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Rust 2.77 KB | Source Code | 0 0
  1. ```rust
  2. use bevy::render::mesh::Indices;
  3. use bevy::prelude::*;
  4.  
  5. // function to generate a cube mesh with a disabled face
  6. pub fn generate_cube_mesh(disabled_faces: Option<Vec<usize>>) -> Mesh {
  7.     let mut mesh = Mesh::new(bevy::render::mesh::PrimitiveTopology::TriangleList);
  8.  
  9.     let half_width = 0.5;
  10.     let half_height = 0.5;
  11.     let half_depth = 0.5;
  12.  
  13.     let positions = vec![
  14.         // Define vertices for a cube
  15.         // Front face
  16.         -half_width, -half_height, half_depth, // Bottom Left Front 0
  17.         -half_width, half_height, half_depth,  // Top Left Front 1
  18.         half_width, half_height, half_depth,   // Top Right Front 2
  19.         half_width, -half_height, half_depth,  // Bottom Right Front 3
  20.         // Back face
  21.         -half_width, -half_height, -half_depth, // Bottom Left Back 4
  22.         -half_width, half_height, -half_depth,  // Top Left Back 5
  23.         half_width, half_height, -half_depth,   // Top Right Back 6
  24.         half_width, -half_height, -half_depth,  // Bottom Right Back 7
  25.     ];
  26.  
  27.     let normals = vec![
  28.         // Define normals for the vertices (optional)
  29.         // Normals are assumed to be facing outside for each face
  30.         0.0, 0.0, 1.0, // Front face
  31.         0.0, 0.0, -1.0, // Back face
  32.         1.0, 0.0, 0.0, // Right face
  33.         -1.0, 0.0, 0.0, // Left face
  34.         0.0, 1.0, 0.0, // Top face
  35.         0.0, -1.0, 0.0, // Bottom face
  36.     ];
  37.  
  38.     let uvs = vec![
  39.         // Define UV coordinates for texture mapping
  40.         0.0, 0.0,
  41.         0.0, 1.0,
  42.         1.0, 1.0,
  43.         1.0, 0.0,
  44.     ];
  45.  
  46.     // Indices to define triangles forming the cube faces
  47.     let mut indices = vec![
  48.         // Front face
  49.         0, 1, 2, 0, 2, 3, // Two triangles forming the front face
  50.         // Back face
  51.         4, 6, 5, 4, 7, 6, // Two triangles forming the back face
  52.         // Right face
  53.         3, 2, 6, 3, 6, 7, // Two triangles forming the right face
  54.         // Left face
  55.         0, 5, 1, 0, 4, 5, // Two triangles forming the left face
  56.         // Top face
  57.         1, 5, 6, 1, 6, 2, // Two triangles forming the top face
  58.         // Bottom face
  59.         0, 3, 7, 0, 7, 4, // Two triangles forming the bottom face
  60.     ];
  61.  
  62.     if let Some(faces) = disabled_faces {
  63.         // Remove indices for the specified disabled face
  64.         for face in faces {
  65.             let start_index = face * 6; // Each face has 6 indices (two triangles)
  66.             indices.splice(start_index..start_index + 6, std::iter::empty());
  67.         }
  68.     }
  69.  
  70.     // Add vertex attributes to the mesh
  71.     mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, positions);
  72.     mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
  73.     mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, uvs);
  74.     mesh.set_indices(Some(Indices::U32(indices)));
  75.  
  76.     mesh
  77. }
  78. ```
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