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|         .spawn((
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|             BodyBundle {
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|                 mesh: Mesh3d(meshes.add(Sphere::new(1.0).mesh().ico(5).unwrap())),
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|                 material: MeshMaterial3d(materials.add(StandardMaterial {
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|                     base_color: ORANGE_RED.into(),
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|                     emissive: LinearRgba::from(ORANGE_RED) * 2.,
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|                     ..default()
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|                 })),
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| 
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|                 mass: Mass(500.0),
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|                 ..default()
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|             },
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|             Transform::from_scale(Vec3::splat(star_radius)),
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|             Star,
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|         ))
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|         .with_child(PointLight {
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|             color: Color::WHITE,
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|             range: 100.0,
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|             radius: star_radius,
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|             ..default()
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|         });
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(0.0, 10.5, -30.0).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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| fn interact_bodies(mut query: Query<(&Mass, &GlobalTransform, &mut Acceleration)>) {
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|     let mut iter = query.iter_combinations_mut();
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|     while let Some([(Mass(m1), transform1, mut acc1), (Mass(m2), transform2, mut acc2)]) =
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|         iter.fetch_next()
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|     {
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|         let delta = transform2.translation() - transform1.translation();
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|         let distance_sq: f32 = delta.length_squared();
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| 
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|         let f = GRAVITY_CONSTANT / distance_sq;
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|         let force_unit_mass = delta * f;
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|         acc1.0 += force_unit_mass * *m2;
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|         acc2.0 -= force_unit_mass * *m1;
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|     }
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| }
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| 
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| fn integrate(time: Res<Time>, mut query: Query<(&mut Acceleration, &mut Transform, &mut LastPos)>) {
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|     let dt_sq = time.delta_seconds() * time.delta_seconds();
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|     for (mut acceleration, mut transform, mut last_pos) in &mut query {
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|         // verlet integration
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|         // x(t+dt) = 2x(t) - x(t-dt) + a(t)dt^2 + O(dt^4)
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| 
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|         let new_pos = transform.translation * 2.0 - last_pos.0 + acceleration.0 * dt_sq;
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|         acceleration.0 = Vec3::ZERO;
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|         last_pos.0 = transform.translation;
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|         transform.translation = new_pos;
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|     }
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| }
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| 
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| fn look_at_star(
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|     mut camera: Query<&mut Transform, (With<Camera>, Without<Star>)>,
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|     star: Query<&Transform, With<Star>>,
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| ) {
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|     let mut camera = camera.single_mut();
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|     let star = star.single();
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|     let new_rotation = camera
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|         .looking_at(star.translation, Vec3::Y)
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|         .rotation
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|         .lerp(camera.rotation, 0.1);
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|     camera.rotation = new_rotation;
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| }
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