3D Rendering / 3D Shapes

Back to examples View in GitHub

Support Warning

WebGPU is currently only supported on Chrome starting with version 113, and only on desktop. If they don't work on your configuration, you can check the WebGL2 examples here.

3d_shapes.rs:
//! This example demonstrates the built-in 3d shapes in Bevy.
//! The scene includes a patterned texture and a rotation for visualizing the normals and UVs.
//!
//! You can toggle wireframes with the space bar except on wasm. Wasm does not support
//! `POLYGON_MODE_LINE` on the gpu.

use std::f32::consts::PI;

#[cfg(not(target_arch = "wasm32"))]
use bevy::pbr::wireframe::{WireframeConfig, WireframePlugin};
use bevy::{
    color::palettes::basic::SILVER,
    prelude::*,
    render::{
        render_asset::RenderAssetUsages,
        render_resource::{Extent3d, TextureDimension, TextureFormat},
    },
};

fn main() {
    App::new()
        .add_plugins((
            DefaultPlugins.set(ImagePlugin::default_nearest()),
            #[cfg(not(target_arch = "wasm32"))]
            WireframePlugin,
        ))
        .add_systems(Startup, setup)
        .add_systems(
            Update,
            (
                rotate,
                #[cfg(not(target_arch = "wasm32"))]
                toggle_wireframe,
            ),
        )
        .run();
}

/// A marker component for our shapes so we can query them separately from the ground plane
#[derive(Component)]
struct Shape;

const SHAPES_X_EXTENT: f32 = 14.0;
const EXTRUSION_X_EXTENT: f32 = 16.0;
const Z_EXTENT: f32 = 5.0;

fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut images: ResMut<Assets<Image>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    let debug_material = materials.add(StandardMaterial {
        base_color_texture: Some(images.add(uv_debug_texture())),
        ..default()
    });

    let shapes = [
        meshes.add(Cuboid::default()),
        meshes.add(Tetrahedron::default()),
        meshes.add(Capsule3d::default()),
        meshes.add(Torus::default()),
        meshes.add(Cylinder::default()),
        meshes.add(Cone::default()),
        meshes.add(ConicalFrustum::default()),
        meshes.add(Sphere::default().mesh().ico(5).unwrap()),
        meshes.add(Sphere::default().mesh().uv(32, 18)),
    ];

    let extrusions = [
        meshes.add(Extrusion::new(Rectangle::default(), 1.)),
        meshes.add(Extrusion::new(Capsule2d::default(), 1.)),
        meshes.add(Extrusion::new(Annulus::default(), 1.)),
        meshes.add(Extrusion::new(Circle::default(), 1.)),
        meshes.add(Extrusion::new(Ellipse::default(), 1.)),
        meshes.add(Extrusion::new(RegularPolygon::default(), 1.)),
        meshes.add(Extrusion::new(Triangle2d::default(), 1.)),
    ];

    let num_shapes = shapes.len();

    for (i, shape) in shapes.into_iter().enumerate() {
        commands.spawn((
            PbrBundle {
                mesh: shape,
                material: debug_material.clone(),
                transform: Transform::from_xyz(
                    -SHAPES_X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * SHAPES_X_EXTENT,
                    2.0,
                    Z_EXTENT / 2.,
                )
                .with_rotation(Quat::from_rotation_x(-PI / 4.)),
                ..default()
            },
            Shape,
        ));
    }

    let num_extrusions = extrusions.len();

    for (i, shape) in extrusions.into_iter().enumerate() {
        commands.spawn((
            PbrBundle {
                mesh: shape,
                material: debug_material.clone(),
                transform: Transform::from_xyz(
                    -EXTRUSION_X_EXTENT / 2.
                        + i as f32 / (num_extrusions - 1) as f32 * EXTRUSION_X_EXTENT,
                    2.0,
                    -Z_EXTENT / 2.,
                )
                .with_rotation(Quat::from_rotation_x(-PI / 4.)),
                ..default()
            },
            Shape,
        ));
    }

    commands.spawn(PointLightBundle {
        point_light: PointLight {
            shadows_enabled: true,
            intensity: 10_000_000.,
            range: 100.0,
            shadow_depth_bias: 0.2,
            ..default()
        },
        transform: Transform::from_xyz(8.0, 16.0, 8.0),
        ..default()
    });

    // ground plane
    commands.spawn(PbrBundle {
        mesh: meshes.add(Plane3d::default().mesh().size(50.0, 50.0).subdivisions(10)),
        material: materials.add(Color::from(SILVER)),
        ..default()
    });

    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(0.0, 7., 14.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
        ..default()
    });

    #[cfg(not(target_arch = "wasm32"))]
    commands.spawn(
        TextBundle::from_section("Press space to toggle wireframes", TextStyle::default())
            .with_style(Style {
                position_type: PositionType::Absolute,
                top: Val::Px(12.0),
                left: Val::Px(12.0),
                ..default()
            }),
    );
}

fn rotate(mut query: Query<&mut Transform, With<Shape>>, time: Res<Time>) {
    for mut transform in &mut query {
        transform.rotate_y(time.delta_seconds() / 2.);
    }
}

/// Creates a colorful test pattern
fn uv_debug_texture() -> Image {
    const TEXTURE_SIZE: usize = 8;

    let mut palette: [u8; 32] = [
        255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
        198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
    ];

    let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
    for y in 0..TEXTURE_SIZE {
        let offset = TEXTURE_SIZE * y * 4;
        texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
        palette.rotate_right(4);
    }

    Image::new_fill(
        Extent3d {
            width: TEXTURE_SIZE as u32,
            height: TEXTURE_SIZE as u32,
            depth_or_array_layers: 1,
        },
        TextureDimension::D2,
        &texture_data,
        TextureFormat::Rgba8UnormSrgb,
        RenderAssetUsages::RENDER_WORLD,
    )
}

#[cfg(not(target_arch = "wasm32"))]
fn toggle_wireframe(
    mut wireframe_config: ResMut<WireframeConfig>,
    keyboard: Res<ButtonInput<KeyCode>>,
) {
    if keyboard.just_pressed(KeyCode::Space) {
        wireframe_config.global = !wireframe_config.global;
    }
}