bevy_mesh/components.rs
1use crate::mesh::Mesh;
2use bevy_asset::{AsAssetId, AssetEvent, AssetId, Handle};
3use bevy_derive::{Deref, DerefMut};
4use bevy_ecs::{
5 change_detection::DetectChangesMut, component::Component, message::MessageReader,
6 reflect::ReflectComponent, system::Query, template::FromTemplate,
7};
8use bevy_platform::{collections::HashSet, hash::FixedHasher};
9use bevy_reflect::{std_traits::ReflectDefault, Reflect};
10use bevy_transform::components::Transform;
11use core::any::TypeId;
12use derive_more::derive::From;
13
14/// A component for 2D meshes. Requires a [`MeshMaterial2d`] to be rendered, commonly using a [`ColorMaterial`].
15///
16/// [`MeshMaterial2d`]: <https://docs.rs/bevy/latest/bevy/prelude/struct.MeshMaterial2d.html>
17/// [`ColorMaterial`]: <https://docs.rs/bevy/latest/bevy/prelude/struct.ColorMaterial.html>
18///
19/// # Example
20///
21/// ```ignore
22/// # use bevy_sprite::{ColorMaterial, MeshMaterial2d};
23/// # use bevy_ecs::prelude::*;
24/// # use bevy_mesh::{Mesh, Mesh2d};
25/// # use bevy_color::palettes::basic::RED;
26/// # use bevy_asset::Assets;
27/// # use bevy_shape::Circle;
28/// #
29/// // Spawn an entity with a mesh using `ColorMaterial`.
30/// fn setup(
31/// mut commands: Commands,
32/// mut meshes: ResMut<Assets<Mesh>>,
33/// mut materials: ResMut<Assets<ColorMaterial>>,
34/// ) {
35/// commands.spawn((
36/// Mesh2d(meshes.add(Circle::new(50.0))),
37/// MeshMaterial2d(materials.add(ColorMaterial::from_color(RED))),
38/// ));
39/// }
40/// ```
41#[derive(
42 Component, FromTemplate, Clone, Debug, Default, Deref, DerefMut, Reflect, PartialEq, Eq, From,
43)]
44#[reflect(Component, Default, Clone, PartialEq)]
45#[require(Transform)]
46pub struct Mesh2d(pub Handle<Mesh>);
47
48impl From<Mesh2d> for AssetId<Mesh> {
49 fn from(mesh: Mesh2d) -> Self {
50 mesh.id()
51 }
52}
53
54impl From<&Mesh2d> for AssetId<Mesh> {
55 fn from(mesh: &Mesh2d) -> Self {
56 mesh.id()
57 }
58}
59
60impl AsAssetId for Mesh2d {
61 type Asset = Mesh;
62
63 fn as_asset_id(&self) -> AssetId<Self::Asset> {
64 self.id()
65 }
66}
67
68/// A component for 3D meshes. Requires a [`MeshMaterial3d`] to be rendered, commonly using a [`StandardMaterial`].
69///
70/// [`MeshMaterial3d`]: <https://docs.rs/bevy/latest/bevy/pbr/struct.MeshMaterial3d.html>
71/// [`StandardMaterial`]: <https://docs.rs/bevy/latest/bevy/pbr/struct.StandardMaterial.html>
72///
73/// # Example
74///
75/// ```ignore
76/// # use bevy_pbr::{Material, MeshMaterial3d, StandardMaterial};
77/// # use bevy_ecs::prelude::*;
78/// # use bevy_mesh::{Mesh, Mesh3d};
79/// # use bevy_color::palettes::basic::RED;
80/// # use bevy_asset::Assets;
81/// # use bevy_shape::Capsule3d;
82/// #
83/// // Spawn an entity with a mesh using `StandardMaterial`.
84/// fn setup(
85/// mut commands: Commands,
86/// mut meshes: ResMut<Assets<Mesh>>,
87/// mut materials: ResMut<Assets<StandardMaterial>>,
88/// ) {
89/// commands.spawn((
90/// Mesh3d(meshes.add(Capsule3d::default())),
91/// MeshMaterial3d(materials.add(StandardMaterial {
92/// base_color: RED.into(),
93/// ..Default::default()
94/// })),
95/// ));
96/// }
97/// ```
98#[derive(
99 Component, FromTemplate, Clone, Debug, Default, Deref, DerefMut, Reflect, PartialEq, Eq, From,
100)]
101#[reflect(Component, Default, Clone, PartialEq)]
102#[require(Transform)]
103pub struct Mesh3d(pub Handle<Mesh>);
104
105impl From<Mesh3d> for AssetId<Mesh> {
106 fn from(mesh: Mesh3d) -> Self {
107 mesh.id()
108 }
109}
110
111impl From<&Mesh3d> for AssetId<Mesh> {
112 fn from(mesh: &Mesh3d) -> Self {
113 mesh.id()
114 }
115}
116
117impl AsAssetId for Mesh3d {
118 type Asset = Mesh;
119
120 fn as_asset_id(&self) -> AssetId<Self::Asset> {
121 self.id()
122 }
123}
124
125/// A system that marks a [`Mesh2d`] as changed if the associated [`Mesh2d`]
126/// asset has changed.
127///
128/// This is needed because the system that extracts meshes, `extract_2d_meshes`,
129/// write some metadata about the mesh into the GPU structures that they build
130/// that needs to be kept up to date if the contents of the mesh change.
131pub fn mark_2d_meshes_as_changed_if_their_assets_changed(
132 mut meshes_2d: Query<&mut Mesh2d>,
133 mut mesh_asset_events: MessageReader<AssetEvent<Mesh>>,
134) {
135 let mut changed_meshes: HashSet<AssetId<Mesh>, FixedHasher> = HashSet::default();
136 for mesh_asset_event in mesh_asset_events.read() {
137 if let AssetEvent::Modified { id } = mesh_asset_event {
138 changed_meshes.insert(*id);
139 }
140 }
141
142 if changed_meshes.is_empty() {
143 return;
144 }
145
146 for mut mesh_2d in &mut meshes_2d {
147 if changed_meshes.contains(&mesh_2d.0.id()) {
148 mesh_2d.set_changed();
149 }
150 }
151}
152
153/// A system that marks a [`Mesh3d`] as changed if the associated [`Mesh`] asset
154/// has changed.
155///
156/// This is needed because the systems that extract meshes, such as
157/// `extract_meshes_for_gpu_building`, write some metadata about the mesh (like
158/// the location within each slab) into the GPU structures that they build that
159/// needs to be kept up to date if the contents of the mesh change.
160pub fn mark_3d_meshes_as_changed_if_their_assets_changed(
161 mut meshes_3d: Query<&mut Mesh3d>,
162 mut mesh_asset_events: MessageReader<AssetEvent<Mesh>>,
163) {
164 let mut changed_meshes: HashSet<AssetId<Mesh>, FixedHasher> = HashSet::default();
165 for mesh_asset_event in mesh_asset_events.read() {
166 if let AssetEvent::Modified { id } = mesh_asset_event {
167 changed_meshes.insert(*id);
168 }
169 }
170
171 if changed_meshes.is_empty() {
172 return;
173 }
174
175 meshes_3d.par_iter_mut().for_each(|mut mesh_3d| {
176 if changed_meshes.contains(&mesh_3d.0.id()) {
177 mesh_3d.set_changed();
178 }
179 });
180}
181
182/// A component that stores an arbitrary index used to identify the mesh
183/// instance when rendering.
184///
185/// You can fetch the value of the tag in the shader using the `tag` field on
186/// `bevy_pbr::mesh_bindings::mesh`.
187///
188/// When using a `GpuComponentArrayBuffer`, the tag represents the index of the
189/// mesh instance data in the buffer. In this case, Bevy automatically manages
190/// the tag, keeping it up to date as component data are extracted to and
191/// removed from the buffer. If you aren't using a `GpuComponentArrayBuffer`,
192/// the tag is free for you to use for whatever purpose you wish.
193///
194/// You may optionally supply a [`TypeId`] to accompany the mesh tag. Bevy
195/// ignores this type and treats it only as an opaque marker. It's not stored
196/// except in debug mode. Its only purpose is to provide diagnostics so that
197/// `GpuComponentArrayBuffer` can emit warnings if it overwrites a mesh tag.
198/// Examples of misuse that `GpuComponentArrayBuffer` can detect are cases in
199/// which you were using a [`MeshTag`] for application-specific purposes in
200/// addition to storing a component backed by a `GpuComponentArrayBuffer` on
201/// your mesh and cases in which you attempted to store multiple components
202/// backed by `GpuComponentArrayBuffer`s on the same mesh.
203#[derive(Component, Clone, Debug, Default, Deref, DerefMut, Reflect, PartialEq, Eq)]
204#[reflect(Component, Default, Clone, PartialEq)]
205pub struct MeshTag {
206 /// The value made available to the shader.
207 #[deref]
208 pub value: u32,
209
210 /// The optional opaque type ID.
211 ///
212 /// See the documentation of [`MeshTag`] for more information.
213 ///
214 /// This field is only present in debug mode.
215 #[cfg(debug_assertions)]
216 type_id: Option<TypeId>,
217}
218
219impl MeshTag {
220 /// Creates a new [`MeshTag`] with the given value.
221 ///
222 /// No type ID is specified.
223 pub const fn new(value: u32) -> MeshTag {
224 MeshTag {
225 value,
226 #[cfg(debug_assertions)]
227 type_id: None,
228 }
229 }
230
231 /// Creates a new [`MeshTag`] with the given value and type.
232 ///
233 /// In debug mode, the type is stored on the [`MeshTag`] component and used
234 /// for detecting accidental tag overwriting.
235 pub fn with_type<T>(value: u32) -> MeshTag
236 where
237 T: 'static + Sized,
238 {
239 MeshTag::with_type_id(value, TypeId::of::<T>())
240 }
241
242 /// Creates a new [`MeshTag`] with the given value and type ID.
243 ///
244 /// This is the equivalent of [`Self::with_type`], except that the type ID
245 /// can be supplied dynamically.
246 ///
247 /// In debug mode, the type ID is stored on the [`MeshTag`] component and
248 /// used for detecting accidental tag overwriting.
249 pub fn with_type_id(value: u32, _type_id: TypeId) -> MeshTag {
250 MeshTag {
251 value,
252 #[cfg(debug_assertions)]
253 type_id: Some(_type_id),
254 }
255 }
256
257 /// Returns true if the type ID is present and equal to the ID of the given
258 /// type.
259 ///
260 /// `GpuComponentArrayBuffer` uses this to emit diagnostics if the component
261 /// array buffer logic overwrites a tag that might have been used for
262 /// application-specific purposes or for storing other components backed by
263 /// array buffers.
264 ///
265 /// In debug mode, this always returns true.
266 pub fn type_is<T>(&self) -> bool
267 where
268 T: 'static + Sized,
269 {
270 self.type_id_is(TypeId::of::<T>())
271 }
272
273 /// Returns true if the type ID is present and equal to the given type ID.
274 ///
275 /// This is the equivalent of [`Self::type_is`], except that the type ID can
276 /// be supplied dynamically.
277 ///
278 /// In debug mode, this always returns true.
279 #[cfg(debug_assertions)]
280 pub fn type_id_is(&self, type_id: TypeId) -> bool {
281 self.type_id == Some(type_id)
282 }
283
284 /// Returns true if the type ID is present and equal to the given type ID.
285 ///
286 /// This is the equivalent of [`Self::type_is`], except that the type ID can
287 /// be supplied dynamically.
288 ///
289 /// In debug mode, this always returns true.
290 #[cfg(not(debug_assertions))]
291 pub fn type_id_is(&self, _: TypeId) -> bool {
292 true
293 }
294}