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Un-hardcode positions and colors in 2d_shapes
example (#11867)
# Objective We recently got some neat new 2d shapes and the shapes are no longer centered on the screen. The hardcoded positions and colors are a pain to deal with when a new shape is added. ## Solution Delete a bunch of code and position shapes evenly. Assign colors evenly too. ## Before <img width="1280" alt="Screenshot 2024-02-14 at 3 17 40 PM" src="https://github.com/bevyengine/bevy/assets/200550/cc9fd9a8-4019-4907-a50e-621cb656c20a"> ## After <img width="1280" alt="Screenshot 2024-02-14 at 3 17 24 PM" src="https://github.com/bevyengine/bevy/assets/200550/033a3f91-d3bc-4ec8-af59-42a221f8b8e7"> --------- Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
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1 changed files with 34 additions and 52 deletions
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@ -1,6 +1,9 @@
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//! Shows how to render simple primitive shapes with a single color.
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//! Shows how to render simple primitive shapes with a single color.
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use bevy::{prelude::*, sprite::MaterialMesh2dBundle};
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use bevy::{
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prelude::*,
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sprite::{MaterialMesh2dBundle, Mesh2dHandle},
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};
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fn main() {
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fn main() {
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App::new()
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App::new()
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@ -9,6 +12,8 @@ fn main() {
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.run();
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.run();
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}
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}
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const X_EXTENT: f32 = 600.;
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fn setup(
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fn setup(
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mut commands: Commands,
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut meshes: ResMut<Assets<Mesh>>,
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@ -16,57 +21,34 @@ fn setup(
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) {
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) {
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commands.spawn(Camera2dBundle::default());
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commands.spawn(Camera2dBundle::default());
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// Circle
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let shapes = [
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commands.spawn(MaterialMesh2dBundle {
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Mesh2dHandle(meshes.add(Circle { radius: 50.0 })),
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mesh: meshes.add(Circle { radius: 50.0 }).into(),
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Mesh2dHandle(meshes.add(Ellipse::new(25.0, 50.0))),
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material: materials.add(Color::VIOLET),
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Mesh2dHandle(meshes.add(Capsule2d::new(25.0, 50.0))),
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transform: Transform::from_translation(Vec3::new(-275.0, 0.0, 0.0)),
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Mesh2dHandle(meshes.add(Rectangle::new(50.0, 100.0))),
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..default()
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Mesh2dHandle(meshes.add(RegularPolygon::new(50.0, 6))),
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});
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Mesh2dHandle(meshes.add(Triangle2d::new(
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// Ellipse
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commands.spawn(MaterialMesh2dBundle {
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mesh: meshes.add(Ellipse::new(25.0, 50.0)).into(),
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material: materials.add(Color::TURQUOISE),
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transform: Transform::from_translation(Vec3::new(-150.0, 0.0, 0.0)),
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..default()
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});
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// Capsule
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commands.spawn(MaterialMesh2dBundle {
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mesh: meshes.add(Capsule2d::new(25.0, 50.0)).into(),
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material: materials.add(Color::LIME_GREEN),
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transform: Transform::from_translation(Vec3::new(-50.0, 0.0, 0.0)),
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..default()
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});
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// Rectangle
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commands.spawn(MaterialMesh2dBundle {
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mesh: meshes.add(Rectangle::new(50.0, 100.0)).into(),
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material: materials.add(Color::YELLOW),
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transform: Transform::from_translation(Vec3::new(50.0, 0.0, 0.0)),
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..default()
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});
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// Hexagon
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commands.spawn(MaterialMesh2dBundle {
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mesh: meshes.add(RegularPolygon::new(50.0, 6)).into(),
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material: materials.add(Color::ORANGE),
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transform: Transform::from_translation(Vec3::new(175.0, 0.0, 0.0)),
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..default()
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});
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// Triangle
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commands.spawn(MaterialMesh2dBundle {
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mesh: meshes
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.add(Triangle2d::new(
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Vec2::Y * 50.0,
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Vec2::Y * 50.0,
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Vec2::new(-50.0, -50.0),
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Vec2::new(-50.0, -50.0),
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Vec2::new(50.0, -50.0),
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Vec2::new(50.0, -50.0),
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))
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))),
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.into(),
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];
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material: materials.add(Color::ORANGE_RED),
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let num_shapes = shapes.len();
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transform: Transform::from_translation(Vec3::new(300.0, 0.0, 0.0)),
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for (i, shape) in shapes.into_iter().enumerate() {
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// Distribute colors evenly across the rainbow.
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let color = Color::hsl(360. * i as f32 / num_shapes as f32, 0.95, 0.7);
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commands.spawn(MaterialMesh2dBundle {
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mesh: shape,
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material: materials.add(color),
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transform: Transform::from_xyz(
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// Distribute shapes from -X_EXTENT to +X_EXTENT.
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-X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT,
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0.0,
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0.0,
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),
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..default()
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..default()
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});
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});
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}
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}
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}
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