Struct bevy::render::mesh::primitives::CylinderMeshBuilder

pub struct CylinderMeshBuilder {
    pub cylinder: Cylinder,
    pub resolution: u32,
    pub segments: u32,
}
Expand description

A builder used for creating a Mesh with a Cylinder shape.

Fields§

§cylinder: Cylinder

The Cylinder shape.

§resolution: u32

The number of vertices used for the top and bottom of the cylinder.

The default is 32.

§segments: u32

The number of segments along the height of the cylinder. Must be greater than 0 for geometry to be generated.

The default is 1.

Implementations§

§

impl CylinderMeshBuilder

pub fn new(radius: f32, height: f32, resolution: u32) -> CylinderMeshBuilder

Creates a new CylinderMeshBuilder from the given radius, a height, and a resolution used for the top and bottom.

pub const fn resolution(self, resolution: u32) -> CylinderMeshBuilder

Sets the number of vertices used for the top and bottom of the cylinder.

Examples found in repository?
examples/3d/transmission.rs (line 76)
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fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    asset_server: Res<AssetServer>,
) {
    let icosphere_mesh = meshes.add(Sphere::new(0.9).mesh().ico(7).unwrap());
    let cube_mesh = meshes.add(Cuboid::new(0.7, 0.7, 0.7));
    let plane_mesh = meshes.add(Plane3d::default().mesh().size(2.0, 2.0));
    let cylinder_mesh = meshes.add(Cylinder::new(0.5, 2.0).mesh().resolution(50));

    // Cube #1
    commands.spawn((
        PbrBundle {
            mesh: cube_mesh.clone(),
            material: materials.add(StandardMaterial::default()),
            transform: Transform::from_xyz(0.25, 0.5, -2.0).with_rotation(Quat::from_euler(
                EulerRot::XYZ,
                1.4,
                3.7,
                21.3,
            )),
            ..default()
        },
        ExampleControls {
            color: true,
            specular_transmission: false,
            diffuse_transmission: false,
        },
    ));

    // Cube #2
    commands.spawn((
        PbrBundle {
            mesh: cube_mesh,
            material: materials.add(StandardMaterial::default()),
            transform: Transform::from_xyz(-0.75, 0.7, -2.0).with_rotation(Quat::from_euler(
                EulerRot::XYZ,
                0.4,
                2.3,
                4.7,
            )),
            ..default()
        },
        ExampleControls {
            color: true,
            specular_transmission: false,
            diffuse_transmission: false,
        },
    ));

    // Candle
    commands.spawn((
        PbrBundle {
            mesh: cylinder_mesh,
            material: materials.add(StandardMaterial {
                base_color: Color::srgb(0.9, 0.2, 0.3),
                diffuse_transmission: 0.7,
                perceptual_roughness: 0.32,
                thickness: 0.2,
                ..default()
            }),
            transform: Transform::from_xyz(-1.0, 0.0, 0.0),
            ..default()
        },
        ExampleControls {
            color: true,
            specular_transmission: false,
            diffuse_transmission: true,
        },
    ));

    // Candle Flame
    let scaled_white = LinearRgba::from(ANTIQUE_WHITE) * 80.;
    let scaled_orange = LinearRgba::from(ORANGE_RED) * 16.;
    let emissive = LinearRgba {
        red: scaled_white.red + scaled_orange.red,
        green: scaled_white.green + scaled_orange.green,
        blue: scaled_white.blue + scaled_orange.blue,
        alpha: 1.0,
    }
    .into();

    commands.spawn((
        PbrBundle {
            mesh: icosphere_mesh.clone(),
            material: materials.add(StandardMaterial {
                emissive,
                diffuse_transmission: 1.0,
                ..default()
            }),
            transform: Transform::from_xyz(-1.0, 1.15, 0.0).with_scale(Vec3::new(0.1, 0.2, 0.1)),
            ..default()
        },
        Flicker,
        NotShadowCaster,
    ));

    // Glass Sphere
    commands.spawn((
        PbrBundle {
            mesh: icosphere_mesh.clone(),
            material: materials.add(StandardMaterial {
                base_color: Color::WHITE,
                specular_transmission: 0.9,
                diffuse_transmission: 1.0,
                thickness: 1.8,
                ior: 1.5,
                perceptual_roughness: 0.12,
                ..default()
            }),
            transform: Transform::from_xyz(1.0, 0.0, 0.0),
            ..default()
        },
        ExampleControls {
            color: true,
            specular_transmission: true,
            diffuse_transmission: false,
        },
    ));

    // R Sphere
    commands.spawn((
        PbrBundle {
            mesh: icosphere_mesh.clone(),
            material: materials.add(StandardMaterial {
                base_color: RED.into(),
                specular_transmission: 0.9,
                diffuse_transmission: 1.0,
                thickness: 1.8,
                ior: 1.5,
                perceptual_roughness: 0.12,
                ..default()
            }),
            transform: Transform::from_xyz(1.0, -0.5, 2.0).with_scale(Vec3::splat(0.5)),
            ..default()
        },
        ExampleControls {
            color: true,
            specular_transmission: true,
            diffuse_transmission: false,
        },
    ));

    // G Sphere
    commands.spawn((
        PbrBundle {
            mesh: icosphere_mesh.clone(),
            material: materials.add(StandardMaterial {
                base_color: LIME.into(),
                specular_transmission: 0.9,
                diffuse_transmission: 1.0,
                thickness: 1.8,
                ior: 1.5,
                perceptual_roughness: 0.12,
                ..default()
            }),
            transform: Transform::from_xyz(0.0, -0.5, 2.0).with_scale(Vec3::splat(0.5)),
            ..default()
        },
        ExampleControls {
            color: true,
            specular_transmission: true,
            diffuse_transmission: false,
        },
    ));

    // B Sphere
    commands.spawn((
        PbrBundle {
            mesh: icosphere_mesh,
            material: materials.add(StandardMaterial {
                base_color: BLUE.into(),
                specular_transmission: 0.9,
                diffuse_transmission: 1.0,
                thickness: 1.8,
                ior: 1.5,
                perceptual_roughness: 0.12,
                ..default()
            }),
            transform: Transform::from_xyz(-1.0, -0.5, 2.0).with_scale(Vec3::splat(0.5)),
            ..default()
        },
        ExampleControls {
            color: true,
            specular_transmission: true,
            diffuse_transmission: false,
        },
    ));

    // Chessboard Plane
    let black_material = materials.add(StandardMaterial {
        base_color: Color::BLACK,
        reflectance: 0.3,
        perceptual_roughness: 0.8,
        ..default()
    });

    let white_material = materials.add(StandardMaterial {
        base_color: Color::WHITE,
        reflectance: 0.3,
        perceptual_roughness: 0.8,
        ..default()
    });

    for x in -3..4 {
        for z in -3..4 {
            commands.spawn((
                PbrBundle {
                    mesh: plane_mesh.clone(),
                    material: if (x + z) % 2 == 0 {
                        black_material.clone()
                    } else {
                        white_material.clone()
                    },
                    transform: Transform::from_xyz(x as f32 * 2.0, -1.0, z as f32 * 2.0),
                    ..default()
                },
                ExampleControls {
                    color: true,
                    specular_transmission: false,
                    diffuse_transmission: false,
                },
            ));
        }
    }

    // Paper
    commands.spawn((
        PbrBundle {
            mesh: plane_mesh,
            material: materials.add(StandardMaterial {
                base_color: Color::WHITE,
                diffuse_transmission: 0.6,
                perceptual_roughness: 0.8,
                reflectance: 1.0,
                double_sided: true,
                cull_mode: None,
                ..default()
            }),
            transform: Transform::from_xyz(0.0, 0.5, -3.0)
                .with_scale(Vec3::new(2.0, 1.0, 1.0))
                .with_rotation(Quat::from_euler(EulerRot::XYZ, PI / 2.0, 0.0, 0.0)),
            ..default()
        },
        TransmittedShadowReceiver,
        ExampleControls {
            specular_transmission: false,
            color: false,
            diffuse_transmission: true,
        },
    ));

    // Candle Light
    commands.spawn((
        PointLightBundle {
            transform: Transform::from_xyz(-1.0, 1.7, 0.0),
            point_light: PointLight {
                color: Color::from(
                    LinearRgba::from(ANTIQUE_WHITE).mix(&LinearRgba::from(ORANGE_RED), 0.2),
                ),
                intensity: 4_000.0,
                radius: 0.2,
                range: 5.0,
                shadows_enabled: true,
                ..default()
            },
            ..default()
        },
        Flicker,
    ));

    // Camera
    commands.spawn((
        Camera3dBundle {
            camera: Camera {
                hdr: true,
                ..default()
            },
            transform: Transform::from_xyz(1.0, 1.8, 7.0).looking_at(Vec3::ZERO, Vec3::Y),
            color_grading: ColorGrading {
                global: ColorGradingGlobal {
                    post_saturation: 1.2,
                    ..default()
                },
                ..default()
            },
            tonemapping: Tonemapping::TonyMcMapface,
            exposure: Exposure { ev100: 6.0 },
            ..default()
        },
        #[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
        TemporalAntiAliasBundle::default(),
        EnvironmentMapLight {
            intensity: 25.0,
            diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
            specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
        },
        BloomSettings::default(),
    ));

    // Controls Text
    let text_style = TextStyle {
        font_size: 18.0,
        ..default()
    };

    commands.spawn((
        TextBundle::from_section("", text_style).with_style(Style {
            position_type: PositionType::Absolute,
            top: Val::Px(10.0),
            left: Val::Px(10.0),
            ..default()
        }),
        ExampleDisplay,
    ));
}

pub const fn segments(self, segments: u32) -> CylinderMeshBuilder

Sets the number of segments along the height of the cylinder. Must be greater than 0 for geometry to be generated.

pub fn build(&self) -> Mesh

Builds a Mesh based on the configuration in self.

Examples found in repository?
examples/math/render_primitives.rs (line 521)
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fn spawn_primitive_3d(
    mut commands: Commands,
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut meshes: ResMut<Assets<Mesh>>,
) {
    const POSITION: Vec3 = Vec3::new(-LEFT_RIGHT_OFFSET_3D, 0.0, 0.0);
    let material: Handle<StandardMaterial> = materials.add(Color::WHITE);
    let camera_mode = CameraActive::Dim3;
    [
        Some(CUBOID.mesh()),
        Some(SPHERE.mesh().build()),
        None, // ellipse
        None, // triangle
        Some(PLANE_3D.mesh().build()),
        None, // line
        None, // segment
        None, // polyline
        None, // polygon
        None, // regular polygon
        Some(CAPSULE_3D.mesh().build()),
        Some(CYLINDER.mesh().build()),
        None, // cone
        None, // conical frustum
        Some(TORUS.mesh().build()),
    ]
    .into_iter()
    .zip(PrimitiveSelected::ALL)
    .for_each(|(maybe_mesh, state)| {
        if let Some(mesh) = maybe_mesh {
            commands.spawn((
                MeshDim3,
                PrimitiveData {
                    camera_mode,
                    primitive_state: state,
                },
                PbrBundle {
                    mesh: meshes.add(mesh),
                    material: material.clone(),
                    transform: Transform::from_translation(POSITION),
                    ..Default::default()
                },
            ));
        }
    });
}

Trait Implementations§

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impl Clone for CylinderMeshBuilder

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fn clone(&self) -> CylinderMeshBuilder

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for CylinderMeshBuilder

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for CylinderMeshBuilder

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fn default() -> CylinderMeshBuilder

Returns the “default value” for a type. Read more
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impl From<CylinderMeshBuilder> for Mesh

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fn from(cylinder: CylinderMeshBuilder) -> Mesh

Converts to this type from the input type.
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impl Copy for CylinderMeshBuilder

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