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@rparrett
Last active February 14, 2024 19:54
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Bevy 0.13 `3d_shapes.rs` but with normal debugging gizmos and wireframes
//! This example demonstrates the built-in 3d shapes in Bevy.
//! The scene includes a patterned texture and a rotation for visualizing the normals and UVs.
use std::f32::consts::PI;
use bevy::{
input::common_conditions::input_just_pressed,
pbr::wireframe::{Wireframe, WireframePlugin},
prelude::*,
render::{
mesh::VertexAttributeValues,
render_asset::RenderAssetUsages,
render_resource::{Extent3d, TextureDimension, TextureFormat},
},
};
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(ImagePlugin::default_nearest()),
WireframePlugin,
))
.init_resource::<Debug>()
.add_systems(Startup, setup)
.add_systems(
Update,
(
rotate,
debug_normals.run_if(resource_equals::<Debug>(Debug(true))),
toggle_debug.run_if(input_just_pressed(KeyCode::Space)),
),
)
.run();
}
/// A marker component for our shapes so we can query them separately from the ground plane
#[derive(Component)]
struct Shape;
#[derive(Resource, Deref, DerefMut, Default, PartialEq)]
struct Debug(bool);
const X_EXTENT: f32 = 12.0;
const NORMAL_SCALE: f32 = 0.1;
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut images: ResMut<Assets<Image>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let debug_material = materials.add(StandardMaterial {
base_color_texture: Some(images.add(uv_debug_texture())),
..default()
});
let shapes = [
meshes.add(Cuboid::default()),
meshes.add(Capsule3d::default()),
meshes.add(Torus::default()),
meshes.add(Cylinder::default()),
meshes.add(Sphere::default().mesh().ico(5).unwrap()),
meshes.add(Sphere::default().mesh().uv(32, 18)),
];
let num_shapes = shapes.len();
for (i, shape) in shapes.into_iter().enumerate() {
commands.spawn((
PbrBundle {
mesh: shape,
material: debug_material.clone(),
transform: Transform::from_xyz(
-X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT,
2.0,
0.0,
)
.with_rotation(Quat::from_rotation_x(-PI / 4.)),
..default()
},
Shape,
));
}
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 1500000.0,
range: 100.,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(8.0, 16.0, 8.0),
..default()
});
// ground plane
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(50.0, 50.0)),
material: materials.add(Color::SILVER),
..default()
});
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 6., 12.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
..default()
});
}
fn rotate(mut query: Query<&mut Transform, With<Shape>>, time: Res<Time>) {
for mut transform in &mut query {
transform.rotate_y(time.delta_seconds() / 2.);
}
}
/// Creates a colorful test pattern
fn uv_debug_texture() -> Image {
const TEXTURE_SIZE: usize = 8;
let mut palette: [u8; 32] = [
255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
];
let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
for y in 0..TEXTURE_SIZE {
let offset = TEXTURE_SIZE * y * 4;
texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
palette.rotate_right(4);
}
Image::new_fill(
Extent3d {
width: TEXTURE_SIZE as u32,
height: TEXTURE_SIZE as u32,
depth_or_array_layers: 1,
},
TextureDimension::D2,
&texture_data,
TextureFormat::Rgba8UnormSrgb,
RenderAssetUsages::RENDER_WORLD,
)
}
fn toggle_debug(
mut commands: Commands,
mut debug: ResMut<Debug>,
shapes: Query<Entity, With<Shape>>,
) {
**debug = !**debug;
if **debug {
for entity in &shapes {
commands.entity(entity).insert(Wireframe);
}
} else {
for entity in &shapes {
commands.entity(entity).remove::<Wireframe>();
}
}
}
fn debug_normals(
handles: Query<(&GlobalTransform, &Handle<Mesh>), With<Shape>>,
meshes: Res<Assets<Mesh>>,
mut gizmos: Gizmos,
) {
for (transform, handle) in &handles {
let Some(mesh) = meshes.get(handle) else {
continue;
};
let Some(VertexAttributeValues::Float32x3(position_vals)) =
mesh.attribute(Mesh::ATTRIBUTE_POSITION)
else {
continue;
};
let Some(VertexAttributeValues::Float32x3(normal_vals)) =
mesh.attribute(Mesh::ATTRIBUTE_NORMAL)
else {
continue;
};
for (position, normal) in position_vals.iter().zip(normal_vals.iter()) {
let (_, rotation, _) = transform.to_scale_rotation_translation();
let position = transform.transform_point(Vec3::from(*position));
let normal = Vec3::from(*normal);
let color = if normal.is_normalized() {
Color::WHITE
} else {
Color::TOMATO
};
let normal = (rotation * normal * NORMAL_SCALE) + position;
gizmos.arrow(position, normal, color);
}
}
}
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