use bevy::{ asset::{Asset, AssetStorage}, math::{Mat4, Vec3}, render::*, ui::*, *, }; fn main() { AppBuilder::new().add_defaults().setup_world(setup).run(); } fn setup(world: &mut World) { let cube = Mesh::load(MeshType::Cube); let cube_handle = { let mut mesh_storage = world.resources.get_mut::>().unwrap(); mesh_storage.add(cube) }; // cube world.insert( (), vec![( cube_handle, LocalToWorld::identity(), Material::new(math::vec4(0.5, 0.3, 0.3, 1.0)), )], ); // light world.insert( (), vec![( Light { color: wgpu::Color { r: 0.8, g: 0.8, b: 0.5, a: 1.0, }, fov: f32::to_radians(60.0), depth: 0.1..50.0, target_view: None, }, LocalToWorld::identity(), Translation::new(4.0, -4.0, 5.0), Rotation::from_euler_angles(0.0, 0.0, 0.0), )], ); // 3d camera world.insert( (), vec![ // camera ( Camera::new(CameraType::Projection { fov: std::f32::consts::PI / 4.0, near: 1.0, far: 1000.0, aspect_ratio: 1.0, }), ActiveCamera, LocalToWorld(Mat4::look_at_rh( Vec3::new(3.0, -5.0, 3.0), Vec3::new(0.0, 0.0, 0.0), Vec3::new(0.0, 0.0, 1.0), )), ), ], ); // 2d camera world.insert( (), vec![( Camera::new(CameraType::Orthographic { left: 0.0, right: 0.0, bottom: 0.0, top: 0.0, near: 0.0, far: 1.0, }), ActiveCamera2d, )], ); // bottom left anchor with vertical fill world.insert( (), vec![(Node::new( math::vec2(0.0, 0.0), Anchors::new(0.0, 0.0, 0.0, 1.0), Margins::new(10.0, 200.0, 10.0, 10.0), math::vec4(0.1, 0.1, 0.1, 1.0), ),)], ); // top right anchor with vertical fill world.insert( (), vec![(Node::new( math::vec2(0.0, 0.0), Anchors::new(1.0, 1.0, 0.0, 1.0), Margins::new(10.0, 100.0, 50.0, 100.0), math::vec4(0.1, 0.1, 0.1, 1.0), ),)], ); // render order test: reddest in the back, whitest in the front world.insert( (), vec![(Node::new( math::vec2(75.0, 75.0), Anchors::new(0.5, 0.5, 0.5, 0.5), Margins::new(0.0, 100.0, 0.0, 100.0), math::vec4(1.0, 0.1, 0.1, 1.0), ),)], ); world.insert( (), vec![(Node::new( math::vec2(50.0, 50.0), Anchors::new(0.5, 0.5, 0.5, 0.5), Margins::new(0.0, 100.0, 0.0, 100.0), math::vec4(1.0, 0.3, 0.3, 1.0), ),)], ); world.insert( (), vec![(Node::new( math::vec2(100.0, 100.0), Anchors::new(0.5, 0.5, 0.5, 0.5), Margins::new(0.0, 100.0, 0.0, 100.0), math::vec4(1.0, 0.5, 0.5, 1.0), ),)], ); world.insert( (), vec![(Node::new( math::vec2(150.0, 150.0), Anchors::new(0.5, 0.5, 0.5, 0.5), Margins::new(0.0, 100.0, 0.0, 100.0), math::vec4(1.0, 0.7, 0.7, 1.0), ),)], ); // parenting let parent = *world .insert( (), vec![(Node::new( math::vec2(300.0, 300.0), Anchors::new(0.0, 0.0, 0.0, 0.0), Margins::new(0.0, 200.0, 0.0, 200.0), math::vec4(0.1, 0.1, 1.0, 1.0), ),)], ) .first() .unwrap(); world.insert( (), vec![( Node::new( math::vec2(0.0, 0.0), Anchors::new(0.0, 1.0, 0.0, 1.0), Margins::new(20.0, 20.0, 20.0, 20.0), math::vec4(0.6, 0.6, 1.0, 1.0), ), Parent(parent), )], ); }