Struct bevy::render::mesh::PlaneMeshBuilder

source ·
pub struct PlaneMeshBuilder {
    pub plane: Plane3d,
    pub subdivisions: u32,
}
Expand description

A builder used for creating a Mesh with a Plane3d shape.

Fields§

§plane: Plane3d

The Plane3d shape.

§subdivisions: u32

The 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

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pub fn new(normal: Dir3, size: Vec2) -> PlaneMeshBuilder

Creates a new PlaneMeshBuilder from a given normal and size.

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pub fn from_size(size: Vec2) -> PlaneMeshBuilder

Creates a new PlaneMeshBuilder from the given size, with the normal pointing upwards.

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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.

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pub fn normal(self, normal: Dir3) -> PlaneMeshBuilder

Sets the normal of the plane, aka the direction the plane is facing.

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pub fn size(self, width: f32, height: f32) -> PlaneMeshBuilder

Sets the size of the plane mesh.

Examples found in repository?
examples/3d/3d_viewport_to_world.rs (line 54)
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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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examples/asset/multi_asset_sync.rs (line 228)
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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()
            });
        }
    }
}
tests/window/minimising.rs (line 38)
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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()
    });
}
tests/window/resizing.rs (line 114)
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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()
    });
}
examples/shader/shader_material_screenspace_texture.rs (line 28)
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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,
    ));
}
examples/window/screenshot.rs (line 38)
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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(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()
        }),
    );
}
source

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?
examples/3d/3d_shapes.rs (line 121)
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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§

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impl Clone for PlaneMeshBuilder

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fn clone(&self) -> PlaneMeshBuilder

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for PlaneMeshBuilder

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for PlaneMeshBuilder

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fn default() -> PlaneMeshBuilder

Returns the “default value” for a type. Read more
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impl MeshBuilder for PlaneMeshBuilder

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fn build(&self) -> Mesh

Builds a Mesh based on the configuration in self.
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impl Copy for PlaneMeshBuilder

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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