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- ```rust
- use bevy::render::mesh::Indices;
- use bevy::prelude::*;
- // function to generate a cube mesh with a disabled face
- pub fn generate_cube_mesh(disabled_faces: Option<Vec<usize>>) -> Mesh {
- let mut mesh = Mesh::new(bevy::render::mesh::PrimitiveTopology::TriangleList);
- let half_width = 0.5;
- let half_height = 0.5;
- let half_depth = 0.5;
- let positions = vec![
- // Define vertices for a cube
- // Front face
- -half_width, -half_height, half_depth, // Bottom Left Front 0
- -half_width, half_height, half_depth, // Top Left Front 1
- half_width, half_height, half_depth, // Top Right Front 2
- half_width, -half_height, half_depth, // Bottom Right Front 3
- // Back face
- -half_width, -half_height, -half_depth, // Bottom Left Back 4
- -half_width, half_height, -half_depth, // Top Left Back 5
- half_width, half_height, -half_depth, // Top Right Back 6
- half_width, -half_height, -half_depth, // Bottom Right Back 7
- ];
- let normals = vec![
- // Define normals for the vertices (optional)
- // Normals are assumed to be facing outside for each face
- 0.0, 0.0, 1.0, // Front face
- 0.0, 0.0, -1.0, // Back face
- 1.0, 0.0, 0.0, // Right face
- -1.0, 0.0, 0.0, // Left face
- 0.0, 1.0, 0.0, // Top face
- 0.0, -1.0, 0.0, // Bottom face
- ];
- let uvs = vec![
- // Define UV coordinates for texture mapping
- 0.0, 0.0,
- 0.0, 1.0,
- 1.0, 1.0,
- 1.0, 0.0,
- ];
- // Indices to define triangles forming the cube faces
- let mut indices = vec![
- // Front face
- 0, 1, 2, 0, 2, 3, // Two triangles forming the front face
- // Back face
- 4, 6, 5, 4, 7, 6, // Two triangles forming the back face
- // Right face
- 3, 2, 6, 3, 6, 7, // Two triangles forming the right face
- // Left face
- 0, 5, 1, 0, 4, 5, // Two triangles forming the left face
- // Top face
- 1, 5, 6, 1, 6, 2, // Two triangles forming the top face
- // Bottom face
- 0, 3, 7, 0, 7, 4, // Two triangles forming the bottom face
- ];
- if let Some(faces) = disabled_faces {
- // Remove indices for the specified disabled face
- for face in faces {
- let start_index = face * 6; // Each face has 6 indices (two triangles)
- indices.splice(start_index..start_index + 6, std::iter::empty());
- }
- }
- // Add vertex attributes to the mesh
- mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, positions);
- mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
- mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, uvs);
- mesh.set_indices(Some(Indices::U32(indices)));
- mesh
- }
- ```
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