Struct bevy::render::mesh::CylinderMeshBuilder
pub struct CylinderMeshBuilder {
pub cylinder: Cylinder,
pub resolution: u32,
pub segments: u32,
}
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
impl CylinderMeshBuilder
pub fn new(radius: f32, height: f32, resolution: u32) -> 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
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
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
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§
§impl Clone for CylinderMeshBuilder
impl Clone for CylinderMeshBuilder
§fn clone(&self) -> CylinderMeshBuilder
fn clone(&self) -> CylinderMeshBuilder
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read more§impl Debug for CylinderMeshBuilder
impl Debug for CylinderMeshBuilder
§impl Default for CylinderMeshBuilder
impl Default for CylinderMeshBuilder
§fn default() -> CylinderMeshBuilder
fn default() -> CylinderMeshBuilder
Returns the “default value” for a type. Read more
§impl From<CylinderMeshBuilder> for Mesh
impl From<CylinderMeshBuilder> for Mesh
§fn from(cylinder: CylinderMeshBuilder) -> Mesh
fn from(cylinder: CylinderMeshBuilder) -> Mesh
Converts to this type from the input type.
impl Copy for CylinderMeshBuilder
Auto Trait Implementations§
impl Freeze for CylinderMeshBuilder
impl RefUnwindSafe for CylinderMeshBuilder
impl Send for CylinderMeshBuilder
impl Sync for CylinderMeshBuilder
impl Unpin for CylinderMeshBuilder
impl UnwindSafe for CylinderMeshBuilder
Blanket Implementations§
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ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
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Mutably borrows from an owned value. Read more
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) to Box<dyn Any>
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then be further downcast
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