mirror of
https://github.com/bevyengine/bevy.git
synced 2026-05-06 06:06:42 -04:00
PlaneMeshBuilder: allow for different number of subdivisions in X and Z directions (#19479)
Fixes #16437 it was as simple as @ulmer-a suggested I also adapted the documentation i havent manually tested if these axis arent switched, but from reading the code it should be fine --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
This commit is contained in:
@@ -9,16 +9,27 @@ use bevy_reflect::prelude::*;
|
||||
pub struct PlaneMeshBuilder {
|
||||
/// The [`Plane3d`] shape.
|
||||
pub plane: Plane3d,
|
||||
/// The number of subdivisions in the mesh.
|
||||
/// The number of subdivisions along the X axis.
|
||||
///
|
||||
/// 0 - is the original plane geometry, the 4 points in the XZ plane.
|
||||
///
|
||||
/// 1 - is split by 1 line in the middle of the plane on both the X axis and the Z axis, resulting in a plane with 4 quads / 8 triangles.
|
||||
/// 1 - adds a vertex in the middle of the X axis, resulting in a plane with 2 quads / 4 triangles, and a new edge along the Z axis.
|
||||
///
|
||||
/// 2 - is a plane split by 2 lines on both the X and Z axes, subdividing the plane into 3 equal sections along each axis, resulting in a plane with 9 quads / 18 triangles.
|
||||
/// 2 - adds 2 vertices along the X axis, resulting in a plane with 3 quads / 6 triangles.
|
||||
///
|
||||
/// and so on...
|
||||
pub subdivisions: u32,
|
||||
pub subdivisions_x: u32,
|
||||
|
||||
/// The number of subdivisions along the Z axis.
|
||||
///
|
||||
/// 0 - is the original plane geometry, the 4 points in the XZ plane.
|
||||
///
|
||||
/// 1 - adds a vertex in the middle of the Z axis, resulting in a plane with 2 quads / 4 triangles, and a new edge along the X axis.
|
||||
///
|
||||
/// 2 - adds 2 vertices along the Z axis, resulting in a plane with 3 quads / 6 triangles.
|
||||
///
|
||||
/// and so on...
|
||||
pub subdivisions_z: u32,
|
||||
}
|
||||
|
||||
impl PlaneMeshBuilder {
|
||||
@@ -30,7 +41,8 @@ impl PlaneMeshBuilder {
|
||||
normal,
|
||||
half_size: size / 2.0,
|
||||
},
|
||||
subdivisions: 0,
|
||||
subdivisions_x: 0,
|
||||
subdivisions_z: 0,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -42,7 +54,8 @@ impl PlaneMeshBuilder {
|
||||
half_size: size / 2.0,
|
||||
..Default::default()
|
||||
},
|
||||
subdivisions: 0,
|
||||
subdivisions_x: 0,
|
||||
subdivisions_z: 0,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -55,7 +68,8 @@ impl PlaneMeshBuilder {
|
||||
half_size: Vec2::splat(length) / 2.0,
|
||||
..Default::default()
|
||||
},
|
||||
subdivisions: 0,
|
||||
subdivisions_x: 0,
|
||||
subdivisions_z: 0,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -88,15 +102,46 @@ impl PlaneMeshBuilder {
|
||||
/// equal sections along each axis, resulting in a plane with 9 quads / 18 triangles.
|
||||
#[inline]
|
||||
pub fn subdivisions(mut self, subdivisions: u32) -> Self {
|
||||
self.subdivisions = subdivisions;
|
||||
self.subdivisions_x = subdivisions;
|
||||
self.subdivisions_z = subdivisions;
|
||||
self
|
||||
}
|
||||
|
||||
#[inline]
|
||||
/// The number of subdivisions along the X axis.
|
||||
///
|
||||
/// 0 - is the original plane geometry, the 4 points in the XZ plane.
|
||||
///
|
||||
/// 1 - adds a vertex in the middle of the X axis, resulting in a plane with 2 quads / 4 triangles, and a new edge along the Z axis.
|
||||
///
|
||||
/// 2 - adds 2 vertices along the X axis, resulting in a plane with 3 quads / 6 triangles.
|
||||
///
|
||||
/// and so on...
|
||||
pub fn subdivisions_x(mut self, subdivisions: u32) -> Self {
|
||||
self.subdivisions_x = subdivisions;
|
||||
self
|
||||
}
|
||||
|
||||
#[inline]
|
||||
/// The number of subdivisions along the Z axis.
|
||||
///
|
||||
/// 0 - is the original plane geometry, the 4 points in the XZ plane.
|
||||
///
|
||||
/// 1 - adds a vertex in the middle of the Z axis, resulting in a plane with 2 quads / 4 triangles, and a new edge along the X axis.
|
||||
///
|
||||
/// 2 - adds 2 vertices along the Z axis, resulting in a plane with 3 quads / 6 triangles.
|
||||
///
|
||||
/// and so on...
|
||||
pub fn subdivisions_z(mut self, subdivisions: u32) -> Self {
|
||||
self.subdivisions_z = subdivisions;
|
||||
self
|
||||
}
|
||||
}
|
||||
|
||||
impl MeshBuilder for PlaneMeshBuilder {
|
||||
fn build(&self) -> Mesh {
|
||||
let z_vertex_count = self.subdivisions + 2;
|
||||
let x_vertex_count = self.subdivisions + 2;
|
||||
let z_vertex_count = self.subdivisions_z + 2;
|
||||
let x_vertex_count = self.subdivisions_x + 2;
|
||||
let num_vertices = (z_vertex_count * x_vertex_count) as usize;
|
||||
let num_indices = ((z_vertex_count - 1) * (x_vertex_count - 1) * 6) as usize;
|
||||
|
||||
@@ -148,7 +193,8 @@ impl Meshable for Plane3d {
|
||||
fn mesh(&self) -> Self::Output {
|
||||
PlaneMeshBuilder {
|
||||
plane: *self,
|
||||
subdivisions: 0,
|
||||
subdivisions_x: 0,
|
||||
subdivisions_z: 0,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,15 @@
|
||||
---
|
||||
title: PlaneMeshBuilder, allow for different number of subdivisions in X and Z directions
|
||||
pull_requests: [19479]
|
||||
---
|
||||
|
||||
It is now possible to assign a different number of subdivisions on the X and Z axis.
|
||||
|
||||
The `subdivisions` field of `PlaneMeshBuilder` has been split into `subdivisions_x` and `subdivisions_z`.
|
||||
|
||||
```rust
|
||||
// Before:
|
||||
builder.subdivisions = 4
|
||||
// After:
|
||||
builder.subdivisions(4)
|
||||
```
|
||||
Reference in New Issue
Block a user