alter_mesh/
alter_mesh.rs

1//! Shows how to modify mesh assets after spawning.
2
3use bevy::{
4    gltf::GltfLoaderSettings,
5    input::common_conditions::input_just_pressed,
6    prelude::*,
7    render::{mesh::VertexAttributeValues, render_asset::RenderAssetUsages},
8};
9
10fn main() {
11    App::new()
12        .add_plugins(DefaultPlugins)
13        .add_systems(Startup, (setup, spawn_text))
14        .add_systems(
15            Update,
16            alter_handle.run_if(input_just_pressed(KeyCode::Space)),
17        )
18        .add_systems(
19            Update,
20            alter_mesh.run_if(input_just_pressed(KeyCode::Enter)),
21        )
22        .run();
23}
24
25#[derive(Component, Debug)]
26enum Shape {
27    Cube,
28    Sphere,
29}
30
31impl Shape {
32    fn get_model_path(&self) -> String {
33        match self {
34            Shape::Cube => "models/cube/cube.gltf".into(),
35            Shape::Sphere => "models/sphere/sphere.gltf".into(),
36        }
37    }
38
39    fn set_next_variant(&mut self) {
40        *self = match self {
41            Shape::Cube => Shape::Sphere,
42            Shape::Sphere => Shape::Cube,
43        }
44    }
45}
46
47#[derive(Component, Debug)]
48struct Left;
49
50fn setup(
51    mut commands: Commands,
52    asset_server: Res<AssetServer>,
53    mut materials: ResMut<Assets<StandardMaterial>>,
54) {
55    let left_shape = Shape::Cube;
56    let right_shape = Shape::Cube;
57
58    // In normal use, you can call `asset_server.load`, however see below for an explanation of
59    // `RenderAssetUsages`.
60    let left_shape_model = asset_server.load_with_settings(
61        GltfAssetLabel::Primitive {
62            mesh: 0,
63            // This field stores an index to this primitive in its parent mesh. In this case, we
64            // want the first one. You might also have seen the syntax:
65            //
66            //     models/cube/cube.gltf#Scene0
67            //
68            // which accomplishes the same thing.
69            primitive: 0,
70        }
71        .from_asset(left_shape.get_model_path()),
72        // `RenderAssetUsages::all()` is already the default, so the line below could be omitted.
73        // It's helpful to know it exists, however.
74        //
75        // `RenderAssetUsages` tell Bevy whether to keep the data around:
76        //   - for the GPU (`RenderAssetUsages::RENDER_WORLD`),
77        //   - for the CPU (`RenderAssetUsages::MAIN_WORLD`),
78        //   - or both.
79        // `RENDER_WORLD` is necessary to render the mesh, `MAIN_WORLD` is necessary to inspect
80        // and modify the mesh (via `ResMut<Assets<Mesh>>`).
81        //
82        // Since most games will not need to modify meshes at runtime, many developers opt to pass
83        // only `RENDER_WORLD`. This is more memory efficient, as we don't need to keep the mesh in
84        // RAM. For this example however, this would not work, as we need to inspect and modify the
85        // mesh at runtime.
86        |settings: &mut GltfLoaderSettings| settings.load_meshes = RenderAssetUsages::all(),
87    );
88
89    // Here, we rely on the default loader settings to achieve a similar result to the above.
90    let right_shape_model = asset_server.load(
91        GltfAssetLabel::Primitive {
92            mesh: 0,
93            primitive: 0,
94        }
95        .from_asset(right_shape.get_model_path()),
96    );
97
98    // Add a material asset directly to the materials storage
99    let material_handle = materials.add(StandardMaterial {
100        base_color: Color::srgb(0.6, 0.8, 0.6),
101        ..default()
102    });
103
104    commands.spawn((
105        Left,
106        Name::new("Left Shape"),
107        Mesh3d(left_shape_model),
108        MeshMaterial3d(material_handle.clone()),
109        Transform::from_xyz(-3.0, 0.0, 0.0),
110        left_shape,
111    ));
112
113    commands.spawn((
114        Name::new("Right Shape"),
115        Mesh3d(right_shape_model),
116        MeshMaterial3d(material_handle),
117        Transform::from_xyz(3.0, 0.0, 0.0),
118        right_shape,
119    ));
120
121    commands.spawn((
122        Name::new("Point Light"),
123        PointLight::default(),
124        Transform::from_xyz(4.0, 5.0, 4.0),
125    ));
126
127    commands.spawn((
128        Name::new("Camera"),
129        Camera3d::default(),
130        Transform::from_xyz(0.0, 3.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
131    ));
132}
133
134fn spawn_text(mut commands: Commands) {
135    commands.spawn((
136        Name::new("Instructions"),
137        Text::new(
138            "Space: swap meshes by mutating a Handle<Mesh>\n\
139            Return: mutate the mesh itself, changing all copies of it",
140        ),
141        Node {
142            position_type: PositionType::Absolute,
143            top: Val::Px(12.),
144            left: Val::Px(12.),
145            ..default()
146        },
147    ));
148}
149
150fn alter_handle(
151    asset_server: Res<AssetServer>,
152    mut right_shape: Query<(&mut Mesh3d, &mut Shape), Without<Left>>,
153) {
154    // Mesh handles, like other parts of the ECS, can be queried as mutable and modified at
155    // runtime. We only spawned one shape without the `Left` marker component.
156    let Ok((mut mesh, mut shape)) = right_shape.get_single_mut() else {
157        return;
158    };
159
160    // Switch to a new Shape variant
161    shape.set_next_variant();
162
163    // Modify the handle associated with the Shape on the right side. Note that we will only
164    // have to load the same path from storage media once: repeated attempts will re-use the
165    // asset.
166    mesh.0 = asset_server.load(
167        GltfAssetLabel::Primitive {
168            mesh: 0,
169            primitive: 0,
170        }
171        .from_asset(shape.get_model_path()),
172    );
173}
174
175fn alter_mesh(
176    mut is_mesh_scaled: Local<bool>,
177    left_shape: Query<&Mesh3d, With<Left>>,
178    mut meshes: ResMut<Assets<Mesh>>,
179) {
180    // It's convenient to retrieve the asset handle stored with the shape on the left. However,
181    // we could just as easily have retained this in a resource or a dedicated component.
182    let Ok(handle) = left_shape.get_single() else {
183        return;
184    };
185
186    // Obtain a mutable reference to the Mesh asset.
187    let Some(mesh) = meshes.get_mut(handle) else {
188        return;
189    };
190
191    // Now we can directly manipulate vertices on the mesh. Here, we're just scaling in and out
192    // for demonstration purposes. This will affect all entities currently using the asset.
193    //
194    // To do this, we need to grab the stored attributes of each vertex. `Float32x3` just describes
195    // the format in which the attributes will be read: each position consists of an array of three
196    // f32 corresponding to x, y, and z.
197    //
198    // `ATTRIBUTE_POSITION` is a constant indicating that we want to know where the vertex is
199    // located in space (as opposed to which way its normal is facing, vertex color, or other
200    // details).
201    if let Some(VertexAttributeValues::Float32x3(positions)) =
202        mesh.attribute_mut(Mesh::ATTRIBUTE_POSITION)
203    {
204        // Check a Local value (which only this system can make use of) to determine if we're
205        // currently scaled up or not.
206        let scale_factor = if *is_mesh_scaled { 0.5 } else { 2.0 };
207
208        for position in positions.iter_mut() {
209            // Apply the scale factor to each of x, y, and z.
210            position[0] *= scale_factor;
211            position[1] *= scale_factor;
212            position[2] *= scale_factor;
213        }
214
215        // Flip the local value to reverse the behavior next time the key is pressed.
216        *is_mesh_scaled = !*is_mesh_scaled;
217    }
218}