mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
174 lines
4.8 KiB
Rust
174 lines
4.8 KiB
Rust
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use bevy::prelude::*;
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use bevy::render::render_graph_2::{StandardMaterial, ShaderUniforms};
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fn main() {
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AppBuilder::new().add_defaults().setup_world(setup).run();
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}
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fn setup(world: &mut World) {
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let cube = Mesh::load(MeshType::Cube);
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let cube_handle = {
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let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
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mesh_storage.add(cube)
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};
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world.build()
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// cube
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.add_archetype(NewMeshEntity {
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mesh: cube_handle.clone(),
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material: StandardMaterial {
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albedo: math::vec4(0.5, 0.3, 0.3, 1.0),
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},
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shader_uniforms: ShaderUniforms::new(),
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local_to_world: LocalToWorld::identity(),
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translation: Translation::new(0.0, 0.0, 1.0),
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})
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// light
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.add_archetype(LightEntity {
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light: Light {
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color: wgpu::Color {
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r: 0.8,
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g: 0.8,
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b: 0.5,
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a: 1.0,
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},
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fov: f32::to_radians(60.0),
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depth: 0.1..50.0,
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target_view: None,
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},
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local_to_world: LocalToWorld::identity(),
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translation: Translation::new(4.0, -4.0, 5.0),
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rotation: Rotation::from_euler_angles(0.0, 0.0, 0.0),
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})
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// 3d camera
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.add_archetype(CameraEntity {
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camera: Camera::new(CameraType::Projection {
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fov: std::f32::consts::PI / 4.0,
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near: 1.0,
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far: 1000.0,
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aspect_ratio: 1.0,
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}),
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active_camera: ActiveCamera,
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local_to_world: LocalToWorld(Mat4::look_at_rh(
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Vec3::new(3.0, 8.0, 5.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 1.0),
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)),
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})
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// 2d camera
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.add_archetype(Camera2dEntity {
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camera: Camera::new(CameraType::Orthographic {
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left: 0.0,
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right: 0.0,
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bottom: 0.0,
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top: 0.0,
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near: 0.0,
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far: 1.0,
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}),
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active_camera_2d: ActiveCamera2d,
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})
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.build();
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// bottom left anchor with vertical fill
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world.insert(
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(),
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vec![(Node::new(
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math::vec2(0.0, 0.0),
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Anchors::new(0.0, 0.0, 0.0, 1.0),
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Margins::new(10.0, 200.0, 10.0, 10.0),
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math::vec4(0.1, 0.1, 0.1, 1.0),
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),)],
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);
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// top right anchor with vertical fill
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world.insert(
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(),
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vec![(Node::new(
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math::vec2(0.0, 0.0),
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Anchors::new(1.0, 1.0, 0.0, 1.0),
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Margins::new(10.0, 100.0, 50.0, 100.0),
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math::vec4(0.1, 0.1, 0.1, 1.0),
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),)],
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);
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// render order test: reddest in the back, whitest in the front
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world.insert(
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(),
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vec![(Node::new(
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math::vec2(75.0, 75.0),
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Anchors::new(0.5, 0.5, 0.5, 0.5),
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Margins::new(0.0, 100.0, 0.0, 100.0),
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math::vec4(1.0, 0.1, 0.1, 1.0),
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),)],
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);
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world.insert(
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(),
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vec![(Node::new(
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math::vec2(50.0, 50.0),
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Anchors::new(0.5, 0.5, 0.5, 0.5),
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Margins::new(0.0, 100.0, 0.0, 100.0),
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math::vec4(1.0, 0.3, 0.3, 1.0),
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),)],
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);
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world.insert(
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(),
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vec![(Node::new(
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math::vec2(100.0, 100.0),
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Anchors::new(0.5, 0.5, 0.5, 0.5),
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Margins::new(0.0, 100.0, 0.0, 100.0),
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math::vec4(1.0, 0.5, 0.5, 1.0),
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),)],
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);
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world.insert(
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(),
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vec![(Node::new(
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math::vec2(150.0, 150.0),
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Anchors::new(0.5, 0.5, 0.5, 0.5),
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Margins::new(0.0, 100.0, 0.0, 100.0),
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math::vec4(1.0, 0.7, 0.7, 1.0),
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),)],
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);
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// parenting
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let parent = *world
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.insert(
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(),
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vec![(Node::new(
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math::vec2(300.0, 300.0),
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Anchors::new(0.0, 0.0, 0.0, 0.0),
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Margins::new(0.0, 200.0, 0.0, 200.0),
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math::vec4(0.1, 0.1, 1.0, 1.0),
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),)],
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)
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.first()
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.unwrap();
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world.insert(
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(),
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vec![(
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Node::new(
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math::vec2(0.0, 0.0),
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Anchors::new(0.0, 1.0, 0.0, 1.0),
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Margins::new(20.0, 20.0, 20.0, 20.0),
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math::vec4(0.6, 0.6, 1.0, 1.0),
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),
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Parent(parent),
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)],
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);
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// alpha test
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world.insert(
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(),
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vec![(Node::new(
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math::vec2(200.0, 200.0),
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Anchors::new(0.5, 0.5, 0.5, 0.5),
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Margins::new(0.0, 100.0, 0.0, 100.0),
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math::vec4(1.0, 0.9, 0.9, 0.4),
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),)],
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);
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}
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