pub struct Mesh3d(pub Handle<Mesh>);
Expand description
A component for 3D meshes. Requires a MeshMaterial3d
to be rendered, commonly using a StandardMaterial
.
§Example
ⓘ
// Spawn an entity with a mesh using `StandardMaterial`.
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Mesh3d(meshes.add(Capsule3d::default())),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: RED.into(),
..Default::default()
})),
));
}
Tuple Fields§
§0: Handle<Mesh>
Methods from Deref<Target = Handle<Mesh>>§
Sourcepub fn id(&self) -> AssetId<A>
pub fn id(&self) -> AssetId<A>
Examples found in repository?
examples/3d/tonemapping.rs (line 243)
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fn resize_image(
image_mesh: Query<(&MeshMaterial3d<StandardMaterial>, &Mesh3d), With<HDRViewer>>,
materials: Res<Assets<StandardMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
images: Res<Assets<Image>>,
mut image_events: EventReader<AssetEvent<Image>>,
) {
for event in image_events.read() {
let (AssetEvent::Added { id } | AssetEvent::Modified { id }) = event else {
continue;
};
for (mat_h, mesh_h) in &image_mesh {
let Some(mat) = materials.get(mat_h) else {
continue;
};
let Some(ref base_color_texture) = mat.base_color_texture else {
continue;
};
if *id != base_color_texture.id() {
continue;
};
let Some(image_changed) = images.get(*id) else {
continue;
};
let size = image_changed.size_f32().normalize_or_zero() * 1.4;
// Resize Mesh
let quad = Mesh::from(Rectangle::from_size(size));
meshes.insert(mesh_h, quad);
}
}
}
More examples
examples/shader/array_texture.rs (line 60)
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fn create_array_texture(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut loading_texture: ResMut<LoadingTexture>,
mut images: ResMut<Assets<Image>>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ArrayTextureMaterial>>,
) {
if loading_texture.is_loaded
|| !asset_server
.load_state(loading_texture.handle.id())
.is_loaded()
{
return;
}
loading_texture.is_loaded = true;
let image = images.get_mut(&loading_texture.handle).unwrap();
// Create a new array texture asset from the loaded texture.
let array_layers = 4;
image.reinterpret_stacked_2d_as_array(array_layers);
// Spawn some cubes using the array texture
let mesh_handle = meshes.add(Cuboid::default());
let material_handle = materials.add(ArrayTextureMaterial {
array_texture: loading_texture.handle.clone(),
});
for x in -5..=5 {
commands.spawn((
Mesh3d(mesh_handle.clone()),
MeshMaterial3d(material_handle.clone()),
Transform::from_xyz(x as f32 + 0.5, 0.0, 0.0),
));
}
}
examples/2d/mesh2d_manual.rs (line 351)
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pub fn extract_colored_mesh2d(
mut commands: Commands,
mut previous_len: Local<usize>,
// When extracting, you must use `Extract` to mark the `SystemParam`s
// which should be taken from the main world.
query: Extract<
Query<(Entity, &ViewVisibility, &GlobalTransform, &Mesh2d), With<ColoredMesh2d>>,
>,
mut render_mesh_instances: ResMut<RenderColoredMesh2dInstances>,
) {
let mut values = Vec::with_capacity(*previous_len);
for (entity, view_visibility, transform, handle) in &query {
if !view_visibility.get() {
continue;
}
let transforms = Mesh2dTransforms {
world_from_local: (&transform.affine()).into(),
flags: MeshFlags::empty().bits(),
};
values.push((entity, ColoredMesh2d));
render_mesh_instances.insert(
entity.into(),
RenderMesh2dInstance {
mesh_asset_id: handle.0.id(),
transforms,
material_bind_group_id: Material2dBindGroupId::default(),
automatic_batching: false,
},
);
}
*previous_len = values.len();
commands.insert_or_spawn_batch(values);
}
examples/app/headless_renderer.rs (line 494)
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fn update(
images_to_save: Query<&ImageToSave>,
receiver: Res<MainWorldReceiver>,
mut images: ResMut<Assets<Image>>,
mut scene_controller: ResMut<SceneController>,
mut app_exit_writer: EventWriter<AppExit>,
mut file_number: Local<u32>,
) {
if let SceneState::Render(n) = scene_controller.state {
if n < 1 {
// We don't want to block the main world on this,
// so we use try_recv which attempts to receive without blocking
let mut image_data = Vec::new();
while let Ok(data) = receiver.try_recv() {
// image generation could be faster than saving to fs,
// that's why use only last of them
image_data = data;
}
if !image_data.is_empty() {
for image in images_to_save.iter() {
// Fill correct data from channel to image
let img_bytes = images.get_mut(image.id()).unwrap();
// We need to ensure that this works regardless of the image dimensions
// If the image became wider when copying from the texture to the buffer,
// then the data is reduced to its original size when copying from the buffer to the image.
let row_bytes = img_bytes.width() as usize
* img_bytes.texture_descriptor.format.pixel_size();
let aligned_row_bytes = RenderDevice::align_copy_bytes_per_row(row_bytes);
if row_bytes == aligned_row_bytes {
img_bytes.data.clone_from(&image_data);
} else {
// shrink data to original image size
img_bytes.data = image_data
.chunks(aligned_row_bytes)
.take(img_bytes.height() as usize)
.flat_map(|row| &row[..row_bytes.min(row.len())])
.cloned()
.collect();
}
// Create RGBA Image Buffer
let img = match img_bytes.clone().try_into_dynamic() {
Ok(img) => img.to_rgba8(),
Err(e) => panic!("Failed to create image buffer {e:?}"),
};
// Prepare directory for images, test_images in bevy folder is used here for example
// You should choose the path depending on your needs
let images_dir = PathBuf::from(env!("CARGO_MANIFEST_DIR")).join("test_images");
info!("Saving image to: {images_dir:?}");
std::fs::create_dir_all(&images_dir).unwrap();
// Choose filename starting from 000.png
let image_path = images_dir.join(format!("{:03}.png", file_number.deref()));
*file_number.deref_mut() += 1;
// Finally saving image to file, this heavy blocking operation is kept here
// for example simplicity, but in real app you should move it to a separate task
if let Err(e) = img.save(image_path) {
panic!("Failed to save image: {e}");
};
}
if scene_controller.single_image {
app_exit_writer.send(AppExit::Success);
}
}
} else {
// clears channel for skipped frames
while receiver.try_recv().is_ok() {}
scene_controller.state = SceneState::Render(n - 1);
}
}
}
Sourcepub fn path(&self) -> Option<&AssetPath<'static>>
pub fn path(&self) -> Option<&AssetPath<'static>>
Returns the path if this is (1) a strong handle and (2) the asset has a path
Sourcepub fn clone_weak(&self) -> Handle<A>
pub fn clone_weak(&self) -> Handle<A>
Creates a Handle::Weak
clone of this Handle
, which will not keep the referenced Asset
alive.
Trait Implementations§
Source§impl Component for Mesh3d
impl Component for Mesh3d
Required Components: Transform
, Visibility
.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
A constant indicating the storage type used for this component.
Source§fn register_required_components(
requiree: ComponentId,
components: &mut Components,
storages: &mut Storages,
required_components: &mut RequiredComponents,
inheritance_depth: u16,
)
fn register_required_components( requiree: ComponentId, components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, inheritance_depth: u16, )
Registers required components.
Source§fn register_component_hooks(hooks: &mut ComponentHooks)
fn register_component_hooks(hooks: &mut ComponentHooks)
Called when registering this component, allowing mutable access to its
ComponentHooks
.Source§impl FromReflect for Mesh3d
impl FromReflect for Mesh3d
Source§fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<Mesh3d>
fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<Mesh3d>
Constructs a concrete instance of
Self
from a reflected value.Source§fn take_from_reflect(
reflect: Box<dyn PartialReflect>,
) -> Result<Self, Box<dyn PartialReflect>>
fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>
Attempts to downcast the given value to
Self
using,
constructing the value using from_reflect
if that fails. Read moreSource§impl GetOwnership for &Mesh3d
impl GetOwnership for &Mesh3d
Source§impl GetOwnership for &mut Mesh3d
impl GetOwnership for &mut Mesh3d
Source§impl GetOwnership for Mesh3d
impl GetOwnership for Mesh3d
Source§impl GetTypeRegistration for Mesh3d
impl GetTypeRegistration for Mesh3d
Source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
Returns the default
TypeRegistration
for this type.Source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
Registers other types needed by this type. Read more
Source§impl IntoReturn for &Mesh3d
impl IntoReturn for &Mesh3d
Source§impl IntoReturn for &mut Mesh3d
impl IntoReturn for &mut Mesh3d
Source§impl IntoReturn for Mesh3d
impl IntoReturn for Mesh3d
Source§impl PartialReflect for Mesh3d
impl PartialReflect for Mesh3d
Source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
Source§fn clone_value(&self) -> Box<dyn PartialReflect>
fn clone_value(&self) -> Box<dyn PartialReflect>
Clones the value as a
Reflect
trait object. Read moreSource§fn try_apply(
&mut self,
value: &(dyn PartialReflect + 'static),
) -> Result<(), ApplyError>
fn try_apply( &mut self, value: &(dyn PartialReflect + 'static), ) -> Result<(), ApplyError>
Source§fn reflect_kind(&self) -> ReflectKind
fn reflect_kind(&self) -> ReflectKind
Returns a zero-sized enumeration of “kinds” of type. Read more
Source§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
Returns an immutable enumeration of “kinds” of type. Read more
Source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
Returns a mutable enumeration of “kinds” of type. Read more
Source§fn reflect_owned(self: Box<Mesh3d>) -> ReflectOwned
fn reflect_owned(self: Box<Mesh3d>) -> ReflectOwned
Returns an owned enumeration of “kinds” of type. Read more
Source§fn try_into_reflect(
self: Box<Mesh3d>,
) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
fn try_into_reflect( self: Box<Mesh3d>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
Attempts to cast this type to a boxed, fully-reflected value.
Source§fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
Attempts to cast this type to a fully-reflected value.
Source§fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>
fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>
Attempts to cast this type to a mutable, fully-reflected value.
Source§fn into_partial_reflect(self: Box<Mesh3d>) -> Box<dyn PartialReflect>
fn into_partial_reflect(self: Box<Mesh3d>) -> Box<dyn PartialReflect>
Casts this type to a boxed, reflected value. Read more
Source§fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
Casts this type to a reflected value. Read more
Source§fn as_partial_reflect_mut(&mut self) -> &mut (dyn PartialReflect + 'static)
fn as_partial_reflect_mut(&mut self) -> &mut (dyn PartialReflect + 'static)
Casts this type to a mutable, reflected value. Read more
Source§fn reflect_partial_eq(
&self,
value: &(dyn PartialReflect + 'static),
) -> Option<bool>
fn reflect_partial_eq( &self, value: &(dyn PartialReflect + 'static), ) -> Option<bool>
Returns a “partial equality” comparison result. Read more
Source§fn apply(&mut self, value: &(dyn PartialReflect + 'static))
fn apply(&mut self, value: &(dyn PartialReflect + 'static))
Applies a reflected value to this value. Read more
Source§fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
Returns a hash of the value (which includes the type). Read more
Source§fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
Debug formatter for the value. Read more
Source§fn serializable(&self) -> Option<Serializable<'_>>
fn serializable(&self) -> Option<Serializable<'_>>
Returns a serializable version of the value. Read more
Source§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
Indicates whether or not this type is a dynamic type. Read more
Source§impl Reflect for Mesh3d
impl Reflect for Mesh3d
Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Returns the value as a
&mut dyn Any
. Read moreSource§fn into_reflect(self: Box<Mesh3d>) -> Box<dyn Reflect>
fn into_reflect(self: Box<Mesh3d>) -> Box<dyn Reflect>
Casts this type to a boxed, fully-reflected value.
Source§fn as_reflect(&self) -> &(dyn Reflect + 'static)
fn as_reflect(&self) -> &(dyn Reflect + 'static)
Casts this type to a fully-reflected value.
Source§fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
Casts this type to a mutable, fully-reflected value.
Source§impl TupleStruct for Mesh3d
impl TupleStruct for Mesh3d
Source§fn field(&self, index: usize) -> Option<&(dyn PartialReflect + 'static)>
fn field(&self, index: usize) -> Option<&(dyn PartialReflect + 'static)>
Returns a reference to the value of the field with index
index
as a
&dyn Reflect
.Source§fn field_mut(
&mut self,
index: usize,
) -> Option<&mut (dyn PartialReflect + 'static)>
fn field_mut( &mut self, index: usize, ) -> Option<&mut (dyn PartialReflect + 'static)>
Returns a mutable reference to the value of the field with index
index
as a &mut dyn Reflect
.Source§fn iter_fields(&self) -> TupleStructFieldIter<'_> ⓘ
fn iter_fields(&self) -> TupleStructFieldIter<'_> ⓘ
Returns an iterator over the values of the tuple struct’s fields.
Source§fn clone_dynamic(&self) -> DynamicTupleStruct
fn clone_dynamic(&self) -> DynamicTupleStruct
Clones the struct into a
DynamicTupleStruct
.Source§fn get_represented_tuple_struct_info(&self) -> Option<&'static TupleStructInfo>
fn get_represented_tuple_struct_info(&self) -> Option<&'static TupleStructInfo>
Will return
None
if TypeInfo
is not available.Source§impl TypePath for Mesh3d
impl TypePath for Mesh3d
Source§fn type_path() -> &'static str
fn type_path() -> &'static str
Returns the fully qualified path of the underlying type. Read more
Source§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
Returns a short, pretty-print enabled path to the type. Read more
Source§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
Source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
impl Eq for Mesh3d
impl StructuralPartialEq for Mesh3d
Auto Trait Implementations§
impl Freeze for Mesh3d
impl !RefUnwindSafe for Mesh3d
impl Send for Mesh3d
impl Sync for Mesh3d
impl Unpin for Mesh3d
impl !UnwindSafe for Mesh3d
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
Return the
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
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<C> Bundle for Cwhere
C: Component,
impl<C> Bundle for Cwhere
C: Component,
fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId), )
unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
Source§fn register_required_components(
components: &mut Components,
storages: &mut Storages,
required_components: &mut RequiredComponents,
)
fn register_required_components( components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, )
Registers components that are required by the components in this
Bundle
.Source§fn get_component_ids(
components: &Components,
ids: &mut impl FnMut(Option<ComponentId>),
)
fn get_component_ids( components: &Components, ids: &mut impl FnMut(Option<ComponentId>), )
Source§impl<T> CloneToUninit for Twhere
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impl<T> CloneToUninit for Twhere
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impl<T> Downcast for Twhere
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impl<T> DowncastSync for T
Source§impl<C> DynamicBundle for Cwhere
C: Component,
impl<C> DynamicBundle for Cwhere
C: Component,
fn get_components(self, func: &mut impl FnMut(StorageType, OwningPtr<'_>))
Source§impl<T> DynamicTypePath for Twhere
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T: TypePath,
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fn reflect_type_path(&self) -> &str
See
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.Source§fn reflect_short_type_path(&self) -> &str
fn reflect_short_type_path(&self) -> &str
Source§fn reflect_type_ident(&self) -> Option<&str>
fn reflect_type_ident(&self) -> Option<&str>
See
TypePath::type_ident
.Source§fn reflect_crate_name(&self) -> Option<&str>
fn reflect_crate_name(&self) -> Option<&str>
See
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T: Typed,
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) -> Result<&(dyn PartialReflect + 'static), ReflectPathError<'p>>
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