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Renderable

Struct Renderable 

Source
pub struct Renderable {
    pub mesh: CpuMeshHandle,
    pub base_mesh: CpuMeshHandle,
    pub material: MaterialHandle,
}
Expand description

Renderable component: references renderer-managed resources. Vulkan-minded: material -> pipeline/layout + descriptors.

The mesh here is a CPU-side asset handle. RenderAssets stores the actual CpuMesh and uploads it to the renderer on demand.

Fields§

§mesh: CpuMeshHandle

The mesh actually used for rendering.

§base_mesh: CpuMeshHandle

The “base” mesh this renderable was derived from.

For UV-baked variants (e.g. text glyphs), mesh is a dynamically-registered clone, while base_mesh stays as the original (typically CpuMeshHandle::QUAD_2D).

For normal renderables, base_mesh == mesh.

§material: MaterialHandle

Implementations§

Source§

impl Renderable

Source

pub fn new(mesh: CpuMeshHandle, material: MaterialHandle) -> Self

Examples found in repository?
examples/simple-demo.rs (line 40)
6fn build_demo_scene_7_shapes(universe: &mut engine::Universe) {
7    use engine::ecs::component::{
8        Camera3DComponent, ColorComponent, EmissiveComponent, GLTFComponent, InputComponent,
9        InputTransformModeComponent, PointLightComponent, RenderableComponent, TextureComponent,
10        TransformComponent,
11    };
12    use engine::graphics::BuiltinMeshType;
13    use engine::graphics::primitives::MaterialHandle;
14
15    // Built-in CPU meshes are pre-registered; just fetch stable handles.
16    let tri_mesh = universe.render_assets.get_mesh(BuiltinMeshType::Triangle2D);
17    let square_mesh = universe.render_assets.get_mesh(BuiltinMeshType::Quad2D);
18    let tetra_mesh = universe
19        .render_assets
20        .get_mesh(BuiltinMeshType::Tetrahedron);
21
22    fn spawn(
23        universe: &mut engine::Universe,
24        mesh: engine::graphics::primitives::CpuMeshHandle,
25        x: f32,
26        y: f32,
27        s: f32,
28        r: f32,
29        color: [f32; 4],
30        input_driven: bool,
31        emissive: bool,
32    ) -> engine::ecs::ComponentId {
33        let transform = universe.world.add_component(
34            TransformComponent::new()
35                .with_position(x, y, 0.0)
36                .with_scale(s, s, 1.0)
37                .with_rotation_euler(0.0, 0.0, r),
38        );
39        let renderable = universe.world.add_component(RenderableComponent::new(
40            engine::graphics::primitives::Renderable::new(mesh, MaterialHandle::TOON_MESH),
41        ));
42        let color_c = universe.world.add_component(ColorComponent { rgba: color });
43
44        if emissive {
45            let emissive_c = universe.world.add_component(EmissiveComponent::on());
46            let _ = universe.attach(renderable, emissive_c);
47        }
48
49        // Topology: (optional Input) -> Transform -> Renderable
50        let _ = universe.attach(transform, renderable);
51        let _ = universe.attach(renderable, color_c);
52
53        if input_driven {
54            let input = universe
55                .world
56                .add_component(InputComponent::new().with_speed(0.5));
57            let _ = universe.attach(input, transform);
58            universe.add(input);
59        } else {
60            universe.add(transform);
61        }
62
63        transform
64    }
65
66    fn spawn_3d(
67        universe: &mut engine::Universe,
68        mesh: engine::graphics::primitives::CpuMeshHandle,
69        x: f32,
70        y: f32,
71        z: f32,
72        s: f32,
73        rx: f32,
74        ry: f32,
75        rz: f32,
76        color: [f32; 4],
77    ) -> engine::ecs::ComponentId {
78        let transform = universe.world.add_component(
79            TransformComponent::new()
80                .with_position(x, y, z)
81                .with_scale(s, s, s)
82                .with_rotation_euler(rx, ry, rz),
83        );
84        let renderable = universe.world.add_component(RenderableComponent::new(
85            engine::graphics::primitives::Renderable::new(mesh, MaterialHandle::TOON_MESH),
86        ));
87        let color_c = universe.world.add_component(ColorComponent { rgba: color });
88
89        let _ = universe.attach(transform, renderable);
90        let _ = universe.attach(renderable, color_c);
91        universe.add(transform);
92
93        transform
94    }
95
96    // Spawn shapes.
97    // One triangle is input-driven (WASD/QE). Build a small "rig" so both the triangle
98    // and the camera can be driven by the same InputComponent.
99
100    // Topology: Input -> (InputTransformMode) -> RigTransform -> (CameraTransform -> Camera3D), (TriRootTransform -> ...)
101    let tri_input = universe
102        .world
103        .add_component(InputComponent::new().with_speed(0.5));
104    let input_mode = universe
105        .world
106        .add_component(InputTransformModeComponent::forward_z().with_roll_axis_y());
107    let _ = universe.attach(tri_input, input_mode);
108
109    // Start pulled back so the demo meshes at z=0 are in view.
110    // The camera will be attached directly under this transform, so there is no local
111    // camera offset that would cause orbiting when yawing.
112    let rig_transform = universe
113        .world
114        .add_component(TransformComponent::new().with_position(0.0, 0.0, 2.5));
115    let _ = universe.attach(tri_input, rig_transform);
116
117    // Camera: attached directly to the rig transform.
118    let camera3d = universe.world.add_component(Camera3DComponent::new());
119    let _ = universe.attach(rig_transform, camera3d);
120
121    // Topology: I { T { C3D } } — add a small camera-attached controls hint.
122    example_util::spawn_desktop_camera_controls_hint(universe, rig_transform);
123
124    let tri_root_transform = universe
125        .world
126        .add_component(TransformComponent::new().with_position(0.5, 0.50, 0.0));
127
128    // Visual transform under the root; this is where we apply rotation/scale.
129    let tri_visual_transform = universe.world.add_component(
130        TransformComponent::new()
131            .with_scale(0.30, 0.30, 1.0)
132            .with_rotation_euler(0.0, 0.0, (2.0 * 3.14159 / 3.0) + 3.14159),
133    );
134    let tri_renderable = universe.world.add_component(RenderableComponent::new(
135        engine::graphics::primitives::Renderable::new(tri_mesh, MaterialHandle::TOON_MESH),
136    ));
137    let tri_color = universe
138        .world
139        .add_component(ColorComponent::rgba(0.2, 1.0, 0.2, 1.0));
140
141    let _ = universe.attach(rig_transform, tri_root_transform);
142    let _ = universe.attach(tri_root_transform, tri_visual_transform);
143    let _ = universe.attach(tri_visual_transform, tri_renderable);
144    let _ = universe.attach(tri_renderable, tri_color);
145
146    let tri_light = universe.world.add_component(
147        PointLightComponent::new()
148            .with_distance(10.0)
149            .with_color(1.0, 1.0, 1.0),
150    );
151
152    let light_transform = universe.world.add_component(
153        TransformComponent::new()
154            .with_position(0.5, 0.50, 1.0)
155            .with_scale(0.1, 0.1, 0.1),
156    );
157
158    let _ = universe.attach(light_transform, tri_light);
159
160    universe.add(tri_input);
161    universe.add(light_transform);
162
163    spawn(
164        universe,
165        square_mesh,
166        -0.80,
167        -0.30,
168        0.25,
169        0.0,
170        [1.0, 0.2, 0.2, 1.0],
171        false,
172        true,
173    );
174    spawn(
175        universe,
176        square_mesh,
177        -0.40,
178        -0.30,
179        0.25,
180        0.0,
181        [1.0, 0.6, 0.2, 1.0],
182        false,
183        true,
184    );
185
186    // 3D primitive: tetrahedron.
187    spawn_3d(
188        universe,
189        tetra_mesh,
190        0.55,
191        -0.15,
192        0.0,
193        0.35,
194        0.75,
195        0.55,
196        0.0,
197        [0.2, 0.7, 1.0, 1.0],
198    );
199    spawn(
200        universe,
201        square_mesh,
202        0.00,
203        -0.30,
204        0.25,
205        0.0,
206        [1.0, 1.0, 0.2, 1.0],
207        false,
208        true,
209    );
210    spawn(
211        universe,
212        square_mesh,
213        0.40,
214        -0.30,
215        0.25,
216        0.0,
217        [0.2, 0.6, 1.0, 1.0],
218        false,
219        true,
220    );
221    spawn(
222        universe,
223        square_mesh,
224        0.80,
225        -0.30,
226        0.25,
227        0.0,
228        [0.8, 0.2, 1.0, 1.0],
229        false,
230        true,
231    );
232    spawn(
233        universe,
234        tri_mesh,
235        0.30,
236        0.35,
237        0.30,
238        -3.14159,
239        [1.0, 1.0, 1.0, 1.0],
240        false,
241        false,
242    );
243
244    // Textured square.
245    let tex_transform = universe.world.add_component(
246        TransformComponent::new()
247            .with_position(0.0, 0.1, 0.0)
248            .with_scale(0.45, 0.45, 1.0),
249    );
250    let tex_renderable = universe.world.add_component(RenderableComponent::new(
251        engine::graphics::primitives::Renderable::new(square_mesh, MaterialHandle::TOON_MESH),
252    ));
253    let tex_color = universe
254        .world
255        .add_component(ColorComponent::rgba(1.0, 1.0, 1.0, 1.0));
256    let tex = universe.world.add_component(TextureComponent::from_dds(
257        "assets/textures/cat-face-amused.dds",
258    ));
259
260    let _ = universe.attach(tex_transform, tex_renderable);
261    let _ = universe.attach(tex_renderable, tex_color);
262    let _ = universe.attach(tex_renderable, tex);
263    universe.add(tex_transform);
264
265    // glTF: color-cat
266    // Attach GLTFComponent under a Transform so GLTFSystem can use it as an anchor.
267    let cat_anchor = universe.world.add_component(
268        TransformComponent::new()
269            .with_position(0.0, -0.10, -4.0)
270            .with_scale(0.50, 0.50, 0.50)
271            .with_rotation_euler(0.0, 0.0, 0.0),
272    );
273    let cat_gltf = universe
274        .world
275        .add_component(GLTFComponent::new("assets/models/color-cat.2.glb"));
276    let _ = universe.attach(cat_anchor, cat_gltf);
277    universe.add(cat_anchor);
278}
More examples
Hide additional examples
examples/vr-input.rs (lines 78-81)
62fn spawn_sun_background(universe: &mut engine::Universe) {
63    let bg_root = universe
64        .world
65        .add_component(engine::ecs::component::BackgroundComponent::new());
66    universe.add(bg_root);
67
68    let circle_mesh = universe.render_assets.get_mesh(BuiltinMeshType::Circle2D);
69
70    // Big yellow disk.
71    let sun_t = universe.world.add_component(
72        TransformComponent::new()
73            .with_position(2.0, 1.5, -8.0)
74            .with_scale(3.5, 3.5, 3.5),
75    );
76    let sun_r = universe
77        .world
78        .add_component(RenderableComponent::new(Renderable::new(
79            circle_mesh,
80            MaterialHandle::TOON_MESH,
81        )));
82    let sun_color = universe
83        .world
84        .add_component(ColorComponent::rgba(1.0, 0.85, 0.15, 1.0));
85    let sun_emissive = universe.world.add_component(EmissiveComponent::on());
86
87    let _ = universe.attach(bg_root, sun_t);
88    let _ = universe.attach(sun_t, sun_r);
89    let _ = universe.attach(sun_r, sun_color);
90    let _ = universe.attach(sun_r, sun_emissive);
91
92    // Small white highlight disk.
93    let highlight_t = universe.world.add_component(
94        TransformComponent::new()
95            .with_position(-0.35, 0.35, -0.01)
96            .with_scale(0.45, 0.45, 0.45),
97    );
98    let highlight_r = universe
99        .world
100        .add_component(RenderableComponent::new(Renderable::new(
101            circle_mesh,
102            MaterialHandle::TOON_MESH,
103        )));
104    let highlight_color = universe
105        .world
106        .add_component(ColorComponent::rgba(1.0, 1.0, 1.0, 1.0));
107    let highlight_emissive = universe.world.add_component(EmissiveComponent::on());
108
109    let _ = universe.attach(sun_t, highlight_t);
110    let _ = universe.attach(highlight_t, highlight_r);
111    let _ = universe.attach(highlight_r, highlight_color);
112    let _ = universe.attach(highlight_r, highlight_emissive);
113}
examples/example_util/mod.rs (lines 162-165)
105pub fn spawn_cloud_ring(
106    universe: &mut engine::Universe,
107    bg_root: engine::ecs::ComponentId,
108    p: CloudRingParams,
109) {
110    if p.cloud_count == 0 || p.radius == 0.0 {
111        return;
112    }
113
114    let cube_mesh = universe
115        .render_assets
116        .get_mesh(engine::graphics::BuiltinMeshType::Cube);
117
118    let step = std::f32::consts::TAU / (p.cloud_count as f32);
119    let angle_jitter = p.angle_jitter.clamp(0.0, 1.0);
120    let high_y_probability = p.high_y_probability.clamp(0.0, 1.0);
121
122    for i in 0..p.cloud_count {
123        let seed_i = p.seed ^ i.wrapping_mul(0x9E37_79B9);
124        let jitter = (rand01(seed_i ^ 0xa53a_9d2d) - 0.5) * step * angle_jitter;
125        let a = (i as f32) * step + jitter;
126        let cx = p.radius * a.cos();
127        let cz = p.radius * a.sin();
128
129        let cy = if rand01(seed_i ^ 0x7f4a_7c15) < high_y_probability {
130            p.center_y * p.high_y_multiplier
131        } else {
132            p.center_y
133        };
134
135        let center_tx = universe.world.add_component(
136            engine::ecs::component::TransformComponent::new().with_position(cx, cy, cz),
137        );
138        let _ = universe.attach(bg_root, center_tx);
139
140        let base_seed = seed_i ^ 0x243f_6a88;
141        for puff_i in 0..p.puffs_per_cloud {
142            let seed = base_seed ^ puff_i.wrapping_mul(1_103_515_245);
143
144            let ox = (rand01(seed ^ 0x68bc_21eb) - 0.5) * 9.0;
145            let oy = (rand01(seed ^ 0x02e5_be93) - 0.5) * 4.0;
146            let oz = (rand01(seed ^ 0xa1d3_4f2b) - 0.5) * 9.0;
147
148            let base = 0.7 + rand01(seed ^ 0x9e37_79b9) * 2.8;
149            let sx = base * (0.7 + rand01(seed ^ 0x243f_6a88) * 0.9);
150            let sy = base * (0.6 + rand01(seed ^ 0x85a3_08d3) * 1.0);
151            let sz = base * (0.7 + rand01(seed ^ 0x1319_8a2e) * 0.9);
152
153            let tx = universe.world.add_component(
154                engine::ecs::component::TransformComponent::new()
155                    .with_position(ox, oy, oz)
156                    .with_scale(sx, sy, sz),
157            );
158            let renderable =
159                universe
160                    .world
161                    .add_component(engine::ecs::component::RenderableComponent::new(
162                        engine::graphics::primitives::Renderable::new(
163                            cube_mesh,
164                            engine::graphics::primitives::MaterialHandle::TOON_MESH,
165                        ),
166                    ));
167
168            let t = rand01(seed ^ 0x7f4a_7c15);
169            let r = 0.70 + 0.10 * t;
170            let g = 0.72 + 0.10 * t;
171            let b = 0.80 + 0.12 * t;
172            let color = universe
173                .world
174                .add_component(engine::ecs::component::ColorComponent::rgba(r, g, b, 1.0));
175
176            let _ = universe.attach(center_tx, tx);
177            let _ = universe.attach(tx, renderable);
178            let _ = universe.attach(renderable, color);
179        }
180    }
181}
examples/mesh-factory-example.rs (lines 107-110)
55    fn spawn_labeled_mesh(
56        universe: &mut engine::Universe,
57        x: f32,
58        y: f32,
59        label: &str,
60        mesh: engine::graphics::primitives::CpuMeshHandle,
61        scale: [f32; 3],
62        color: [f32; 4],
63    ) {
64        use engine::ecs::component::{
65            ActionComponent, AnimationComponent, AnimationState, ColorComponent, EmissiveComponent,
66            KeyframeComponent, RenderableComponent, TextComponent, TransformComponent,
67        };
68        use engine::graphics::primitives::{MaterialHandle, Renderable};
69
70        // Mesh.
71        let root = universe.world.add_component(
72            TransformComponent::new()
73                .with_position(x, y, 0.0)
74                .with_scale(scale[0], scale[1], scale[2]),
75        );
76
77        // Spin each shape around its own +Y axis using AnimationComponent + keyframes.
78        // We fill [0, 2) beats densely so it looks smooth.
79        let anim = universe
80            .world
81            .add_component(AnimationComponent::new().with_state(AnimationState::Looping));
82        let _ = universe.attach(root, anim);
83
84        let steps: usize = 64;
85        for i in 0..steps {
86            let beat = (i as f64) * (2.0 / (steps as f64));
87            let kf = universe.world.add_component(KeyframeComponent::new(beat));
88            let _ = universe.attach(anim, kf);
89
90            // Full turn over 2 beats.
91            let angle = (std::f64::consts::TAU * (beat / 2.0)) as f32;
92            let rotation = utils::math::quat_from_axis_angle([0.0, 1.0, 0.0], angle);
93
94            let action_cid = universe.world.add_component(ActionComponent::new(
95                engine::ecs::IntentValue::UpdateTransform {
96                    component_ids: vec![root],
97                    translation: [x, y, 0.0],
98                    rotation_quat_xyzw: rotation,
99                    scale,
100                },
101            ));
102            let _ = universe.attach(kf, action_cid);
103        }
104
105        let renderable = universe
106            .world
107            .add_component(RenderableComponent::new(Renderable::new(
108                mesh,
109                MaterialHandle::TOON_MESH,
110            )));
111        let color_c = universe
112            .world
113            .add_component(ColorComponent::rgba(color[0], color[1], color[2], color[3]));
114        let emissive = universe.world.add_component(EmissiveComponent::on());
115
116        let _ = universe.attach(root, renderable);
117        let _ = universe.attach(renderable, color_c);
118        let _ = universe.attach(renderable, emissive);
119
120        universe.add(root);
121
122        // Label (separate transform so we can scale text independently).
123        let text_root = universe.world.add_component(
124            TransformComponent::new()
125                .with_position(x, y + 0.75, 0.05)
126                .with_scale(0.09, 0.09, 1.0),
127        );
128        let text = universe
129            .world
130            .add_component(TextComponent::with_word_wrap_tokens(
131                label,
132                LABEL_WRAP_AT,
133                ["::", "(", ")", ",", "."],
134            ));
135        let text_color = universe
136            .world
137            .add_component(ColorComponent::rgba(1.0, 1.0, 1.0, 1.0));
138        let text_emissive = universe.world.add_component(EmissiveComponent::on());
139        let _ = universe.attach(text_root, text);
140        let _ = universe.attach(text, text_color);
141        let _ = universe.attach(text, text_emissive);
142        universe.add(text_root);
143    }
examples/openxr.rs (lines 107-110)
6fn main() {
7    mittens_engine::example_support::ensure_model_assets();
8    utils::logger::init();
9
10    let world = engine::ecs::World::default();
11    let mut universe = engine::Universe::new(world);
12
13    let background = universe
14        .world
15        .add_component(engine::ecs::component::BackgroundColorComponent::new());
16    let background_c = universe
17        .world
18        .add_component(engine::ecs::component::ColorComponent::rgba(
19            0.3, 0.1, 1.0, 1.0,
20        ));
21    let _ = universe.world.add_child(background, background_c);
22    universe.add(background);
23
24    // --- Camera rig (WASD/QE) ---
25    // Keep this similar to the main demo so we can fly around the cube field.
26    let input = universe
27        .world
28        .add_component(engine::ecs::component::InputComponent::new().with_speed(1.5));
29    let input_mode = universe.world.add_component(
30        engine::ecs::component::InputTransformModeComponent::forward_z().with_roll_axis_y(),
31    );
32    let _ = universe.attach(input, input_mode);
33
34    // Start pulled back so the grid is in view.
35    let rig_transform = universe.world.add_component(
36        engine::ecs::component::TransformComponent::new().with_position(0.0, 0.0, 4.0),
37    );
38    let _ = universe.attach(input, rig_transform);
39
40    let camera3d = universe
41        .world
42        .add_component(engine::ecs::component::Camera3DComponent::new());
43    let _ = universe.attach(rig_transform, camera3d);
44
45    // Topology: I { T { C3D } } — add a small camera-attached controls hint.
46    example_util::spawn_desktop_camera_controls_hint(&mut universe, rig_transform);
47
48    // Simple point light so the toon shader reads well.
49    let light = universe.world.add_component(
50        engine::ecs::component::PointLightComponent::new()
51            .with_distance(50.0)
52            .with_color(1.0, 1.0, 1.0),
53    );
54    let light_transform = universe.world.add_component(
55        engine::ecs::component::TransformComponent::new().with_position(0.0, 5.0, 2.0),
56    );
57    let _ = universe.attach(light_transform, light);
58
59    universe.add(input);
60    universe.add(light_transform);
61
62    // --- 16x16x16 cube grid ---
63    let cube_mesh = universe
64        .render_assets
65        .get_mesh(engine::graphics::BuiltinMeshType::Cube);
66
67    let n: usize = 32;
68    let cube_scale: f32 = 0.10;
69    let gap: f32 = 0.50;
70    let step: f32 = cube_scale + gap;
71
72    // Center positions around 0 by subtracting half the extent (in steps).
73    let half_extent_x = (n as f32 - 1.0) * step * 0.5;
74    let half_extent_y = (n as f32 - 1.0) * step * 0.5;
75    let half_extent_z = (n as f32 - 1.0) * step * 0.5;
76
77    // Move the whole container up/back based on its content size, plus the requested offsets.
78    // - up by +0.5 and by half the content height
79    // - back by -(0.5 + 1.0) and by half the content depth
80    let container_offset_y = half_extent_y + 0.5;
81    let container_offset_z = -(half_extent_z + 1.0 + 0.5);
82
83    let container = universe.world.add_component(
84        engine::ecs::component::TransformComponent::new().with_position(
85            0.0,
86            container_offset_y,
87            container_offset_z,
88        ),
89    );
90
91    for z in 0..n {
92        for y in 0..n {
93            for x in 0..n {
94                let px = x as f32 * step - half_extent_x;
95                let py = y as f32 * step - half_extent_y;
96                let pz = z as f32 * step - half_extent_z;
97
98                let tx = universe.world.add_component(
99                    engine::ecs::component::TransformComponent::new()
100                        .with_position(px, py, pz)
101                        .with_scale(cube_scale, cube_scale, cube_scale),
102                );
103                let renderable =
104                    universe
105                        .world
106                        .add_component(engine::ecs::component::RenderableComponent::new(
107                            engine::graphics::primitives::Renderable::new(
108                                cube_mesh,
109                                engine::graphics::primitives::MaterialHandle::TOON_MESH,
110                            ),
111                        ));
112
113                let denom = (n - 1) as f32;
114                let color = engine::ecs::component::ColorComponent::rgba(
115                    f32::sin(x as f32 / 10.0),
116                    y as f32 / denom,
117                    z as f32 / denom,
118                    1.0,
119                );
120                let color_c = universe.world.add_component(color);
121
122                let _ = universe.attach(container, tx);
123                let _ = universe.attach(tx, renderable);
124                let _ = universe.attach(renderable, color_c);
125            }
126        }
127    }
128
129    universe.add(container);
130    universe.systems.process_commands(
131        &mut universe.world,
132        &mut universe.visuals,
133        &mut universe.render_assets,
134        &mut universe.command_queue,
135    );
136
137    let xr_input = universe
138        .world
139        .add_component(engine::ecs::component::InputXRComponent::on());
140    let xr_gamepad = universe
141        .world
142        .add_component(engine::ecs::component::InputXRGamepadComponent::new().speed(1.5));
143    let xr_head = universe
144        .world
145        .add_component(engine::ecs::component::TransformComponent::new());
146    let camera_xr = universe
147        .world
148        .add_component(engine::ecs::component::CameraXRComponent::on());
149    let _ = universe.attach(xr_input, xr_head);
150    let _ = universe.attach(xr_input, xr_gamepad);
151    let _ = universe.attach(xr_head, camera_xr);
152    universe.add(xr_input);
153
154    // Add an OpenXR component so OpenXRSystem initializes and starts polling events.
155    let xr_root = universe
156        .world
157        .add_component(engine::ecs::component::XrComponent::on());
158    universe.add(xr_root);
159    universe.systems.process_commands(
160        &mut universe.world,
161        &mut universe.visuals,
162        &mut universe.render_assets,
163        &mut universe.command_queue,
164    );
165
166    universe.enable_repl();
167    engine::Windowing::run_app(universe).expect("Windowing failed");
168}
examples/gestures-and-gizmos.rs (lines 52-55)
13fn build_gestures_and_gizmos_scene(universe: &mut engine::Universe) -> Scene {
14    use engine::ecs::component::{
15        BackgroundColorComponent, BackgroundComponent, Camera3DComponent, ColorComponent,
16        DirectionalLightComponent, InputComponent, InputTransformModeComponent, PointerComponent,
17        RaycastableComponent, RenderableComponent, TransformComponent, TransformGizmoComponent,
18    };
19    use engine::graphics::BuiltinMeshType;
20    use engine::graphics::primitives::{MaterialHandle, Renderable};
21
22    let tri_mesh = universe.render_assets.get_mesh(BuiltinMeshType::Triangle2D);
23    let cube_mesh = universe.render_assets.get_mesh(BuiltinMeshType::Cube);
24    let tetra_mesh = universe
25        .render_assets
26        .get_mesh(BuiltinMeshType::Tetrahedron);
27
28    // BackgroundColor { C.rgba }
29    let bg_color = universe
30        .world
31        .add_component(BackgroundColorComponent::new());
32    let bg_color_c = universe
33        .world
34        .add_component(ColorComponent::rgba(0.90, 0.90, 0.90, 1.0));
35    let _ = universe.world.add_child(bg_color, bg_color_c);
36    universe.add(bg_color);
37
38    // ambient light
39    let ambient = universe
40        .world
41        .add_component(AmbientLightComponent::rgb(0.25, 0.25, 0.25));
42    universe.add(ambient);
43
44    // ground plane
45    let ground_tx = universe.world.add_component(
46        TransformComponent::new()
47            .with_position(0.0, -2.5, 0.0)
48            .with_scale(20.0, 1.0, 20.0),
49    );
50    let ground_r = universe
51        .world
52        .add_component(RenderableComponent::new(Renderable::new(
53            universe.render_assets.get_mesh(BuiltinMeshType::Cube),
54            MaterialHandle::TOON_MESH,
55        )));
56    let ground_c = universe
57        .world
58        .add_component(ColorComponent::rgba(0.75, 0.75, 0.75, 1.0));
59    let _ = universe.attach(ground_tx, ground_r);
60    let _ = universe.attach(ground_r, ground_c);
61    let _ = universe.add(ground_tx);
62
63    // Background {
64    //     with_occlusion_and_lighting()
65    //     // using the example utils to add clouds to the background
66    // }
67    let bg_root = universe
68        .world
69        .add_component(BackgroundComponent::new().with_occlusion_and_lighting());
70    universe.add(bg_root);
71
72    // DirectionalLight {
73    //     T { translate [1, 1, 1] }
74    // }
75    // Directional lights encode their direction in the node's world position.
76    let sun_t = universe
77        .world
78        .add_component(TransformComponent::new().with_position(1.0, 1.0, 1.0));
79    let sun = universe
80        .world
81        .add_component(DirectionalLightComponent::new());
82    let _ = universe.attach(sun_t, sun);
83    universe.add(sun_t);
84
85    // i = input
86    // t = transform
87    // c3d = camera3d
88    //
89    // I {
90    //     T {
91    //         C3D { with_fps_rotation().with_roll_axis_y() }
92    //     }
93    // }
94    let input = universe
95        .world
96        .add_component(InputComponent::new().with_speed(2.5));
97    let input_mode = universe.world.add_component(
98        InputTransformModeComponent::forward_z()
99            .with_fps_rotation()
100            .with_roll_axis_y(),
101    );
102
103    let _ = universe.attach(input, input_mode);
104
105    // Forward is -Z, so put the camera at +Z looking toward the origin.
106    let rig_t = universe
107        .world
108        .add_component(TransformComponent::new().with_position(0.0, 0.0, 3.5));
109    let _ = universe.attach(input, rig_t);
110
111    let cam = universe
112        .world
113        .add_component(Camera3DComponent::new().with_far(600.0).with_fov(70.0));
114    let _ = universe.attach(rig_t, cam);
115
116    // Opt-in: treat this camera rig as a pointer source.
117    let pointer = universe.world.add_component(PointerComponent::new());
118    let _ = universe.attach(cam, pointer);
119
120    // Topology: I { T { C3D } } — add a small camera-attached controls hint.
121    example_util::spawn_desktop_camera_controls_hint(universe, rig_t);
122
123    fn spawn_shape_with_gizmo(
124        universe: &mut engine::Universe,
125        mesh: engine::graphics::primitives::CpuMeshHandle,
126        pos: [f32; 3],
127        scale: [f32; 3],
128        rot_euler: [f32; 3],
129        color: [f32; 4],
130    ) {
131        let t = universe.world.add_component(
132            TransformComponent::new()
133                .with_position(pos[0], pos[1], pos[2])
134                .with_scale(scale[0], scale[1], scale[2])
135                .with_rotation_euler(rot_euler[0], rot_euler[1], rot_euler[2]),
136        );
137        let r = universe
138            .world
139            .add_component(RenderableComponent::new(Renderable::new(
140                mesh,
141                MaterialHandle::TOON_MESH,
142            )));
143        let c = universe
144            .world
145            .add_component(ColorComponent::rgba(color[0], color[1], color[2], color[3]));
146        let rc = universe
147            .world
148            .add_component(RaycastableComponent::enabled());
149        let g = universe.world.add_component(TransformGizmoComponent::new());
150
151        let _ = universe.attach(t, r);
152        let _ = universe.attach(r, c);
153        let _ = universe.attach(r, rc);
154        let _ = universe.attach(t, g);
155
156        universe.add(t);
157    }
158
159    fn spawn_shape_raycastable_no_gizmo(
160        universe: &mut engine::Universe,
161        mesh: engine::graphics::primitives::CpuMeshHandle,
162        pos: [f32; 3],
163        scale: [f32; 3],
164        rot_euler: [f32; 3],
165        color: [f32; 4],
166    ) {
167        let t = universe.world.add_component(
168            TransformComponent::new()
169                .with_position(pos[0], pos[1], pos[2])
170                .with_scale(scale[0], scale[1], scale[2])
171                .with_rotation_euler(rot_euler[0], rot_euler[1], rot_euler[2]),
172        );
173        let r = universe
174            .world
175            .add_component(RenderableComponent::new(Renderable::new(
176                mesh,
177                MaterialHandle::TOON_MESH,
178            )));
179        let c = universe
180            .world
181            .add_component(ColorComponent::rgba(color[0], color[1], color[2], color[3]));
182        let rc = universe
183            .world
184            .add_component(RaycastableComponent::enabled());
185
186        let _ = universe.attach(t, r);
187        let _ = universe.attach(r, c);
188        let _ = universe.attach(r, rc);
189
190        universe.add(t);
191    }
192
193    spawn_shape_with_gizmo(
194        universe,
195        tri_mesh,
196        [-1.2, 0.0, 0.0],
197        [0.65, 0.65, 0.65],
198        [0.0, 0.0, 0.0],
199        [0.2, 0.9, 0.25, 1.0],
200    );
201    spawn_shape_with_gizmo(
202        universe,
203        cube_mesh,
204        [0.0, 0.0, 0.0],
205        [0.55, 0.55, 0.55],
206        [0.0, 0.0, 0.0],
207        [0.95, 0.25, 0.2, 1.0],
208    );
209    spawn_shape_with_gizmo(
210        universe,
211        tetra_mesh,
212        [1.2, 0.0, 0.0],
213        [0.7, 0.7, 0.7],
214        [0.0, 0.0, 0.0],
215        [0.2, 0.55, 1.0, 1.0],
216    );
217
218    // Standalone tetrahedron: no gizmo, but explicitly raycastable.
219    // This helps isolate tetra picking vs gizmo-handle interception.
220    spawn_shape_raycastable_no_gizmo(
221        universe,
222        tetra_mesh,
223        [2.6, -0.6, 0.0],
224        [0.95, 0.95, 0.95],
225        [0.0, 0.0, 0.0],
226        [0.85, 0.85, 1.0, 1.0],
227    );
228
229    universe.add(input);
230
231    Scene { bg_root }
232}
Source

pub fn with_base_mesh(self, base_mesh: CpuMeshHandle) -> Self

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