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