 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>
		
			
				
	
	
		
			96 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			96 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Illustrates how to scale an object in each direction.
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| 
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| use std::f32::consts::PI;
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| 
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| use bevy::prelude::*;
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| 
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| // Define a component to keep information for the scaled object.
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| #[derive(Component)]
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| struct Scaling {
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|     scale_direction: Vec3,
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|     scale_speed: f32,
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|     max_element_size: f32,
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|     min_element_size: f32,
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| }
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| 
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| // Implement a simple initialization.
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| impl Scaling {
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|     fn new() -> Self {
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|         Scaling {
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|             scale_direction: Vec3::X,
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|             scale_speed: 2.0,
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|             max_element_size: 5.0,
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|             min_element_size: 1.0,
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|         }
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|     }
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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)
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|         .add_systems(Update, (change_scale_direction, scale_cube))
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|         .run();
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| }
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| 
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| // Startup system to setup the scene and spawn all relevant entities.
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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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|     // Spawn a cube to scale.
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|     commands.spawn((
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|         Mesh3d(meshes.add(Cuboid::default())),
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|         MeshMaterial3d(materials.add(Color::WHITE)),
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|         Transform::from_rotation(Quat::from_rotation_y(PI / 4.0)),
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|         Scaling::new(),
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|     ));
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| 
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|     // Spawn a camera looking at the entities to show what's happening in this example.
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(0.0, 10.0, 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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|     // Add a light source for better 3d visibility.
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|     commands.spawn((
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|         DirectionalLight::default(),
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|         Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
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|     ));
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| }
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| 
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| // This system will check if a scaled entity went above or below the entities scaling bounds
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| // and change the direction of the scaling vector.
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| fn change_scale_direction(mut cubes: Query<(&mut Transform, &mut Scaling)>) {
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|     for (mut transform, mut cube) in &mut cubes {
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|         // If an entity scaled beyond the maximum of its size in any dimension
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|         // the scaling vector is flipped so the scaling is gradually reverted.
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|         // Additionally, to ensure the condition does not trigger again we floor the elements to
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|         // their next full value, which should be max_element_size at max.
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|         if transform.scale.max_element() > cube.max_element_size {
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|             cube.scale_direction *= -1.0;
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|             transform.scale = transform.scale.floor();
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|         }
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|         // If an entity scaled beyond the minimum of its size in any dimension
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|         // the scaling vector is also flipped.
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|         // Additionally the Values are ceiled to be min_element_size at least
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|         // and the scale direction is flipped.
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|         // This way the entity will change the dimension in which it is scaled any time it
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|         // reaches its min_element_size.
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|         if transform.scale.min_element() < cube.min_element_size {
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|             cube.scale_direction *= -1.0;
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|             transform.scale = transform.scale.ceil();
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|             cube.scale_direction = cube.scale_direction.zxy();
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|         }
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|     }
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| }
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| 
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| // This system will scale any entity with assigned Scaling in each direction
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| // by cycling through the directions to scale.
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| fn scale_cube(mut cubes: Query<(&mut Transform, &Scaling)>, timer: Res<Time>) {
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|     for (mut transform, cube) in &mut cubes {
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|         transform.scale += cube.scale_direction * cube.scale_speed * timer.delta_seconds();
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|     }
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| }
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