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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>
		
			
				
	
	
		
			137 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			137 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example demonstrates how to use interpolation to make one entity smoothly follow another.
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| 
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| use bevy::{
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|     math::{prelude::*, vec3, NormedVectorSpace},
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|     prelude::*,
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| };
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| use rand::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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|         .add_systems(Startup, setup)
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|         .add_systems(Update, (move_target, move_follower).chain())
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|         .run();
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| }
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| 
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| // The sphere that the following sphere targets at all times:
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| #[derive(Component)]
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| struct TargetSphere;
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| 
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| // The speed of the target sphere moving to its next location:
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| #[derive(Resource)]
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| struct TargetSphereSpeed(f32);
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| 
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| // The position that the target sphere always moves linearly toward:
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| #[derive(Resource)]
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| struct TargetPosition(Vec3);
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| 
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| // The decay rate used by the smooth following:
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| #[derive(Resource)]
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| struct DecayRate(f32);
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| 
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| // The sphere that follows the target sphere by moving towards it with nudging:
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| #[derive(Component)]
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| struct FollowingSphere;
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| 
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| /// The source of randomness used by this example.
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| #[derive(Resource)]
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| struct RandomSource(ChaCha8Rng);
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| 
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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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| ) {
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|     // A plane:
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|     commands.spawn((
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|         Mesh3d(meshes.add(Plane3d::default().mesh().size(12.0, 12.0))),
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|         MeshMaterial3d(materials.add(Color::srgb(0.3, 0.15, 0.3))),
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|         Transform::from_xyz(0.0, -2.5, 0.0),
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|     ));
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| 
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|     // The target sphere:
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|     commands.spawn((
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|         Mesh3d(meshes.add(Sphere::new(0.3))),
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|         MeshMaterial3d(materials.add(Color::srgb(0.3, 0.15, 0.9))),
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|         TargetSphere,
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|     ));
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| 
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|     // The sphere that follows it:
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|     commands.spawn((
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|         Mesh3d(meshes.add(Sphere::new(0.3))),
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|         MeshMaterial3d(materials.add(Color::srgb(0.9, 0.3, 0.3))),
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|         Transform::from_translation(vec3(0.0, -2.0, 0.0)),
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|         FollowingSphere,
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|     ));
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| 
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|     // A light:
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|     commands.spawn((
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|         PointLight {
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|             intensity: 15_000_000.0,
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         Transform::from_xyz(4.0, 8.0, 4.0),
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|     ));
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| 
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|     // A camera:
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(-2.0, 3.0, 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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|     // Set starting values for resources used by the systems:
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|     commands.insert_resource(TargetSphereSpeed(5.0));
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|     commands.insert_resource(DecayRate(2.0));
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|     commands.insert_resource(TargetPosition(Vec3::ZERO));
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|     commands.insert_resource(RandomSource(ChaCha8Rng::seed_from_u64(68941654987813521)));
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| }
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| 
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| fn move_target(
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|     mut target: Query<&mut Transform, With<TargetSphere>>,
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|     target_speed: Res<TargetSphereSpeed>,
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|     mut target_pos: ResMut<TargetPosition>,
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|     time: Res<Time>,
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|     mut rng: ResMut<RandomSource>,
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| ) {
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|     let mut target = target.single_mut();
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| 
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|     match Dir3::new(target_pos.0 - target.translation) {
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|         // The target and the present position of the target sphere are far enough to have a well-
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|         // defined direction between them, so let's move closer:
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|         Ok(dir) => {
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|             let delta_time = time.delta_seconds();
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|             let abs_delta = (target_pos.0 - target.translation).norm();
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| 
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|             // Avoid overshooting in case of high values of `delta_time`:
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|             let magnitude = f32::min(abs_delta, delta_time * target_speed.0);
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|             target.translation += dir * magnitude;
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|         }
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| 
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|         // The two are really close, so let's generate a new target position:
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|         Err(_) => {
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|             let legal_region = Cuboid::from_size(Vec3::splat(4.0));
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|             *target_pos = TargetPosition(legal_region.sample_interior(&mut rng.0));
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|         }
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|     }
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| }
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| 
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| fn move_follower(
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|     mut following: Query<&mut Transform, With<FollowingSphere>>,
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|     target: Query<&Transform, (With<TargetSphere>, Without<FollowingSphere>)>,
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|     decay_rate: Res<DecayRate>,
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|     time: Res<Time>,
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| ) {
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|     let target = target.single();
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|     let mut following = following.single_mut();
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|     let decay_rate = decay_rate.0;
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|     let delta_time = time.delta_seconds();
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| 
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|     // Calling `smooth_nudge` is what moves the following sphere smoothly toward the target.
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|     following
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|         .translation
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|         .smooth_nudge(&target.translation, decay_rate, delta_time);
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| }
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