pub struct MeshTag {
pub value: u32,
/* private fields */
}bevy_mesh only.Expand description
A component that stores an arbitrary index used to identify the mesh instance when rendering.
You can fetch the value of the tag in the shader using the tag field on
bevy_pbr::mesh_bindings::mesh.
When using a GpuComponentArrayBuffer, the tag represents the index of the
mesh instance data in the buffer. In this case, Bevy automatically manages
the tag, keeping it up to date as component data are extracted to and
removed from the buffer. If you aren’t using a GpuComponentArrayBuffer,
the tag is free for you to use for whatever purpose you wish.
You may optionally supply a TypeId to accompany the mesh tag. Bevy
ignores this type and treats it only as an opaque marker. It’s not stored
except in debug mode. Its only purpose is to provide diagnostics so that
GpuComponentArrayBuffer can emit warnings if it overwrites a mesh tag.
Examples of misuse that GpuComponentArrayBuffer can detect are cases in
which you were using a MeshTag for application-specific purposes in
addition to storing a component backed by a GpuComponentArrayBuffer on
your mesh and cases in which you attempted to store multiple components
backed by GpuComponentArrayBuffers on the same mesh.
Fields§
§value: u32The value made available to the shader.
Implementations§
Source§impl MeshTag
impl MeshTag
Sourcepub const fn new(value: u32) -> MeshTag
pub const fn new(value: u32) -> MeshTag
Creates a new MeshTag with the given value.
No type ID is specified.
Examples found in repository?
21fn setup(
22 mut commands: Commands,
23 mut meshes: ResMut<Assets<Mesh>>,
24 mut buffers: ResMut<Assets<ShaderBuffer>>,
25 mut materials: ResMut<Assets<CustomMaterial>>,
26) {
27 // Example data for the storage buffer
28 let color_data: Vec<[f32; 4]> = vec![
29 [1.0, 0.0, 0.0, 1.0],
30 [0.0, 1.0, 0.0, 1.0],
31 [0.0, 0.0, 1.0, 1.0],
32 [1.0, 1.0, 0.0, 1.0],
33 [0.0, 1.0, 1.0, 1.0],
34 ];
35
36 let colors = buffers.add(ShaderBuffer::from(color_data));
37
38 let mesh_handle = meshes.add(Cuboid::from_size(Vec3::splat(0.3)));
39 // Create the custom material with the storage buffer
40 let material_handle = materials.add(CustomMaterial {
41 colors: colors.clone(),
42 });
43
44 commands.insert_resource(CustomMaterialHandle(material_handle.clone()));
45
46 // Spawn cubes with the custom material
47 let mut current_color_id: u32 = 0;
48 for i in -6..=6 {
49 for j in -3..=3 {
50 commands.spawn((
51 Mesh3d(mesh_handle.clone()),
52 MeshMaterial3d(material_handle.clone()),
53 MeshTag::new(current_color_id % 5),
54 Transform::from_xyz(i as f32, j as f32, 0.0),
55 ));
56 current_color_id += 1;
57 }
58 }
59
60 // Camera
61 commands.spawn((
62 Camera3d::default(),
63 Transform::from_xyz(0.0, 0.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
64 ));
65}More examples
32fn setup(
33 mut commands: Commands,
34 mut meshes: ResMut<Assets<Mesh>>,
35 mut materials: ResMut<Assets<ArrayTextureMaterial>>,
36 asset_server: Res<AssetServer>,
37) {
38 // Load the texture.
39 let array_texture = asset_server
40 .load_builder()
41 .with_settings(|settings: &mut ImageLoaderSettings| {
42 settings.array_layout = Some(ImageArrayLayout::RowCount {
43 rows: TEXTURE_COUNT,
44 });
45 })
46 .load("textures/array_texture.png");
47
48 // light
49 commands.spawn((
50 DirectionalLight::default(),
51 Transform::from_xyz(3.0, 2.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
52 ));
53
54 // camera
55 commands.spawn((
56 Camera3d::default(),
57 Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::new(1.5, 0.0, 0.0), Vec3::Y),
58 ));
59
60 // Spawn some cubes using the array texture.
61 let mesh_handle = meshes.add(Cuboid::default());
62 let material_handle = materials.add(ArrayTextureMaterial { array_texture });
63 for x in -5..=5 {
64 commands.spawn((
65 Mesh3d(mesh_handle.clone()),
66 MeshMaterial3d(material_handle.clone()),
67 // Pass a different mesh tag to allow selecting different layers of
68 // the array texture in the shader.
69 MeshTag::new(x as u32 % TEXTURE_COUNT),
70 Transform::from_xyz(x as f32 + 0.5, 0.0, 0.0),
71 ));
72 }
73}26fn setup(
27 mut commands: Commands,
28 assets: Res<AssetServer>,
29 mut meshes: ResMut<Assets<Mesh>>,
30 mut materials: ResMut<Assets<CustomMaterial>>,
31) {
32 // We will use this image as our external data for our material to sample from in the vertex shader
33 let image = assets.load("branding/icon.png");
34
35 // Our single mesh handle that will be instanced
36 let mesh_handle = meshes.add(Cuboid::from_size(Vec3::splat(0.01)));
37
38 // Create the custom material with a reference to our texture
39 // Automatic instancing works with any Material, including the `StandardMaterial`.
40 // This custom material is used to demonstrate the optional `MeshTag` feature.
41 let material_handle = materials.add(CustomMaterial {
42 image: image.clone(),
43 });
44
45 // We're hardcoding the image dimensions for simplicity
46 let image_dims = UVec2::new(256, 256);
47 let total_pixels = image_dims.x * image_dims.y;
48
49 for index in 0..total_pixels {
50 // Get x,y from index - x goes left to right, y goes top to bottom
51 let x = index % image_dims.x;
52 let y = index / image_dims.x;
53
54 // Convert to centered world coordinates
55 let world_x = (x as f32 - image_dims.x as f32 / 2.0) / 50.0;
56 let world_y = -((y as f32 - image_dims.y as f32 / 2.0) / 50.0); // Still need negative for world space
57
58 commands.spawn((
59 // For automatic instancing to take effect you need to
60 // use the same mesh handle and material handle for each instance
61 Mesh3d(mesh_handle.clone()),
62 MeshMaterial3d(material_handle.clone()),
63 // This is an optional component that can be used to help tie external data to a mesh instance
64 MeshTag::new(index),
65 Transform::from_xyz(world_x, world_y, 0.0),
66 ));
67 }
68
69 // Camera
70 commands.spawn((
71 Camera3d::default(),
72 Transform::from_xyz(0.0, 0.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
73 ));
74}Sourcepub fn with_type_id(value: u32, _type_id: TypeId) -> MeshTag
pub fn with_type_id(value: u32, _type_id: TypeId) -> MeshTag
Creates a new MeshTag with the given value and type ID.
This is the equivalent of Self::with_type, except that the type ID
can be supplied dynamically.
In debug mode, the type ID is stored on the MeshTag component and
used for detecting accidental tag overwriting.
Sourcepub fn type_is<T>(&self) -> boolwhere
T: 'static,
pub fn type_is<T>(&self) -> boolwhere
T: 'static,
Returns true if the type ID is present and equal to the ID of the given type.
GpuComponentArrayBuffer uses this to emit diagnostics if the component
array buffer logic overwrites a tag that might have been used for
application-specific purposes or for storing other components backed by
array buffers.
In debug mode, this always returns true.
Sourcepub fn type_id_is(&self, type_id: TypeId) -> bool
Available on debug-assertions enabled only.
pub fn type_id_is(&self, type_id: TypeId) -> bool
Returns true if the type ID is present and equal to the given type ID.
This is the equivalent of Self::type_is, except that the type ID can
be supplied dynamically.
In debug mode, this always returns true.
Trait Implementations§
Source§impl Component for MeshTag
impl Component for MeshTag
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
Source§type Mutability = Mutable
type Mutability = Mutable
Component<Mutability = Mutable>,
while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Source§fn relationship_accessor() -> Option<ComponentRelationshipAccessor<MeshTag>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<MeshTag>>
ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read moreSource§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
EntityMapper. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreSource§const HAS_SUMMARY_TICK: bool = false
const HAS_SUMMARY_TICK: bool = false
impl Eq for MeshTag
Source§impl FromReflect for MeshTag
impl FromReflect for MeshTag
Source§fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<MeshTag>
fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<MeshTag>
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>>
Self using,
constructing the value using from_reflect if that fails. Read moreSource§impl GetOwnership for MeshTag
impl GetOwnership for MeshTag
Source§impl GetTypeRegistration for MeshTag
impl GetTypeRegistration for MeshTag
Source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration for this type.Source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
Source§impl IntoReturn for MeshTag
impl IntoReturn for MeshTag
Source§impl PartialReflect for MeshTag
impl PartialReflect for MeshTag
Source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
Source§fn try_apply(
&mut self,
value: &(dyn PartialReflect + 'static),
) -> Result<(), ApplyError>
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fn reflect_kind(&self) -> ReflectKind
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fn reflect_ref(&self) -> ReflectRef<'_>
Source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
Source§fn reflect_owned(self: Box<MeshTag>) -> ReflectOwned
fn reflect_owned(self: Box<MeshTag>) -> ReflectOwned
Source§fn try_into_reflect(
self: Box<MeshTag>,
) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
fn try_into_reflect( self: Box<MeshTag>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
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fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
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fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>
Source§fn into_partial_reflect(self: Box<MeshTag>) -> Box<dyn PartialReflect>
fn into_partial_reflect(self: Box<MeshTag>) -> Box<dyn PartialReflect>
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fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
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fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
Source§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
Source§impl Reflect for MeshTag
impl Reflect for MeshTag
Source§fn into_any(self: Box<MeshTag>) -> Box<dyn Any>
fn into_any(self: Box<MeshTag>) -> Box<dyn Any>
Box<dyn Any>. Read moreSource§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut dyn Any. Read moreSource§fn into_reflect(self: Box<MeshTag>) -> Box<dyn Reflect>
fn into_reflect(self: Box<MeshTag>) -> Box<dyn Reflect>
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fn as_reflect(&self) -> &(dyn Reflect + 'static)
Source§fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
Source§impl Struct for MeshTag
impl Struct for MeshTag
Source§fn field(&self, name: &str) -> Option<&(dyn PartialReflect + 'static)>
fn field(&self, name: &str) -> Option<&(dyn PartialReflect + 'static)>
name as a &dyn PartialReflect.Source§fn field_mut(
&mut self,
name: &str,
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fn get_represented_struct_info(&self) -> Option<&'static StructInfo>
None if TypeInfo is not available.impl StructuralPartialEq for MeshTag
Source§impl TypePath for MeshTag
impl TypePath for MeshTag
Source§fn type_path() -> &'static str
fn type_path() -> &'static str
Source§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
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fn type_ident() -> Option<&'static str>
Source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
Auto Trait Implementations§
impl Freeze for MeshTag
impl RefUnwindSafe for MeshTag
impl Send for MeshTag
impl Sync for MeshTag
impl Unpin for MeshTag
impl UnsafeUnpin for MeshTag
impl UnwindSafe for MeshTag
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impl<T, U> AsBindGroupShaderType<U> for T
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