Struct bevy::render::mesh::PlaneMeshBuilder
source · pub struct PlaneMeshBuilder {
pub plane: Plane3d,
pub subdivisions: u32,
}Fields§
§plane: Plane3dThe Plane3d shape.
subdivisions: u32The number of subdivisions in the mesh.
0 - is the original plane geometry, the 4 points in the XZ plane.
1 - is split by 1 line in the middle of the plane on both the X axis and the Z axis, resulting in a plane with 4 quads / 8 triangles.
2 - is a plane split by 2 lines on both the X and Z axes, subdividing the plane into 3 equal sections along each axis, resulting in a plane with 9 quads / 18 triangles.
and so on…
Implementations§
source§impl PlaneMeshBuilder
impl PlaneMeshBuilder
sourcepub fn new(normal: Dir3, size: Vec2) -> PlaneMeshBuilder
pub fn new(normal: Dir3, size: Vec2) -> PlaneMeshBuilder
Creates a new PlaneMeshBuilder from a given normal and size.
sourcepub fn from_size(size: Vec2) -> PlaneMeshBuilder
pub fn from_size(size: Vec2) -> PlaneMeshBuilder
Creates a new PlaneMeshBuilder from the given size, with the normal pointing upwards.
sourcepub fn from_length(length: f32) -> PlaneMeshBuilder
pub fn from_length(length: f32) -> PlaneMeshBuilder
Creates a new PlaneMeshBuilder from the given length, with the normal pointing upwards,
and the resulting PlaneMeshBuilder being a square.
sourcepub fn normal(self, normal: Dir3) -> PlaneMeshBuilder
pub fn normal(self, normal: Dir3) -> PlaneMeshBuilder
Sets the normal of the plane, aka the direction the plane is facing.
sourcepub fn size(self, width: f32, height: f32) -> PlaneMeshBuilder
pub fn size(self, width: f32, height: f32) -> PlaneMeshBuilder
Sets the size of the plane mesh.
Examples found in repository?
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fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
commands.spawn((
PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(20., 20.)),
material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
..default()
},
Ground,
));
// light
commands.spawn(DirectionalLightBundle {
transform: Transform::from_translation(Vec3::ONE).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(15.0, 5.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}More examples
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fn setup_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(10.0, 10.0, 15.0)
.looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
..default()
});
// Light
commands.spawn(DirectionalLightBundle {
transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
directional_light: DirectionalLight {
shadows_enabled: true,
..default()
},
..default()
});
// Plane
commands.spawn((
PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(50000.0, 50000.0)),
material: materials.add(Color::srgb(0.7, 0.2, 0.2)),
..default()
},
Loading,
));
}
// A run condition for all assets being loaded.
fn assets_loaded(barrier: Option<Res<AssetBarrier>>) -> bool {
// If our barrier isn't ready, return early and wait another cycle
barrier.map(|b| b.is_ready()) == Some(true)
}
// This showcases how to wait for assets using sync code and systems.
//
// This function only runs if `assets_loaded` returns true.
fn wait_on_load(
mut commands: Commands,
foxes: Res<OneHundredThings>,
gltfs: Res<Assets<Gltf>>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Change color of plane to green
commands.spawn((PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(50000.0, 50000.0)),
material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
transform: Transform::from_translation(Vec3::Z * -0.01),
..default()
},));
// Spawn our scenes.
for i in 0..10 {
for j in 0..10 {
let index = i * 10 + j;
let position = Vec3::new(i as f32 - 5.0, 0.0, j as f32 - 5.0);
// All gltfs must exist because this is guarded by the `AssetBarrier`.
let gltf = gltfs.get(&foxes.0[index]).unwrap();
let scene = gltf.scenes.first().unwrap().clone();
commands.spawn(SceneBundle {
scene,
transform: Transform::from_translation(position),
..Default::default()
});
}
}
}31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
fn setup_3d(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
..default()
});
// cube
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139
fn setup_3d(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
..default()
});
// cube
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut custom_materials: ResMut<Assets<CustomMaterial>>,
mut standard_materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
material: standard_materials.add(Color::srgb(0.3, 0.5, 0.3)),
..default()
});
commands.spawn(PointLightBundle {
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
commands.spawn(MaterialMeshBundle {
mesh: meshes.add(Cuboid::default()),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
material: custom_materials.add(CustomMaterial {
texture: asset_server.load(
"models/FlightHelmet/FlightHelmet_Materials_LensesMat_OcclusionRoughMetal.png",
),
}),
..default()
});
// camera
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(4.0, 2.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
MainCamera,
));
}31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
..default()
});
// cube
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
commands.spawn(
TextBundle::from_section(
"Press <spacebar> to save a screenshot to disk",
TextStyle::default(),
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}- examples/3d/two_passes.rs
- examples/animation/cubic_curve.rs
- examples/3d/vertex_colors.rs
- examples/3d/orthographic.rs
- examples/gizmos/3d_gizmos.rs
- examples/3d/spherical_area_lights.rs
- examples/gizmos/axes.rs
- examples/3d/wireframe.rs
- examples/3d/visibility_range.rs
- examples/animation/animated_fox.rs
- examples/transforms/align.rs
- examples/math/random_sampling.rs
- examples/3d/shadow_caster_receiver.rs
- examples/3d/anti_aliasing.rs
- examples/3d/transparency_3d.rs
- examples/3d/meshlet.rs
- examples/3d/3d_shapes.rs
- examples/stress_tests/many_cubes.rs
- examples/3d/spotlight.rs
- examples/shader/shader_prepass.rs
- examples/stress_tests/many_foxes.rs
- examples/3d/split_screen.rs
- examples/math/sampling_primitives.rs
- examples/3d/parallax_mapping.rs
- examples/3d/shadow_biases.rs
- examples/3d/deferred_rendering.rs
- examples/3d/blend_modes.rs
- examples/3d/lighting.rs
- examples/3d/transmission.rs
sourcepub fn subdivisions(self, subdivisions: u32) -> PlaneMeshBuilder
pub fn subdivisions(self, subdivisions: u32) -> PlaneMeshBuilder
Sets the subdivisions of the plane mesh.
0 - is the original plane geometry, the 4 points in the XZ plane.
1 - is split by 1 line in the middle of the plane on both the X axis and the Z axis, resulting in a plane with 4 quads / 8 triangles.
2 - is a plane split by 2 lines on both the X and Z axes, subdividing the plane into 3 equal sections along each axis, resulting in a plane with 9 quads / 18 triangles.
Examples found in repository?
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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(Tetrahedron::default()),
meshes.add(Capsule3d::default()),
meshes.add(Torus::default()),
meshes.add(Cylinder::default()),
meshes.add(Cone::default()),
meshes.add(ConicalFrustum::default()),
meshes.add(Sphere::default().mesh().ico(5).unwrap()),
meshes.add(Sphere::default().mesh().uv(32, 18)),
];
let extrusions = [
meshes.add(Extrusion::new(Rectangle::default(), 1.)),
meshes.add(Extrusion::new(Capsule2d::default(), 1.)),
meshes.add(Extrusion::new(Annulus::default(), 1.)),
meshes.add(Extrusion::new(Circle::default(), 1.)),
meshes.add(Extrusion::new(Ellipse::default(), 1.)),
meshes.add(Extrusion::new(RegularPolygon::default(), 1.)),
meshes.add(Extrusion::new(Triangle2d::default(), 1.)),
];
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(
-SHAPES_X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * SHAPES_X_EXTENT,
2.0,
Z_EXTENT / 2.,
)
.with_rotation(Quat::from_rotation_x(-PI / 4.)),
..default()
},
Shape,
));
}
let num_extrusions = extrusions.len();
for (i, shape) in extrusions.into_iter().enumerate() {
commands.spawn((
PbrBundle {
mesh: shape,
material: debug_material.clone(),
transform: Transform::from_xyz(
-EXTRUSION_X_EXTENT / 2.
+ i as f32 / (num_extrusions - 1) as f32 * EXTRUSION_X_EXTENT,
2.0,
-Z_EXTENT / 2.,
)
.with_rotation(Quat::from_rotation_x(-PI / 4.)),
..default()
},
Shape,
));
}
commands.spawn(PointLightBundle {
point_light: PointLight {
shadows_enabled: true,
intensity: 10_000_000.,
range: 100.0,
shadow_depth_bias: 0.2,
..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).subdivisions(10)),
material: materials.add(Color::from(SILVER)),
..default()
});
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 7., 14.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
..default()
});
commands.spawn(
TextBundle::from_section("Press space to toggle wireframes", TextStyle::default())
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}Trait Implementations§
source§impl Clone for PlaneMeshBuilder
impl Clone for PlaneMeshBuilder
source§fn clone(&self) -> PlaneMeshBuilder
fn clone(&self) -> PlaneMeshBuilder
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moresource§impl Debug for PlaneMeshBuilder
impl Debug for PlaneMeshBuilder
source§impl Default for PlaneMeshBuilder
impl Default for PlaneMeshBuilder
source§fn default() -> PlaneMeshBuilder
fn default() -> PlaneMeshBuilder
source§impl MeshBuilder for PlaneMeshBuilder
impl MeshBuilder for PlaneMeshBuilder
impl Copy for PlaneMeshBuilder
Auto Trait Implementations§
impl Freeze for PlaneMeshBuilder
impl RefUnwindSafe for PlaneMeshBuilder
impl Send for PlaneMeshBuilder
impl Sync for PlaneMeshBuilder
impl Unpin for PlaneMeshBuilder
impl UnwindSafe for PlaneMeshBuilder
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
T ShaderType for self. When used in AsBindGroup
derives, it is safe to assume that all images in self exist.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
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source§impl<T> Downcast for Twhere
T: Any,
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T: Any,
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then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
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further downcast into Rc<ConcreteType> where ConcreteType implements Trait.source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
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generate &Any’s vtable from &Trait’s.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
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generate &mut Any’s vtable from &mut Trait’s.source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Self using data from the given World.source§impl<T> Instrument for T
impl<T> Instrument for T
source§fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
source§fn in_current_span(self) -> Instrumented<Self> ⓘ
fn in_current_span(self) -> Instrumented<Self> ⓘ
source§impl<F, T> IntoSample<T> for Fwhere
T: FromSample<F>,
impl<F, T> IntoSample<T> for Fwhere
T: FromSample<F>,
fn into_sample(self) -> T
source§impl<T> NoneValue for Twhere
T: Default,
impl<T> NoneValue for Twhere
T: Default,
type NoneType = T
source§fn null_value() -> T
fn null_value() -> T
source§impl<T> Pointable for T
impl<T> Pointable for T
source§impl<R, P> ReadPrimitive<R> for P
impl<R, P> ReadPrimitive<R> for P
source§fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
ReadEndian::read_from_little_endian().